Slot machine

The slot machine enhances game enjoyment by implementing role determination and advantageous mode controls with extension and re-extension information presentation, addressing the need for improved entertainment value.

JP2026005840APending Publication Date: 2026-01-16SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2024104428
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-27
Publication Date
2026-01-16

AI Technical Summary

Technical Problem

Existing slot machines lack enhancements in entertainment value, particularly in providing modes that are advantageous to the player, leading to a need for improved game enjoyment.

Method used

The slot machine incorporates a main control means with role determination, normal and advantageous mode controls, and a sub-control means for presenting extension and re-extension information, allowing players to stay in advantageous modes based on predetermined roles and determined information processes.

Benefits of technology

This design increases the enjoyment of the game by offering players opportunities to extend their advantageous game periods, enhancing engagement and excitement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a slot machine capable of improving the taste of a game.SOLUTION: The AT point addition means 113D executes a lottery to determine whether or not to add points according to the result of the lottery by the winning combination lottery means 101B, and when points are added by the AT point addition means 113D, points are added by the AT point re-addition control means 101B when a replay or a rare winning combination is determined by the winning combination lottery means 113F in the next game. Thus, the interest of the game in the next game to which the point is added by the AT point adding means 113D is improved.SELECTED DRAWING: Figure 84
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Description

[Technical Field]

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

[0002] Conventionally, when a player bets on a slot machine and operates the start lever, the reels start to spin after a winning combination is drawn. Then, by operating the stop button, the reels stop spinning, and if a winning combination is achieved, the player is paid out medals.

[0003] In recent years, slot machines capable of executing AT that assists in winning small prizes by means of a push order notification means have become known (for example, Patent Document 1). Such slot machines can make it easier to win by notifying the order in which to operate the stop buttons when a small prize is won. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-143271 Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in the slot machines exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a slot machine that can enhance the enjoyment of the game. [Means for solving the problem]

[0007] The slot machine of the present invention is a slot machine equipped with a main control means capable of executing control related to games, wherein the main control means is equipped with a role determination means capable of determining a predetermined role, a normal mode control means capable of executing control related to a normal mode that is disadvantageous to the player, and an advantageous mode control means capable of executing control related to an advantageous mode that is advantageous to the player, and the advantageous mode control means is capable of executing an extension information determination process that can determine extension information related to an extension of the period during which the player can stay in the advantageous mode when the player is staying in the advantageous mode, and a re-extension information determination process that can determine re-extension information related to a re-extension of the period during which the player can stay in the advantageous mode in response to the predetermined role being determined by the role determination means in the game next in which the extension information has been determined by the extension information determination process.

[0008] In addition, in the slot machine of the present invention, the re-extension information determination process is characterized in that it is possible to determine the re-extension information in response to the predetermined role being determined by the role determination means in the next game in which the re-extension information has been determined by the re-extension information determination process.

[0009] The slot machine of the present invention is characterized in that it is equipped with a sub-control means capable of executing control related to the presentation, and when the extension information is determined by the extension information determination process, the sub-control means is capable of executing a re-extension information suggestion presentation that suggests that the re-extension information may be determined in the next game, and when the re-extension information is determined in the game following the extension information determined by the extension information determination process, the sub-control means is capable of executing a re-extension information notification presentation that notifies that the re-extension information has been determined.

[0010] In addition, the slot machine of the present invention is equipped with a sub-control means capable of executing control related to the presentation, and the sub-control means is capable of executing a re-extension information suggestion presentation that suggests that the re-extension information may be determined in the next game when the re-extension information is determined by the re-extension information determination process, and is capable of executing a re-extension information notification presentation that notifies the player that the re-extension information has been determined when the re-extension information is determined in the next game after the re-extension information has been determined by the re-extension information determination process. [Effects of the Invention]

[0011] According to the present invention, it is possible to provide a slot machine that can increase the enjoyment of the game. [Brief explanation of the drawings]

[0012] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a diagram showing the internal structure of the box portion. [Figure 3] FIG. [Figure 4] FIG. 2 is an enlarged view of a segment display. [Figure 5] FIG. [Figure 6] FIG. 10 is an enlarged view of the management information display LED. [Figure 7] FIG. 2 is a partial enlarged view of the main control board. [Figure 8] FIG. 2 is a block diagram of the periphery of the main control board. [Figure 9] FIG. 2 is a block diagram of the sub-control board and its periphery. [Figure 10] FIG. 2 is a diagram showing an outline of a main control board and a sub-control board. [Figure 11] FIG. 10 is a diagram showing the arrangement of symbols on the reels. [Figure 12] FIG. 10 is a diagram showing a reel window and an active line. [Figure 13] FIG. 10 is a diagram showing RT transition (1). [Figure 14] FIG. 10 is a diagram showing RT transition (2). [Figure 15] FIG. 10 is a diagram showing winning symbol combinations (1). [Figure 16] FIG. 10 is a diagram showing winning symbol combinations (2). [Figure 17] This is a diagram showing a table of numbers to be placed in normal play (non-flag spaces). [Figure 18] This is a diagram showing a table of numbers to be placed in normal play (between BB flags). [Figure 19] This is a diagram showing a table of numbers to be placed in normal play (between MB flags). [Figure 20] FIG. 10 is a diagram showing a table of the number of symbols placed in BB general games. [Figure 21] FIG. 10 is a diagram showing a table of the number of pieces placed in RB gaming. [Figure 22] FIG. 10 is a diagram showing a table of numbers placed in MB games. [Figure 23] FIG. 10 is a diagram showing a list (1) of condition devices. [Figure 24] FIG. 10 is a diagram showing a list (2) of condition devices. [Figure 25] FIG. 10 is a diagram showing a list (3) of condition devices. [Figure 26] FIG. 10 is a diagram showing a list of condition devices (4). [Figure 27] FIG. 10 is a diagram showing a list of results (1) in normal play (non-flag play). [Figure 28] FIG. 10 is a diagram showing a list of results (2) in normal play (non-flag play). [Figure 29] FIG. 10 is a diagram showing a list of results (1) in normal play (between BB flags). [Figure 30] FIG. 10 is a diagram showing a list of results (2) in normal play (between BB flags). [Figure 31] This is a diagram showing the results list (1) for normal play (between MB flags). [Figure 32] FIG. 10 is a diagram showing a list of results (2) in normal play (between MB flags). [Figure 33] FIG. 10 is a diagram showing a list of results (1) in a BB regular game (non-flag interval). [Figure 34]FIG. 10 is a diagram showing a list of results (2) in a BB regular game (non-flag interval). [Figure 35] FIG. 10 is a diagram showing a list of results (1) in a BB regular game (between RB flags). [Figure 36] FIG. 10 is a diagram showing a list of results (2) in a BB regular game (between RB flags). [Figure 37] FIG. 10 is a diagram showing a list of results in RB games (non-flag intervals). [Figure 38] FIG. 10 is a diagram showing a list of results in an RB game (between RB flags). [Figure 39] This is a diagram showing the results list (1) for MB games. [Figure 40] This is a diagram showing the results list (2) for MB games. [Figure 41] 10 is a flowchart showing a program start process. [Figure 42] 10 is a flowchart showing a setting change process. [Figure 43] 10 is a flowchart showing a power interruption recovery process. [Figure 44] 10 is a flowchart showing a main process. [Figure 45] 10 is a flowchart showing a game start setting process. [Figure 46] 10 is a flowchart showing the lottery process for transitioning to a favorable zone. [Figure 47] A flowchart showing the advantageous zone transition process. [Figure 48] A flowchart showing the push order instruction number setting process. [Figure 49] 10 is a flowchart showing a game medal payout process. [Figure 50] 10 is a flowchart showing a game end check process. [Figure 51] A flowchart showing the advantageous zone counter management process. [Figure 52] 10 is a flowchart showing main interrupt processing by the main control board. [Figure 53] 10 is a flowchart showing a power-off process. [Figure 54] 10 is a flowchart showing a secondary power interruption recovery process. [Figure 55] 10 is a flowchart showing processing during display of a setting change image. [Figure 56] 10 is a flowchart showing a process during display of a complete function activation image. [Figure 57] 10 is a flowchart showing a standby image display process. [Figure 58] 10 is a flowchart showing a process during return image display. [Figure 59] 10 is a flowchart showing a process during display of a demo image. [Figure 60] 10 is a flowchart showing processing during display of a game start image. [Figure 61] 10 is a flowchart showing a process for executing effects when the reels stop. [Figure 62] 10 is a flowchart showing the process of executing a winning effect. [Figure 63] FIG. 10 is a diagram illustrating mode transitions. [Figure 64] FIG. 2 is a functional block diagram in a normal mode. [Figure 65] FIG. 10 is a diagram showing the transition from the normal mode to the AT mode. [Figure 66] 10A and 10B are diagrams showing a level suggestion / notification image and a high probability suggestion / notification image. [Figure 67] FIG. 10 is a diagram showing a special level transition lottery table. [Figure 68] A figure showing an example of a win / loss notification in CZ mode. [Figure 69] FIG. 10 is a diagram showing a special level indication effect. [Figure 70] FIG. 1 is a functional block diagram in the CZ mode. [Figure 71] FIG. 10 is a diagram showing a time chart of the CZ mode (first half part). [Figure 72] FIG. 10 is a diagram showing a list of images displayed in CZ mode (first half). [Figure 73] A diagram showing the effects executed in CZ mode (second half part). [Figure 74] A figure showing a specific example of the effects executed in CZ mode (second half part). [Figure 75] FIG. 10 is a diagram showing a time chart of the CZ mode (second half part). [Figure 76] FIG. 1 is a functional block diagram in AT mode. [Figure 77] FIG. 10 is a diagram showing transitions related to the continuation of the AT mode. [Figure 78] FIG. 10 is a diagram showing a time chart of an AT mode. [Figure 79] FIG. 10 is a diagram showing an additional probability determination table. [Figure 80] A figure showing another embodiment of the added probability determination table. [Figure 81] FIG. 10 is a diagram showing an addition lottery table. [Figure 82] FIG. 10 is a diagram showing an AT mode (main part) stage image. [Figure 83] This is a diagram showing the effects that occur when points are added in AT mode. [Figure 84] FIG. 10 is a diagram showing the effect when re-adding. [Figure 85] FIG. 10 is a diagram showing a time chart when re-adding. [Figure 86] FIG. 10 is a functional block diagram in a continuous lottery mode. [Figure 87] FIG. 10 is a diagram showing the production during an episode. [Figure 88] FIG. 10 is a diagram showing a list of episode presentations. [Figure 89] A figure showing a specific example of an effect executed in the continuous lottery mode. [Figure 90] FIG. 10 is a diagram showing a continuation lottery table. [Figure 91] FIG. 10 is a diagram showing a specific example of a performance executed in an episode. [Figure 92] FIG. 10 is a diagram showing a specific example of an effect executed during a revival chance. [Figure 93] FIG. 10 is a functional block diagram in a weak specialization mode. [Figure 94]FIG. 10 is a diagram showing the effects produced when points are added in the weak specialization mode. [Figure 95] FIG. 10 is a diagram showing the effect when re-adding in the weak specialized mode. [Figure 96] FIG. 10 is a diagram showing a time chart of a weak specialization mode. [Figure 97] FIG. 10 is a functional block diagram in a strong specialized mode. [Figure 98] FIG. 10 is a diagram showing the effects that are produced when points are added in the strong specialized mode. [Figure 99] A diagram showing the effects when re-adding in the strong specialized mode (first half part). [Figure 100] FIG. 10 is a diagram showing a time chart of a strong specialized mode (first half part). [Figure 101] FIG. 10 is a diagram showing the effect (1) when the strong specialized mode continues. [Figure 102] FIG. 10 is a diagram showing the effect (2) when the strong specialized mode continues. [Figure 103] FIG. 10 is a diagram showing the effect (3) when the strong specialized mode continues. [Figure 104] FIG. 10 is a diagram showing the effects when the strong specialized mode ends. [Figure 105] A diagram showing the effects when re-adding in the strong specialized mode (second half part). [Figure 106] FIG. 10 is a diagram showing a time chart of a strong specialized mode (second half part). [Figure 107] FIG. 10 is a functional block diagram in a bonus mode. [Figure 108] FIG. 10 is a diagram showing a list of benefits when transitioning to a bonus mode. [Figure 109] FIG. 10 is a diagram showing a time chart after MID wins a prize. [Figure 110] FIG. 10 is a diagram showing a time chart when the same bonus is consecutively awarded. [Figure 111] FIG. 10 shows the CZ after BB. [Figure 112] FIG. 10 is a diagram showing a time chart in a bonus mode. [Figure 113]FIG. 10 is a diagram showing a specific effect that is executed when the start lever is operated. [Figure 114] A diagram showing a specific effect executed after the first stop. [Figure 115] This is a diagram showing the relationship between the winning probability of MB and the winning probability of BB (1). [Figure 116] This is a diagram showing the relationship between the winning probability of MB and the winning probability of BB (2). [Figure 117] FIG. 10 is a diagram showing the effects during a long freeze. [Figure 118] FIG. 10 is a diagram showing the presentation of a BB high probability state. [Figure 119] This is a diagram showing the presentation that occurs when the awakening BB high probability state is successful. [Figure 120] This is a diagram showing the effects that occur when the awakening BB high probability state fails. [Figure 121] FIG. 10 is a diagram showing a time chart when special points are acquired. [Figure 122] This is a diagram showing the presentation after completing the advantageous zone. [Figure 123] This is a diagram showing a time chart when completing the advantageous section. [Figure 124] This is a diagram showing the presentation that occurs after completing the advantageous zone in a high BB probability state. [Figure 125] This is a diagram showing the time chart (1) after completing the advantageous section. [Figure 126] This is a figure showing the time chart (2) after completing the advantageous section. [Figure 127] FIG. 10 is a diagram showing a list of effect customizations. [Figure 128] FIG. 10 is a front view of a slot machine according to a second embodiment. [Figure 129] FIG. 10 is a diagram showing the internal configuration of a box part in the second embodiment. [Figure 130] FIG. 10 is a rear view of the door portion in the second embodiment. [Figure 131] FIG. 2 is an enlarged view of a gaming medal count display. [Figure 132] FIG. 10 is a partial enlarged view of a main control board in the second embodiment. [Figure 133] FIG. 10 is a block diagram of the periphery of a main control board in the second embodiment. [Figure 134] FIG. 10 is a block diagram of the periphery of a sub-control board in the second embodiment. [Figure 135] FIG. 10 is a block diagram of the periphery of the lending device in the second embodiment. [Figure 136] 10 is a flowchart showing a counting process in the second embodiment. [Figure 137] 10 is a flowchart showing a lending process in the second embodiment. [Figure 138] 10 is a flowchart showing a lending command receiving process in the second embodiment. [Figure 139] 10 is a flowchart showing a replay command reception process in the second embodiment. [Figure 140] FIG. 11 is a block diagram of the periphery of a main control board in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0013] Hereinafter, an embodiment of the present invention will be described with reference to the above drawings.

[0014] [First embodiment] First, the slot machine according to the first embodiment will be described with reference to FIGS.

[0015] [External configuration of slot machine 1] The external configuration of the slot machine 1 will be described with reference to Figures 1 to 3. Figure 1 is a front view of the slot machine 1.

[0016] 1 to 3, the slot machine 1 according to this embodiment includes a box-shaped box section 2 with an opening 2A on the front (forward) side, and a door section 3 attached so as to be able to open and close relative to the opening 2A of the box section 2. As shown in FIG. 2, the box section 2 is composed of a top panel 2B, a bottom panel 2C, a right side panel 2D, a left side panel 2E, and a back panel 2F. The door section 3 is attached so as to be able to open and close relative to the opening 2A of the box section 2 using a hinge mechanism (not shown) disposed in front of the left side panel 2E of the box section 2 when viewed from the front.

[0017] When viewed from the front, a keyhole 4 is formed on the right edge of the door portion 3. When the door portion 3 is closed, the door portion 3 can be opened by inserting a door key (not shown) into the keyhole 4 and rotating it clockwise by a predetermined angle to perform an unlocking operation. On the other hand, when a door key (not shown) is inserted into the keyhole 4 and rotated counterclockwise by a predetermined angle, any abnormality (sometimes referred to as an "error") occurring in the slot machine 1 is cleared.

[0018] An image display device 5 consisting of a liquid crystal display, an organic EL display, a dot display, etc. is attached to the door section 3. The image display device 5 has a display screen 5A, and displays various effect images (e.g., the operation sequence of the stop button 18, effects corresponding to the winning combination in the game) and game information (e.g., when a special device is operating, or in AT mode, the number of games played, and the total number of coins won) on the display screen 5A during play.

[0019] When viewed from the front, a segment display 6 that notifies the player of predetermined information is attached to the base portion approximately in the center of the door portion 3. The segment display 6 will be described in detail with reference to FIG.

[0020] LEDs for effect 7 are attached around the door section 3. The LEDs for effect 7 consist of a right side LED 7A, a left side LED 7B, a control panel LED 7C, a right lower panel LED 7D, a left lower panel LED 7E, a lower right ring LED 7F, a lower left ring LED 7G, a center lower right ring LED 7H, a center lower left ring LED 7I, a light guide plate LED 7J, a lower panel LED 7K, an upper lens LED 7L, a right upper lens LED 7M, a left upper lens LED 7N, an upper right ring LED 7O, an upper left ring LED 7P, a center upper right ring LED 7Q, and a center upper left ring LED 7R, and can be lit in a predetermined pattern when predetermined conditions are met.

[0021] When viewed from the front, speakers 8 that output sounds such as voice and music are arranged at left and right positions above and below the door section 3. Specifically, when viewed from the front, a pair of upper right speaker 8A and upper left speaker 8B are arranged at the left and right positions above the door section 3, and a pair of lower right speaker 8C and lower left speaker 8D are arranged at the left and right positions below the door section 3.

[0022] A reel window 10 is provided in the center of the door section 3, through which the surfaces of the reels 9 (specifically, the left reel 9A, middle reel 9B, and right reel 9C) arranged side by side inside the box section 2 can be seen. The reels 9 are ring-shaped, and reel tape with multiple patterns printed on it is attached to the outer periphery. Each reel 9 is also provided with a reel index. The reel index is provided in a convex shape on the outer periphery of the reel 9, and is used to detect whether the reel 9 has made one rotation. The reel index is detected by a reel sensor 35S, which will be described later.

[0023] On the upper surface of the base part located below the reel window 10, there are attached a game medal insertion port 11 for inserting game medals, a BET button 12 for betting game medals within the stored range (sometimes written as "credits"), a MAXBET button 13, a performance button 14 for performing operations related to the performance, a volume adjustment button 15, a light intensity adjustment button 16, etc.

[0024] The effect button 14 is a button that is operated by the player when developing the effect, and is also used as a decision button that is operated when deciding on an object selected on a menu screen or the like.

[0025] The volume adjustment button 15 is a button for adjusting the volume value (specifically, the soft volume value) of the sound output from the speaker 8. The volume adjustment button 15 is also capable of adjusting the volume value in a range of multiple levels (for example, 10 levels). The volume adjustment button 15 is also used as a selection button that is operated to select an object when a menu screen is displayed.

[0026] The light intensity adjustment button 16 is a button for adjusting the brightness of the image display device 5, the effect LED 7, etc., and is capable of adjusting the brightness of the image displayed on the display screen 5A of the image display device 5 and the brightness of the effect LED 7 when it emits light in a range of multiple levels (e.g., 10 levels). In this embodiment, when the brightness is adjusted by the light intensity adjustment button 16, the brightness of the image display device 5 and the brightness of the effect LED 7 are adjusted together. The light intensity adjustment button 16 is also used as a selection button that is operated to select an object when a menu screen is displayed.

[0027] On the front side of the base, there are attached a start lever 17 which is operated to start the rotation of the reel 9, a stop button 18 for individually stopping the rotation of the reel 9, and a settlement button 19 for settling accumulated (credited) gaming medals.

[0028] The reel window 10 is transparent and configured to allow the reels 9 arranged side by side inside the box section 2 to be visible. Specifically, it is configured to allow the images printed on the reel tape to be visible in a changing state when the reel 9 is rotating. Furthermore, the reel window 10 is configured to allow the images printed on the reel tape to be visible in a stationary state when the reel 9 is stopped.

[0029] A game medal payout outlet 20 for paying out game medals is opened at a lower position of the door section 3, and a game medal storage tray 21 for storing game medals is provided facing the game medal payout outlet 20.

[0030] The MAXBET button LED 22 lights up when it is possible to bet on gaming medals. The MAXBET button LED 22 is disposed inside the MAXBET button 13, and the MAXBET button 13 can be illuminated by lighting up the MAXBET button LED 22. The MAXBET button LED 22 is turned off when it is not possible to bet on gaming medals.

[0031] The stop button LED 23 is disposed inside the stop button 18. The stop button LED 23 is made up of a left stop button LED 23A for lighting up the left stop button 18A, a middle stop button LED 23B for lighting up the middle stop button 18B, and a right stop button LED 23C for lighting up the right stop button 18C, and the stop button 18 can be illuminated by lighting up the stop button LED 23.

[0032] In addition, the stop button LED 23 lights up when operation of the stop button 18 is permitted (a state in which operation of the stop button 18 can be accepted), and turns off when operation of the stop button 18 is not permitted (a state in which operation of the stop button 18 cannot be accepted), thereby notifying the player of the permitted / not permitted state of the stop button 18.

[0033] Specifically, when the reels 9 are spinning and operation of the stop buttons 18 is permitted, the stop button LEDs 23 light up to indicate that operation of the stop buttons 18 is permitted. When one stop button 18 is operated, stop control is executed for the reel 9 corresponding to the operated stop button 18. Thereafter, operation of the remaining stop buttons 18 becomes permitted only after the stepping motor 34 corresponding to the stopped reel 9 has ceased to be excited and the stop button switch 18S for the operated stop button 18 has been turned OFF. Therefore, all stop button LEDs 23 remain off until the stop button switch 18S for the operated stop button 18 is turned OFF. When the stepping motor 34 corresponding to the operated stop button 18 has ceased to be excited and the stop button switch 18S corresponding to the operated stop button 18 has been turned OFF, the stop button LEDs 23 that have already been operated remain off, and the stop button LEDs 23 that have not yet been operated remain on.

[0034] It should be noted that the stop button LED 23 is turned off when operation of the stop button 18 is not permitted, but it may also be turned on in a predetermined color (e.g., blue) when operation of the stop button 18 is permitted, and in a specific color different from the predetermined color (e.g., red) when operation of the stop button 18 is not permitted, thereby informing the player of the permitted / not permitted state of the stop button 18.

[0035] [Internal structure of box 2] Fig. 2 is a diagram showing the internal configuration of the box section 2. As shown in Fig. 2, a hopper 24 is provided in the lower part of the interior of the box section 2 (in other words, above the bottom plate 2C) to pay out game medals that are won when a win is achieved as a result of playing a game. The hopper 24 stores game medals that are inserted through the game medal insertion port 11 and validly received, and ejects the stored game medals one by one. The game medals ejected by the hopper 24 are detected by a game medal payout sensor 25S.

[0036] Near the hopper 24, an auxiliary game medal storage 26 is provided for storing game medals that have overflowed from the hopper 24, and a fullness detection electrode 27 is provided for detecting whether the auxiliary game medal storage 26 is full (specifically, a state in which game medals may overflow from the auxiliary game medal storage 26). In addition, a power supply unit 28 is provided to the left of the hopper 24 when viewed from the front, for supplying power to various devices mounted on the slot machine 1. The power supply unit 28 will be described in detail later using FIG. 5.

[0037] The power supply unit 28 houses a power supply board 29, which is a board for supplying power to various devices installed in the slot machine 1. The power supply board 29 is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case into screw holes provided in the box portion 2. The power supply board 29 and the power cord 31 are relayed by a power relay board 30. The power relay board 30 is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case into screw holes provided in the box portion 2.

[0038] Backlights 32 are provided on the inner surfaces of the reels 9. The backlights 32 are made up of LEDs and include a left backlight 32A that illuminates the symbols printed on the outer peripheral surface of the left reel 9A from behind, a middle backlight 32B that illuminates the symbols printed on the outer peripheral surface of the center reel 9B from behind, and a right backlight 32C that illuminates the symbols printed on the outer peripheral surface of the right reel 9C from behind.

[0039] The backlight 32 is attached to a backlight board 33. The backlight board 33 is composed of a left backlight board 33A to which the left backlight 32A is attached, a middle backlight board 33B to which the middle backlight 32B is attached, and a right backlight board 33C to which the right backlight 32C is attached. The backlight board 33 is adapted to be fitted and fixed to a hook provided on the box portion 2 of the slot machine 1.

[0040] A stepping motor 34 is attached to each of the reels 9. The stepping motor 34 is made up of a left stepping motor 34A that controls the rotation and stopping of the left reel 9A, a center stepping motor 34B that controls the rotation and stopping of the center reel 9B, and a right stepping motor 34C that controls the rotation and stopping of the right reel 9C.

[0041] The reel sensor 35S is a sensor for detecting the reference position of the reel 9 when the rotation control of the reel 9 is executed by the stepping motor 34. The reel sensor 35S is composed of a left reel sensor 35SA for detecting the reference position of the left reel 9A, a center reel sensor 35SB for detecting the reference position of the center reel 9B, and a right reel sensor 35SC for detecting the reference position of the right reel 9C.

[0042] The reel board 36 is a board that relays between the stepping motor 34, the reel sensor 35S, and the main control board 100. The reel board 36 also relays between the main control board 100 and the external centralized terminal board 56. The reel board 36 is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case into screw holes provided in the box portion 2.

[0043] The backlight relay board 37 is a board that relays between the connector panel board 45 and the backlight board 33. The backlight relay board 37 is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case into screw holes provided in the box part 2.

[0044] The control information display LED 38 is made up of four LEDs and can display the ratio of advantageous zones and the ratio of instructed features. The control information display LED 38 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the control information display LED 38 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, similar to the slot machine 1. It sequentially displays the real-time (currently being measured) base value (indicating the number of safe balls per 100 out balls) for every 60,000 out balls, as well as the base values ​​for the previous, second, and third times for every 60,000 out balls. The control information display LED 38 will be described in detail below with reference to FIG. 6.

[0045] A main control board 100, which mainly controls the progress of the game, is provided inside the box section 2 (specifically, the upper part of the inner surface of the back panel 2F). When a specified number (e.g., 3) of gaming medals are bet and the start lever 17 is operated, the main control board 100 draws a winning combination and starts driving the reels 9 to rotate. When the stop button 18 is operated to stop the combination, the main control board 100 controls the reels 9 to stop according to the result of the winning combination. Furthermore, when all the reels 9 stop and a minor winning combination is achieved, the main control board 100 pays out gaming medals corresponding to the winning combination of symbols. The main control board 100 is stored in a main control board case 106 after being screwed into a screw hole drilled therein, and the main control board case 106 with the main control board 100 stored therein is fixed by a hook or the like.

[0046] An external centralized terminal board 56 is installed on the top of the right side plate 2D, and outputs information about the game to an external hall computer or the like. The information about the game output by the external centralized terminal board 56 includes the number of medals bet, the number of bonus games and the number of times the AT mode has started, etc. The external centralized terminal board 56 is designed to be fitted and fixed into a hook provided on the box portion 2 of the slot machine 1.

[0047] [Back side configuration of door section 3] 3 is a rear view of the door section 3. Here, since FIG. 3 illustrates the door section 3 as seen from the rear (rear), the left and right directions of the arrows illustrated in FIG. 3 are reversed from those in FIGS. 1 and 2.

[0048] The vibration speaker 8E is attached so that its output direction faces the front of the door section 3, and is capable of outputting vibrations of various frequencies in addition to sounds such as voice and music, making it possible to create a variety of effects.

[0049] A game medal selector 39 is provided below and to the right of the reel window 10 to select whether a game medal inserted through the game medal insertion slot 11 is valid or not. If the game medal inserted through the game medal insertion slot 11 is valid, the game medal selector 39 passes the game medal to a receiving passage leading to the hopper 24. The game medal that passes through the receiving passage is then detected by a game medal passing sensor 40S. The game medal passing sensor 40S also serves as a sensor that monitors for fraudulent insertion of game medals.

[0050] On the other hand, if the game medal selector 39 does not select a game medal inserted from the game medal insertion port 11 as one that can be validly accepted, the game medal is caused to flow down a return passageway that leads to the game medal payout outlet 20. In addition, a game medal passageway is formed in the return passageway so as to be aligned with the ejection port provided in the hopper 24 through which the game medals are ejected.

[0051] The fan motor unit 41 is a unit for cooling the image display device 5 and the sub-control board 300. Specifically, the fan motor unit 41 is a unit for lowering the temperature by introducing cool air from outside the slot machine 1 and discharging heat generated by the image display device 5 and the sub-control board 300 to the outside.

[0052] Approximately in the center of the rear surface of the door section 3, there is a setting value display LED 42 that displays the current setting value and whether the setting value has been confirmed. The "setting value" relates to the player's advantage, and in this embodiment, six setting values, 1 to 6, are provided. The higher the setting value, the more advantageous it is for the player. When the setting key switch 55S, which will be described later, is turned ON and then the power is turned ON, the setting changes state is entered, in which the setting value can be changed. At this time, an initialization process is executed to initialize a predetermined storage area of ​​the main RAM 103. Furthermore, when the setting key switch 55S is turned ON while the power is ON, the setting changes and the setting can be confirmed.

[0053] A door sensor 43S for detecting the opening of the door unit 3 is provided on the back surface of the keyhole 4. Specifically, when a door key (not shown) is inserted into the keyhole 4 and an unlocking operation is performed, the door sensor 43S turns ON. On the other hand, when a door key (not shown) is not inserted into the keyhole 4 and an unlocking operation is not performed, the door sensor 43S turns OFF.

[0054] An error reset sensor 44S for detecting the reset of an error is provided on the back surface of the keyhole 4. Specifically, when a door key (not shown) is inserted into the keyhole 4 and turned counterclockwise a predetermined angle, the error reset sensor 44S turns ON. On the other hand, if the door key (not shown) is not inserted into the keyhole 4 and turned counterclockwise a predetermined angle, the error reset sensor 44S turns OFF.

[0055] The connector panel board 45 is a board for relaying between the sub-control board 300 and the main control board 100, the image display device 5, the backlight relay board 37, the fan motor unit 41, the sub-door relay board 47, the LED lighting board 50, and the upper lens LED board 52L. The connector panel board 45 is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case to the door section 3.

[0056] The connector panel board 45 is equipped with a volume knob 46 that adjusts the hard volume value of the sound output from the speaker 8. The volume knob 46 can adjust the volume value (specifically, the hard volume value) of the sound output from the speaker 8, and can adjust the volume value within a range of multiple levels (e.g., 10 levels).

[0057] The sub-door relay board 47 is a board that relays between the connector panel board 45 and the lower right speaker 8C, lower left speaker 8D, volume adjustment button switch 15S, light intensity adjustment button switch 16S, lower panel relay board 48, and control panel EL board 52C, and is a board that generates a signal for the vibration speaker 8E when predetermined conditions are met. In addition, the sub-door relay board 47 is attached and fixed to the door section 3 by screwing it.

[0058] Lower panel relay board 48 is a board that relays between sub-door relay board 47 and lower panel right LED board 52D, lower panel left LED board 52E, lower right ring center LED board 52H, lower left ring center LED board 52I, light guide plate LED board 52J, and lower panel LED board 52K. Lower panel relay board 48 is attached and fixed to door section 3 by screwing.

[0059] The door relay board 49 is a board that relays signals between the main control board 100 and the segment indicator 6, BET button switch 12S, MAXBET button switch 13S, start lever sensor 17S, stop button switch 18S, settlement button switch 19S, gaming medal selector 39, gaming medal passage sensor 40S, door sensor 43S, and error reset sensor 44S. The door relay board 49 is also equipped with a management information display LED 38 and a setting value display LED 42. The door relay board 49 is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case to the door section 3.

[0060] The LED lighting board 50 is a board on which reel lighting LEDs 51 are mounted, which illuminate the reel 9 from above, in addition to the backlight 32, which illuminates the designs printed on the reel tape of the reel 9 from the back side. The LED lighting board 50 is fixed to the door section 3 by screwing it in place.

[0061] The performance LED board 52 is a board on which the performance LEDs 7 are mounted. Specifically, the performance LED board 52 includes a right side LED board 52A on which the right side LEDs 7A are mounted, a left side LED board 52B on which the left side LEDs 7B are mounted, a control panel EL board 52C on which the control panel LEDs 7C are mounted, a lower panel right LED board 52D on which the lower panel right LEDs 7D are mounted, a lower panel left LED board 52E on which the lower panel left LEDs 7E are mounted, a lower right ring LED board 52F on which the lower right ring LEDs 7F are mounted, and a lower left ring LED board 52G on which the lower left ring LEDs 7G are mounted.

[0062] In addition, the performance LED board 52 includes a lower right ring center LED board 52H on which the lower right ring center LED 7H is mounted, a lower left ring center LED board 52I on which the lower left ring center LED 7I is mounted, a light guide plate LED board 52J on which the light guide plate LED7J is mounted, a lower panel LED board 52K on which the lower panel LED 7K is mounted, and an upper lens LED board 52L on which the upper lens LED 7L is mounted.

[0063] The performance LED board 52 also includes an upper lens right LED board 52M on which the upper lens right LED 7M is mounted, an upper lens left LED board 52N on which the upper lens left LED 7N is mounted, an upper right ring LED board 52O on which the upper right ring LED 7O is mounted, an upper left ring LED board 52P on which the upper left ring LED 7P is mounted, an upper right ring center LED board 52Q on which the upper right ring center LED 7Q is mounted, and an upper left ring center LED board 52R on which the upper left ring center LED 7R is mounted.

[0064] A sub-control board 300 is provided on the rear side of the door section 3 above the reel window 10. The sub-control board 300 controls various presentation devices (e.g., image display device 5, presentation LED 7, and speaker 8) in response to various commands sent from the main control board 100, thereby executing various presentations to enhance the enjoyment of the game depending on the game situation. The sub-control board 300 is equipped with a presentation ROM 310.

[0065] The sub-control board 300 and the main control board 100 are connected using a cable harness to enable electrical communication, and information transmission between the main control board 100 and the sub-control board 300 is possible in only one direction, from the main control board 100 to the sub-control board 300. The sub-control board 300 is stored in a dedicated board case after being screwed into screw holes drilled in the case, and is fixed by screwing the dedicated board case.

[0066] The performance ROM 310 is a storage medium that stores information necessary for executing a performance, and specifically stores still image data and moving image data to be displayed on the display screen 5A of the image display device 5. The performance ROM 310 is attached and fixed by screws into screw holes drilled in the sub-control board 300.

[0067] [Segment Display 6] Figure 4 is an enlarged view of the segment display 6. As shown in Figure 4, the segment display 6 is composed of a bet number display LED 6A, a payout number display LED 6B, a reserve number display LED 6C, a replay display LED 6D, an insertion display LED 6E, a game start display LED 6F, and a performance display LED 6G.

[0068] The BET number display LED 6A is an LED that displays the value of the game medals bet, and is composed of a 1 BET lamp that lights up when the value of the game medals bet is 1, a 2 BET lamp that lights up when the value of the game medals bet is 2, and a 3 BET lamp that lights up when the value of the game medals bet is 3.

[0069] The payout number display LED 6B is an LED that displays the value of the game medals to be paid out when a win is achieved, and is composed of two digits, an upper digit and a lower digit. Note that the payout number display LED 6B may be controlled to turn off when there are no game medals to be paid out, or the upper digit and / or the lower digit may display 0.

[0070] Furthermore, when the setting is being changed, the payout number display LED 6B indicates that the setting is being changed. The payout number display LED 6B also has the function of displaying a navigation number (e.g., symbols, numbers) indicating the operation order of the stop buttons 18 (sometimes referred to as the "push order"). In this embodiment, the payout number display LED 6B notifies the operation order of the stop buttons 18, but a dedicated display device (e.g., LED) may also be provided to notify the operation order of the stop buttons 18. The notification of the operation order of the stop buttons 18 is also performed by the image display device 5, the performance LED 7, and the speaker 8, which are directly and / or indirectly connected to the sub-control board 300.

[0071] The reserved medal count display LED 6C is a seven-segment LED that displays the number of reserved (credited) gaming medals, and like the payout medal count display LED 6B, is composed of two digits, an upper digit and a lower digit. Also, when a setting change is in progress, not only the payout medal count display LED 6B but also the reserved medal count display LED 6C displays that the setting change is in progress. In addition, when an error occurs in the slot machine 1, the reserved medal count display LED 6C also has the function of displaying letters (e.g., letters) or numbers that indicate the type of error.

[0072] The replay display LED 6D is an LED that indicates that a replay has been won and that a replay has been activated. Also, when the setting is being changed, not only the payout number display LED 6B and the reserved number display LED 6C but also the replay display LED 6D displays that the setting is being changed.

[0073] The insertion indicator LED 6E is an LED that indicates that it is possible to bet on game medals. Specifically, the insertion indicator LED 6E is lit when it is possible to insert game medals into the game medal insertion slot 11 or when it is possible to accept operations of the BET button 12 and the MAXBET button 13. The insertion indicator LED 6E is turned off when it is not possible to bet on game medals.

[0074] The game start display LED 6F is an LED that indicates that a specified number of game medals have been bet and that operation of the start lever 17 is acceptable. When the specified number of game medals have not been bet, the game start display LED 6F is turned off.

[0075] The effect display LED 6G is an LED that indicates that a predetermined external signal is being output from the external centralized terminal board 56. For example, when a predetermined external signal is being output, the effect display LED 6G is lit, and when the predetermined external signal is not being output, the effect display LED 6G is turned off. Also, when a setting change is in progress, not only the payout number display LED 6B, the reserved number display LED 6C, and the replay display LED 6D, but also the effect display LED 6G displays that a setting change is in progress.

[0076] [Power Supply Unit 28] Figure 5 is a partial enlarged view of the power supply unit 28. As shown in Figure 5, the power supply unit 28 is provided with a power button 53. When the power button 53 is operated, a voltage is applied to supply power to various devices installed in the slot machine 1.

[0077] [Management information display LED38] Fig. 6 is an enlarged view of the management information display LED 38. As shown in Fig. 6, the management information display LED 38 is composed of a four-digit LED, and is composed of a two-digit identification information display section 38A that displays, by a predetermined symbol or the like, either (1) the cumulative advantageous zone ratio "7U" or the cumulative instruction-included role ratio "7P," (2) the consecutive role ratio in 6000 games "6y," (3) the role ratio in 6000 games "7y," (4) the cumulative consecutive role ratio "6A," (5) the cumulative role ratio "7A," or (6) the cumulative role etc. state ratio "5H," and a two-digit ratio information display section 38B for displaying the calculated ratio.

[0078] For example, when the above (5) cumulative reel ratio "7A" is displayed on the management information display LED 38, if the ratio is 50%, the symbol "7A" indicating the cumulative reel ratio is displayed on the identification information display section 38A, and 50 is displayed on the ratio information display section 38B.

[0079] Here, "cumulative total" refers to the sum of the values ​​that have been counted up to that point, and counting continues until the total number of games reaches at least the reference number of games (e.g., 17,500 games or 175,000 games). If the cumulative total is less than the reference number of games, the ratio is displayed in the ratio information display unit 38B by, for example, flashing, and if it is equal to or greater than the reference number of games, the ratio is displayed in the ratio information display unit 38B by lighting. The cumulative total continues to be added even after it reaches or exceeds the reference number of games until it reaches a value that can be stored in a predetermined address in the main RAM 103 (e.g., the upper limit). The 6,000 games in the above (2) consecutive combination ratio "6y" in 6,000 games and (3) combination ratio "7y" in 6,000 games refer to the total number of games played across 15 sets of 400 games.

[0080] "Advantageous zone ratio" refers to the ratio of time spent in the advantageous zone to the total playing zone (specifically, all zones, including non-advantageous zones and advantageous zones). For example, if the number of games in the playing zone is 1,000, and the number of games spent in the advantageous zone during that time is 700, the advantageous zone ratio is 70%.

[0081] The "instruction-included feature ratio" is the sum of the number of game medals paid out when the feature is activated and the number of medals paid out in games where the instruction function is activated, divided by the total number of medals paid out. Note that the instruction-included feature ratio when no feature is installed is the number of medals paid out in games where the instruction function is activated, divided by the total number of medals paid out. The sum of the number of medals paid out when the feature is activated and the number of medals paid out in games where the instruction function is activated is counted by the instruction-included feature counter.

[0082] When the stop button 18 is operated in accordance with the operating sequence displayed by the operation of the instruction function, the "number of payouts in a game in which the instruction function is activated" becomes the value of game medals (e.g., 9) that are paid out according to the winning symbol combination, and this value is added to the instruction-included device counter. On the other hand, even when the stop button 18 is operated in a different operating sequence from the operating sequence displayed by the operation of the instruction function, if a winning symbol is established, the "number of payouts in a game in which the instruction function is activated" becomes the value of game medals (e.g., 1) that are paid out according to the winning symbol combination, and this value is added to the instruction-included device counter. Note that, in a game in which the instruction function is activated, if the stop button 18 is operated in a different operating sequence from the operating sequence displayed by the operation of the instruction function and no winning symbol is established, the number is not added to the instruction-included device counter.

[0083] In addition, while in AT mode, for example, if the player wins on the three-bell (C1) described later, the instruction function may be activated to display dummy push order instruction information, as when the player wins on the push order role described later, or the instruction function may not be activated and dummy push order instruction information may not be displayed. If the instruction function is activated when the three-bell (C1) is won, the number of game medals paid out in that game is added to the instruction-incorporated feature counter. On the other hand, if the instruction function is not activated, the number of game medals paid out in that game is not added to the instruction-incorporated feature counter, but is added to the total payout counter. This also includes cases where the sub-control board 300 notifies the operation order of the stop buttons 18 via the image display device 5 or speaker 8.

[0084] "Continuous feature ratio" refers to the ratio of the number of payouts when a first-class special feature (e.g., RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts while RB is activated to the total number of payouts." For example, if the total number of payouts in 6000 games is 2000, and the number of payouts when a first-class special feature is activated is 1000, the continuous feature ratio in 6000 games is 50%.

[0085] "Ratio of payouts" refers to the ratio of payouts when a special feature is activated to the total payouts. Here, "special features" includes not only the first-class special feature (RB), but also the second-class special feature (CB), the feature continuous operation device (BB) related to the first-class special feature, the feature continuous operation device (MB) related to the second-class special feature, and the normal feature (SB).

[0086] The "reel state ratio" is the sum of the number of games when the reel is activated and the number of games when the reel continuous operation device is activated, divided by the total number of games. The sum of the number of games when the reel is activated and the number of games when the reel continuous operation device is activated is counted by the reel state counter.

[0087] In gaming machines that do not have the functions corresponding to the items (1) to (6) above, the ratio information display unit 38B is illuminated with "--." For example, if a gaming machine is not equipped with a first-class special feature, there is no consecutive feature ratio. Therefore, when displaying the above-mentioned (2) consecutive feature ratio in 6,000 games "6y" and (4) cumulative consecutive feature ratio "6A," the ratio segment is illuminated with "--." In this way, the control information display LED 38 displays each of the above-mentioned ratios (1) to (6). The control information display LED 38 is also configured to display a test pattern at a predetermined timing when a predetermined condition is met.

[0088] The above "advantageous zone ratio" and "instruction-included feature ratio" are preferably 70% or less. The feature ratio is also preferably 70% or less. The above "continuous feature ratio" is also preferably 60% or less, and the above "feature etc. state ratio" is also preferably 50% or less. By looking at the information displayed on the management information display LED 38, it is possible to check whether each ratio is within the desired range.

[0089] A slot machine 1 with a specification that sets the advantageous zone ratio at 70% or less is called a "7U" type, and a slot machine 1 with a specification that sets the instruction-included feature ratio at 70% or less is called a "7P" type. A slot machine 1 with an advantageous zone is either a "7U" type or a "7P" type. In a "7U" type slot machine 1, the cumulative advantageous zone ratio is displayed on the management information display LED 38, and in a "7P" type slot machine 1, the cumulative instruction-included feature ratio is displayed on the management information display LED 38.

[0090] In the "7U" type, the ratio of the advantageous zone to the play zone must be 70% or less, whereas in the "7P" type, the payouts paid out by the activation of the instruction function and the activation of the gambling device only need to be 70% or less of the total payouts, so (almost) the entire play zone may be an advantageous zone. To achieve (almost) the entire play zone as an advantageous zone, for example, the game can be set so that the advantageous zone is established without a lottery for the advantageous zone when the player is in a non-advantageous zone, or the game can be set so that the lottery for the advantageous zone is always won (with a 100% probability) when the player is in a non-advantageous zone, or the game can be set so that the lottery for the advantageous zone is won with a high probability (e.g., 99.9%) when the player is in a non-advantageous zone. While the "7U" type slot machine 1 is unable to execute processing related to the instruction function (e.g., drawing lots in AT mode) depending on the setting value, the "7P" type slot machine 1 is able to execute processing related to the instruction function depending on the setting value.

[0091] [Main control board 100] Figure 7 is a partial enlarged view of the main control board 100. As shown in Figure 7, the main control board 100 is equipped with a reset button 54 and a setting keyhole 55. If the reset button 54 is operated when an error has occurred, a process to clear the error is executed. Furthermore, if the reset button 54 is operated while changing settings, a process to switch the setting value displayed on the setting value display LED 42 is executed.

[0092] The setting keyhole 55 is a keyhole into which a setting key (not shown) is inserted, and when this setting key (not shown) is inserted into the setting keyhole 55 and turned a predetermined angle, the setting key switch 55S is turned ON and the current setting value is displayed on the setting value display LED 42. Furthermore, when the setting key (not shown) is inserted into the setting keyhole 55 and turned a predetermined angle, and then the setting key (not shown) is turned a predetermined angle in the opposite direction, the setting value is confirmed as the value displayed on the setting value display LED 42, and the setting key (not shown) can be removed.

[0093] [Block diagram of the main control board 100 and its surroundings] FIG. 8 is a block diagram of the main control board 100 and its surroundings.

[0094] As shown in FIG. 8, the main control board 100 includes a main CPU 101, a main ROM 102, a main RAM 103, a main input port 104, and a main output port 105. The main control board 100 is electrically connected to the gaming medal payout sensor 25S, the power supply board 29, the reel board 36, the door relay board 49, the reset button switch 54S, and the setting key switch 55S via the main input port 104 or the main output port 105. The main input port 104 is a connection portion through which an input signal from, for example, the BET button switch 12S is input via the door relay board 49. The main output port 105 is a connection portion through which an output signal is output to a peripheral device such as the stepping motor 34 via the reel board 36. The main control board 100 is connected to the power supply board 29, the reel board 36, and the door relay board 49 to enable two-way communication.

[0095] Input peripheral devices are indicated by arrows pointing from the peripheral device to the main control board 100. Output peripheral devices are indicated by arrows pointing from the main control board 100 to the peripheral device.

[0096] The main CPU 101 refers to a CPU (specifically, an IC with a calculation function) provided on the main control board 100, and executes programs and calculations necessary for the progress of the game, specifically, draws winning combinations, controls the drive of the reels 9, and pays out game medals when a win is achieved. The main ROM 102 is a storage medium that stores programs and various data (e.g., data tables) necessary for the progress of the game. The main RAM 103 is a storage medium that can store various data according to the progress of the game, etc.

[0097] A game medal inserted from the game medal insertion port 11 is sent to the inside of the game medal selector 39. The game medal sent to the inside of the game medal selector 39 is detected by a game medal passing sensor 40S.

[0098] The "main operation body" connected to the main control board 100 refers to the BET button 12, MAXBET button 13, start lever 17, stop button 18, settlement button 19, etc., and the "main operation switch" that detects the operation of this main operation body refers to a device (including electrical circuits and / or electrical components) that switches an electrical signal ON / OFF in response to operation by an operator (e.g., a player, a store clerk) who operates the main operation body.

[0099] Specifically, the main operation switches refer to the BET button switch 12S that detects the operation of the BET button 12, the MAXBET button switch 13S that detects the operation of the MAXBET button 13, the start lever sensor 17S that detects the operation of the start lever 17, the stop button switch 18S that detects the operation of the stop button 18 (specifically, the left stop button switch 18SA that detects the operation of the left stop button 18A, the middle stop button switch 18SB that detects the operation of the middle stop button 18B, and the right stop button switch 18SC that detects the operation of the right stop button 18C), and the settlement button switch 19S that detects the operation of the settlement button 19.

[0100] The main operation switch is composed of a light-emitting element and a light-receiving element, and when light emitted by the light-emitting element continues to be incident on the light-receiving element (in other words, when the light-receiving element continues to detect light), the main operation switch is turned OFF. When the operator operates the main operation body, the light from the light-emitting element is no longer incident on the light-receiving element. When the light-receiving element no longer detects light from the light-emitting element, an electrical signal indicating that the main operation switch has been turned ON is output to the main control board 100. Note that the main operation switch may be configured so that when the light from the light-emitting element is OFF, light from the light-emitting element does not enter the light-receiving element, and the switch is turned ON when light from the light-emitting element enters the light-receiving element.

[0101] The BET button 12 is a main operating body operated by the player, and is operated when betting one game medal from the stored game medals. When the BET button 12 is operated twice, two game medals can be bet, and when the BET button 12 is operated three times, three game medals can be bet. When the BET button 12 is subsequently operated, one game medal can be bet.

[0102] The BET button switch 12S is a main operation switch that detects the operation of the BET button 12. When the BET button switch 12S detects the operation of the BET button 12, an output signal is relayed through the door relay board 49 and output to the main control board 100. When the output signal output from the BET button switch 12S is input to the main control board 100, a process of betting one gaming medal is performed.

[0103] The MAXBET button 13 is the main operating device operated by the player when a specified number of game medals are bet from the stored game medals. The specified number is predetermined depending on whether or not a special feature is activated. For example, when a special feature is not activated, the specified number is set to three medals, and when a special feature is activated, the specified number is set to two medals.

[0104] If the MAXBET button 13 is operated when the specified number is three, three game medals can be bet with one operation. Also, if the MAXBET button 13 is operated when less than the specified number of game medals have been bet (for example, when one game medal has been bet or when two game medals have been bet), a process is executed to change the number of bets to three.

[0105] Furthermore, if the MAXBET button 13 is operated when the specified number is two, two game medals can be bet with one operation. Furthermore, if the MAXBET button 13 is operated when less than the specified number of game medals have been bet (for example, when one game medal has been bet), a process is executed in which the number of bets becomes two.

[0106] In this way, when the specified number differs between when a role is in operation and when it is not in operation, the number of game medals bet when the MAXBET button 13 is operated differs. For example, when the specified number when a role is not in operation is three, three game medals can be bet with one operation when the MAXBET button 13 is operated. On the other hand, when the specified number when a role is in operation is two, two game medals can be bet with one operation when the MAXBET button 13 is operated.

[0107] The MAXBET button switch 13S is a main operation switch that detects the operation of the MAXBET button 13. When the MAXBET button switch 13S detects the operation of the MAXBET button 13, an output signal is relayed through the door relay board 49 and output to the main control board 100. When the output signal output from the MAXBET button switch 13S is input to the main control board 100, a process of betting a specified number of gaming medals is performed.

[0108] The start lever 17 is a main operating body operated by a player to start the rotation of the reels 9. When the start lever 17 is operated after a specified number of gaming medals have been bet, a process for determining a winning combination and a process for spinning the reels 9 are executed.

[0109] The start lever sensor 17S is a main operation switch that detects operation of the start lever 17. When the start lever sensor 17S detects operation of the start lever 17, an output signal is relayed through the door relay board 49 and output to the main control board 100. When the output signal output from the start lever sensor 17S is input to the main control board 100, the main control board 100 performs processing to determine a winning combination and to spin the reels 9.

[0110] The stop buttons 18 are provided corresponding to each of the three reels 9 and are main operation bodies that are operated to stop the corresponding reel 9. The stop buttons 18 are made up of a left stop button 18A, a center stop button 18B, and a right stop button 18C. When the stop button 18 is operated while the reels 9 are spinning, a process is executed to stop the spinning reels 9.

[0111] The stop button switch 18S is a main operation switch that detects the operation of the stop button 18. When the stop button switch 18S detects the operation of the stop button 18, an output signal is relayed through the door relay board 49 and output to the main control board 100. When the output signal output from the stop button switch 18S is input to the main control board 100, a process is executed to stop the reels 9 that are spinning.

[0112] The settlement button 19 is a main operation body that is operated when paying out bet game medals or saved (credited) game medals. In this embodiment, when game medals have been bet and saved (credited) and the settlement button 19 is operated, the bet game medals are paid out first. Then, when the settlement button 19 is operated again, the saved (credited) game medals are paid out.

[0113] The settlement button switch 19S is a main operation switch that detects the operation of the settlement button 19. When the settlement button switch 19S detects the operation of the settlement button 19, an output signal is relayed through the door relay board 49 and output to the main control board 100. When the output signal output from the settlement button switch 19S is input, the main control board 100 pays out the game medals that have been bet or the game medals that have been saved (credited).

[0114] The reel board 36 is electrically connected to a stepping motor 34 and a reel sensor 35S for detecting the position of the reel 9. The stepping motor 34 is electrically connected to the main control board 100 via the reel board 36, and serves as a driving means for driving each of the reels 9 to rotate the reels 9, and is connected to the rotation center of each reel 9. The stepping motor 34 is made up of a left stepping motor 34A corresponding to the left reel 9A, a center stepping motor 34B corresponding to the center reel 9B, and a right stepping motor 34C corresponding to the right reel 9C.

[0115] The reel sensor 35S is provided to detect the reel index, and when the reel sensor 35S detects the reel index, the input signal is relayed through the reel board 36 and input to the main control board 100. This allows the main control board 100 to detect that the reel 9 has made one rotation. The reel sensor 35S is made up of a left reel sensor 35SA that detects the reel index of the left reel 9A, a center reel sensor 35SB that detects the reel index of the center reel 9B, and a right reel sensor 35SC that detects the reel index of the right reel 9C.

[0116] The main ROM 102 pre-stores the symbols on the reference position when the reel sensor 35S detects the reel index of the reel 9. This makes it possible to detect the symbols on the reference position at the moment the reel index is detected. Furthermore, it becomes possible to identify how many pulses the stepping motor 34 needs to be driven from the time the reel sensor 35S detects the reel index of the reel 9 to stop the symbol on the pay line LN, which will be described later, counting from the symbol on the reference position.

[0117] The power supply board 29 is electrically connected to the hopper 24, the fullness detection electrode 27, and a power supply relay board 30. The power supply relay board 30 has a power cord 31 connected thereto.

[0118] The game medal payout sensor 25S consists of a pair of first game medal payout sensors 25SA and second game medal payout sensors 25SB arranged a predetermined distance apart. When a game medal is paid out, a predetermined moving member (not shown) is moved by the game medal. The movement of the predetermined moving member turns the first game medal payout sensor 25SA and the second game medal payout sensor 25SB ON / OFF. Whether the game medal has been paid out properly is determined depending on whether the first game medal payout sensor 25SA and the second game medal payout sensor 25SB are each turned ON / OFF within a predetermined time range.

[0119] For example, if the first game medal payout sensor 25SA does not detect ON even though the hopper 24 is operating, it is determined that game medals have not been paid out, and a hopper error has occurred. Also, if at least one of the game medal payout sensors 25S continues to output an ON signal, it is determined that game medals are jammed.

[0120] When the start lever 17 is operated after a specified number of accumulated game medals have been bet by operating the BET button 12 or the MAXBET button 13, or after a specified number of game medals have been inserted through the game medal insertion slot 11, the output signal generated at this time is input to the main control board 100. When the output signal from the start lever 17 is input, the main control board 100 executes a winning combination drawing and controls the driving of the stepping motor 34 to rotate the reel 9. As a result, the symbols displayed on the reel window 10 are displayed variably at a specified speed.

[0121] Then, by operating the stop button 18, the rotation of the reel 9 corresponding to the stop button 18 (for example, the left reel 9A corresponding to the left stop button 18A) is stopped. When the stop button 18 is operated, the output signal output at that time is input to the main control board 100. When the output signal from the stop button 18 is input, the main control board 100 drives and controls the stepping motor 34 corresponding to the stop button 18 (for example, the left stepping motor 34A corresponding to the left stop button 18A), and controls the stopping of the reel 9 according to the combination of symbols that is permitted to win according to the result of the winning combination lottery.

[0122] The game result of the game is displayed based on the symbol combination when all reels 9 have stopped. Furthermore, when a symbol combination corresponding to any of the winning combinations stops on an active line LN (to be described later), a win is achieved and game medals are paid out.

[0123] The setting value display LED 42 is electrically connected to the door relay board 49. When the power is turned on while the setting key switch 55S is on, an output signal is relayed through the door relay board 49 and output to the main control board 100. When the output signal from the setting key switch 55S is input to the main control board 100, the main control board 100 transitions to a setting change state in which the setting value can be changed, and a process is performed to display the current setting value on the setting value display LED 42. At this time, an initialization process is executed to initialize a predetermined storage area in the main RAM 103.

[0124] Furthermore, when the setting key switch 55S is turned ON while the power is ON, an output signal is relayed through the door relay board 49 and sent to the main control board 100. When the output signal from the setting key switch 55S is input to the main control board 100, the main control board 100 does not transition to a setting change state, but transitions to a setting confirmation state in which the setting value can be confirmed, and the current setting value is displayed on the setting value display LED 42. At this time, the initialization process of the main RAM 103 is not executed.

[0125] In addition, a door sensor 43S and an error reset sensor 44S are electrically connected to the door relay board 49. When the door sensor 43S detects the opening of the door section 3, its output signal is output to the main control board 100 via the door relay board 49. When the error reset sensor 44S detects an error reset operation, its output signal is output to the main control board 100 via the door relay board 49.

[0126] When the reset button switch 54S detects operation of the reset button 54, it outputs an output signal to the main control board 100. When the output signal from the reset button switch 54S is input, the main control board 100 performs processing to initialize a predetermined storage area of ​​the main RAM 103. Furthermore, when the reset button switch 54S detects operation of the reset button 54 while changing settings, it outputs an output signal to the main control board 100. When the output signal is input from the reset button switch 54S, the main control board 100 updates and displays the setting value displayed on the setting value display LED 42.

[0127] The setting key switch 55S outputs an output signal to the main control board 100 when a setting key (not shown) is inserted and turned a predetermined angle. When an output signal from the setting key switch 55S is input, the main control board 100 becomes able to change or check the setting value. Thereafter, when the setting key (not shown) is turned to its initial position with the setting key (not shown) inserted, the main control board 100 outputs an output signal to the main control board 100. When an output signal from the setting key switch 55S is input, the setting value is confirmed and the setting key (not shown) can be removed.

[0128] [Block diagram of the sub-control board 300 and its surroundings] FIG. 9 is a block diagram of the sub-control board 300 and its peripherals. As shown in FIG. 9, the sub-control board 300 includes a sub-CPU 301, a sub-ROM 302, a sub-RAM 303, a sub-input port 304, a sub-output port 305, and a performance ROM 310. The sub-control board 300 is electrically connected to the upper right speaker 8A, the upper left speaker 8B, the performance button switch 14S, the MAXBET button LED 22, the stop button LED 23, the connector panel board 45, (part of) the performance LED board 52, and the performance button vibration device 57 via the sub-input port 304 or the sub-output port 305. The sub-input port 304 is a connection portion to which an output signal is input from a sub-operation switch (e.g., the performance button switch 14S) that detects the operation of the sub-operation body (e.g., the performance button 14). The sub-output port 305 is a connection portion to which an output signal is output to peripheral devices such as the MAXBET button LED 22 and the stop button LED 23. The sub-control board 300, the connector panel board 45, and (a part of) the performance LED board 52 are connected so as to enable two-way communication.

[0129] In Figure 9, input peripheral devices are shown with arrows pointing from the signals from the peripheral devices to the sub-control board 300, and output peripheral devices are shown with arrows pointing from the sub-control board 300 to the peripheral devices.

[0130] The sub-control board 300 controls the execution of effects during play and non-play. Here, the main control board 100 and the sub-control board 300 are electrically connected, and the main control board 100 sends commands, which are information necessary for outputting effects, to the sub-control board 300 in one direction via parallel communication. Note that the main control board 100 and the sub-control board 300 are not limited to being electrically connected, but may also be connected using optical communication. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may also be serial communication, or serial communication and parallel communication may be used together.

[0131] The sub-control board 300 is electrically connected to peripheral devices for progressing the performance, including sub-operation switches such as the performance button switch 14S that detect the operation of sub-operation bodies such as the performance button 14, via a sub-input port 304 or a sub-output port 305. The sub-input port 304 is a connection part to which output signals from the sub-operation switches etc. are input. The sub-output port 305 is a connection part to which output signals are output to various performance devices such as the image display device 5, performance LED 7, speaker 8, and performance button vibration device 57.

[0132] The effect button vibration device 57 is equipped with a vibration motor, and by driving this vibration motor, it is possible to vibrate the effect button 14 in a predetermined vibration mode. This makes it possible to execute a vibration effect in which the effect button 14 vibrates. Note that even when the effect button 14 is vibrating due to the effect button vibration device 57, it is possible to operate the effect button 14. In other words, the effect button switch 14S is able to detect the operation of the effect button 14 even when the effect button vibration device 57 is vibrating the effect button 14.

[0133] The sub-CPU 301 refers to a CPU (specifically, an IC with a calculation function) provided on the sub-control board 300, and executes programs and performs calculations necessary for executing the effects. The sub-ROM 302 is a storage medium that stores programs and various data, such as those used when drawing lots related to the effects, as data for the effects. The sub-RAM 303 is a storage medium that can temporarily store data captured by the sub-CPU 301 when controlling the effects.

[0134] The sub-operation body refers to the effect button 14, the volume adjustment button 15, the light intensity adjustment button 16, etc., and the sub-operation switch refers to a device (including an electric circuit and / or an electric component) that switches an electric signal ON / OFF in response to an operation by an operator (e.g., a player or a store clerk) who operates the sub-operation body. Specifically, it refers to the effect button switch 14S that detects the operation of the effect button 14, the volume adjustment button switch 15S that detects the operation of the volume adjustment button 15, and the light intensity adjustment button switch 16S that detects the operation of the light intensity adjustment button 16.

[0135] Like the main operation switch, the sub-operation switch is composed of a light-emitting element and a light-receiving element, and when light emitted by the light-emitting element continues to be incident on the light-receiving element (in other words, when the light-receiving element continues to detect light), the sub-operation switch is turned OFF. When the operator operates the sub-operation body, the light from the light-emitting element does not enter the light-receiving element. When the light-receiving element does not detect light from the light-emitting element, an electrical signal indicating that the sub-operation switch has been turned ON is sent to the sub-control board 300. Note that the sub-operation switch may also be configured so that when the sub-operation switch is OFF, light from the light-emitting element does not enter the light-receiving element, and the switch turns ON when light from the light-emitting element enters the light-receiving element.

[0136] The connector panel board 45 is electrically connected to the image display device 5, backlight relay board 37, volume switch 46S, sub-door relay board 47, LED lighting board 50, main control board 100, and sub-control board 300.

[0137] The volume switch 46S is a switch that can detect the operation of the volume knob 46. When the volume switch 46S detects the operation of the volume knob 46, it outputs an output signal to the sub-control board 300 via the connector panel board 45. When the sub-control board 300 receives the output signal from the volume switch 46S, it performs a process to change the hardware volume value.

[0138] The sub-door relay board 47 is electrically connected to the lower right speaker 8C, the lower left speaker 8D, the vibration speaker 8E, the volume adjustment button switch 15S, the light intensity adjustment button switch 16S, the connector panel board 45, the lower panel relay board 48, and the control panel EL board 52C.

[0139] The lower panel relay board 48 is electrically connected to the sub-door relay board 47, the lower panel right LED board 52D, the lower panel left LED board 52E, the lower right ring center LED board 52H, the lower left ring center LED board 52I, the light guide plate LED board 52J, and the lower panel LED board 52K.

[0140] The performance LED board 52 is a board that controls the performance LEDs 7. In this embodiment, the performance LED boards 52 include a performance LED board 52 that is directly connected to the sub-control board 300 and a performance LED board 52 that is connected to the sub-control board 300 via the connector panel board 45, the sub-door relay board 47, the lower panel relay board 48, etc.

[0141] The performance LED boards 52 directly connected to the sub-control board 300 include a right-side LED board 52A that controls the right-side LEDs 7A, a left-side LED board 52B that controls the left-side LEDs 7B, a lower-right ring LED board 52F that controls the lower-right ring LEDs 7F, a lower-left ring LED board 52G that controls the lower-left ring LEDs 7G, ​​an upper lens LED board 52L that controls the upper lens LEDs 7L, an upper lens right LED board 52M that controls the upper lens right LEDs 7M, an upper lens left LED board 52N that controls the upper lens left LEDs 7N, a upper-right ring LED board 52O that controls the upper-right ring LED 7O, an upper-left ring LED board 52P that controls the upper-left ring LED 7P, a upper-right ring center LED board 52Q that controls the upper-right ring center LED 7Q, and an upper-left ring center LED board 52R that controls the upper-left ring center LED 7R.

[0142] Right side LED board 52A, left side LED board 52B, upper lens right LED board 52M, upper lens left LED board 52N, upper right ring center LED board 52Q, and upper left ring center LED board 52R are attached and fixed by screwing them into the door section 3. Also, lower right ring LED board 52F, lower left ring LED board 52G, upper right ring LED board 52O, and upper left ring LED board 52P are each housed in a dedicated board case, and are attached and fixed by screwing these dedicated board cases into screw holes provided in the door section 3.

[0143] The effect LED board 52, which is connected to the sub-control board 300 via the connector panel board 45 and the sub-door relay board 47, includes a control panel EL board 52C that controls the control panel LED 7C. The control panel EL board 52C is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case into screw holes provided in the door section 3.

[0144] In addition, the performance LED boards 52 connected to the sub-control board 300 via the connector panel board 45, sub-door relay board 47, and lower panel relay board 48 include a lower panel right LED board 52D that controls the lower panel right LED 7D, a lower panel left LED board 52E that controls the lower panel left LED 7E, a lower right ring center LED board 52H that controls the lower right ring center LED 7H, a lower left ring center LED board 52I that controls the lower left ring center LED 7I, a light guide plate LED board 52J that controls the light guide plate LED 7J, and a lower panel LED board 52K that controls the lower panel LED 7K.

[0145] Lower panel right LED board 52D, lower panel left LED board 52E, lower right ring center LED board 52H, lower left ring center LED board 52I, and lower panel LED board 52K are attached and fixed by screwing them into screw holes provided in the door section 3. In addition, light guide plate LED board 52J is housed in a dedicated board case, and is attached and fixed by screwing this dedicated board case into screw holes provided in the door section 3.

[0146] [Outline of the main control board 100 and the sub-control board 300] FIG. 10 is a diagram showing an outline of the main control board 100 and the sub-control board 300. As shown in FIG.

[0147] As shown in Figure 10, the main CPU 101 of the main control board 100 is equipped with a command sending means 101A, a winning combination drawing means 101B, a winning flag control means 101C, an instruction information selecting means 101D, an effect number selecting means 101E, a reel control means 101F, a winning determination means 101G, and a payout means 101H. Note that the means shown in Figure 10 are merely examples, and are not limited to the means shown.

[0148] The command transmitting means 101A transmits to the sub-control board 300 commands required for the effects to be executed by the sub-control board 300. Here, the commands include, for example, information when the BET button 12 is operated, information when the MAXBET button 13 is operated, information when the start lever 17 is operated, information about the command number, information about the effect number, information about the game status, information when the stop button 18 is operated, information about the result of the winning determination, and the like.

[0149] The winning combination drawing means 101B draws the winning combination. The winning combination drawing means 101B includes, for example, a random number generating means for generating hard random numbers, and a random number extracting means for extracting the random number value generated by the random number generating means, and determines the winning combination based on the random number value extracted by the random number extracting means.

[0150] The random number generating means generates random numbers within a predetermined range (e.g., 0 to 65535). The random number values ​​are updated every 200 nanoseconds, with the range of 0 to 65535 being one cycle, and the random number values ​​are constantly updated while the slot machine 1 is powered on.

[0151] The random number extraction means extracts the random number value generated by the random number generation means at a predetermined timing (for example, the timing when the start lever 17 is operated by the player). Then, the role drawing means 101B determines the winning number corresponding to the area to which the random number value belongs, based on the random number value extracted by the random number extraction means, by comparing it with a number table, which will be explained later. When the winning number is determined by the role drawing means 101B, the winning role corresponding to the winning number is determined, and the combination of symbols that is permitted to win in the game is determined.

[0152] The winning flag control means 101C controls the ON / OFF of the winning flag corresponding to each role based on the result of the lottery by the role drawing means 101B. In this embodiment, a winning flag is provided for each role for all roles, and when any role is won as a result of the lottery by the role drawing means 101B, the winning flag corresponding to that role is turned ON. Note that winning roles can be classified into two cases: when there is one winning role (sometimes referred to as a "single win"), and when there are multiple winning roles (sometimes referred to as a "multiple win").

[0153] The instruction information selection means 101D selects an instruction number (specifically, a number corresponding to the operation sequence of the stop buttons 18 that is advantageous to the player) when the push order combination described later is determined by the combination drawing means 101B. For example, when the push order combination is won, the number will be the number corresponding to the operation sequence that can result in a win, such as a right-up bell, a right-down bell, a lower bell, or an upper bell, which will be described later.

[0154] In this embodiment, a unique instruction number is defined for each winning number. When one of the push order roles is won while the player is in the AT mode, the main control board 100 displays instruction information corresponding to the instruction number on the payout number display LED 6B. In this way, the function of displaying instruction information when a winning role (push order role) with an operation order of the stop buttons 18 that is advantageous to the player is determined is called the instruction function.

[0155] In addition, in the AT mode, when a push order role is won, at the start of the game (specifically, after the start lever 17 is operated and the winning role is determined), information corresponding to the instruction number is sent to the sub-control board 300. When the sub-control board 300 receives the information corresponding to the instruction number, it displays the operation order of the stop buttons 18 on the display screen 5A of the image display device 5.

[0156] The main control board 100 transmits the selected instruction number to the sub-control board 300 only in the advantageous section and in the mode in which instruction information is displayed (e.g., AT mode). Therefore, even if an instruction number is selected by the instruction information selection means 101D in the non-advantageous section, the instruction number will not be transmitted to the sub-control board 300. In the non-advantageous section, the process of selecting an instruction number does not need to be performed.

[0157] The effect number selection means 101E selects an effect number to be transmitted to the sub-control board 300. The effect numbers are predetermined in correspondence with winning combinations, and when the start lever 17 is operated to determine a winning combination, the effect number corresponding to the winning combination determined in that game is selected. Here, the command transmission means 101A transmits information regarding the effect number selected by the effect number selection means 101E to the sub-control board 300, and the command receiving means 301A receives the information regarding the effect number. The effect determination means 301B determines and executes an effect based on the information regarding the effect number received by the command receiving means 301A. Note that, unlike the instruction number, the information regarding the effect number is selected for each game and transmitted from the main control board 100 to the sub-control board 300.

[0158] Furthermore, the command transmitting means 101A transmits information regarding the effect number to the command receiving means 301A, but does not transmit information regarding the winning combination that was achieved in the game. Therefore, the sub-control board 300 is unable to recognize the winning combination that was achieved in the game. Meanwhile, the sub-control board 300 is able to execute the effects by receiving the effect number. However, even if one of the push-order combinations described below is achieved, the sub-control board 300 is unable to determine the operation order of the stop button 18 from the information regarding the effect number, and therefore is unable to notify the operation order of the stop button 18 based on the effect number. In contrast, when the machine is in AT mode, if one of the push-order combinations described below is achieved, information regarding the instruction number is transmitted from the main control board 100 to the sub-control board 300. This allows the sub-control board 300 to notify the operation order of the stop button 18 based on the received information regarding the instruction number.

[0159] The reel control means 101F controls all reels 9 to start spinning when the start lever 17 is operated. After the winning combination is determined by the winning combination drawing means 101B, the reel control means 101F refers to the ON / OFF state of the winning flag for the game and refers to a stop position determination table corresponding to the ON / OFF state of the winning flag. When the stop button 18 is operated, the reel control means 101F determines the stop position of the reel 9 corresponding to the stop button 18 based on the timing of accepting the operation of the stop button 18 and the stop position determination table that is referred to, and controls the stepping motor 34 to stop the reel 9 at the determined stop position.

[0160] For example, in a game in which at least one winning flag is ON, the reel control means 101F controls the reel 9 to stop within the range of stop control of the reel 9 so that a symbol combination corresponding to a winning combination stops on an activated line LN, which will be described later. Also, the reel control means 101F controls the reel 9 to stop so that a symbol combination not corresponding to a winning combination does not stop on the activated line LN.

[0161] Here, "within the range of reel 9 stop control" means the range of the number of frames from when the stop button 18 is operated until the reel 9 actually stops. When the reel 9 is rotating at a constant speed, it rotates at a speed of approximately 80 rotations per minute. When the stop button 18 is operated while the reel 9 is spinning, the time from when the stop button 18 is operated until the reel 9 stops is set to within 190 milliseconds, except for a specific reel 9 (e.g., left reel 9A) when MB is activated. As a result, the maximum number of frames from when the stop button 18 is operated until the reel 9 stops is set to four symbols.

[0162] On the other hand, for a specific reel 9 in an MB game, the time from when the stop button 18 is operated until the reel 9 stops is set to within 75 milliseconds. As a result, for a specific reel 9 in an MB game, the maximum number of frames from when the stop button 18 is operated until the reel 9 stops is set to one symbol. Then, when the operation of the stop button 18 is accepted, if any of the symbols within the stop control range of the reel 9 is a symbol that should be stopped on the pay line LN, that symbol is controlled to stop on the predetermined pay line LN when the stop button 18 is operated.

[0163] That is, when the reels 9 are stopped at the timing when the stop button 18 is operated, if the symbols corresponding to the winning combination do not stop on the activated line LN (described later), the reels 9 are controlled to stop within the range of the maximum number of frames, so that the symbol combination corresponding to the winning combination stops on the activated line LN as much as possible. This type of control is called "pull-in control."

[0164] Furthermore, when the reels 9 are stopped at the timing when the stop button 18 is operated, if a symbol combination that does not correspond to a winning combination stops on the pay line LN, the reels 9 are controlled to stop within the range of the maximum number of frames, thereby preventing the symbol combination that does not correspond to a winning combination from stopping on the pay line LN as much as possible. This type of control is called "kick-off control."

[0165] Furthermore, in a game in which multiple winning combinations of symbols are permitted (e.g., a game in which a push order role is won), the order of operation of the stop button 18 and the priority of the winning combination of symbols are determined in advance depending on the operation timing of the stop button 18, and the reel control means 101F performs stop control based on this priority.

[0166] The winning determination means 101G determines whether a combination of symbols that has stopped on a pay line LN (described later) corresponds to any winning combination. Here, the winning determination means 101G does not actually detect whether a combination of symbols that corresponds to a winning combination has stopped on the pay line LN. Specifically, the winning determination means 101G determines in advance the combination of symbols that will stop on the pay line LN (described later) based on the combination of symbols that has been permitted to win in the game and the operation sequence and / or timing of the stop button 18 before or after the reel 9 actually stops.

[0167] When the winning determination means 101G determines that a win has been achieved, the payout means 101H controls the hopper 24 to pay out game medals in accordance with the winning symbol combination. Specifically, the payout means 101H controls the display of the reserved number display LED 6C to update the display until the number of game medals displayed on the reserved number display LED 6C reaches the limit (e.g., 50). On the other hand, when the number of game medals displayed on the reserved number display LED 6C reaches the limit, the payout of game medals is executed by controlling the hopper 24.

[0168] As shown in Fig. 10, the sub-CPU 301 of the sub-control board 300 includes a command receiving means 301A and a performance determining means 301B. Note that the means shown in Fig. 10 are merely examples and are not limited to the means shown.

[0169] The command receiving means 301A receives a command transmitted by the main control board 100. Specifically, the command receiving means 301A performs a process of storing information included in the command received from the command transmitting means 101A in the sub-RAM 303.

[0170] The effect determination means 301B determines the effect according to the command received by the command receiving means 301A (specifically, information related to the command stored in the sub-RAM 303). For example, when the command receiving means 301A receives a command transmitted when the BET button 12 is operated, it determines an effect in which a BET sound is output from the speaker 8. Also, when the command receiving means 301A receives a command transmitted when the MAXBET button 13 is operated, it determines an effect in which a MAXBET sound is output from the speaker 8. In addition, when the command receiving means 301A receives a command transmitted when the start lever 17 is operated, it determines an effect in which a start sound is output from the speaker 8.

[0171] Furthermore, when the command receiving means 301A receives a command related to the instruction number, a command related to the effect number, or a command related to the game state, an effect corresponding to the received command is determined. For example, when a push order combination, which will be described later, is achieved while the player is in the AT mode, an effect is determined and executed in which the image display device 5 and the speaker 8 are used to notify the operation order of the stop buttons 18.

[0172] When the command receiving means 301A receives a command transmitted when the stop button 18 is operated, it determines the effect to be executed when the stop button 18 is operated (for example, an effect of outputting a stop sound from the speaker 8). Also, when the command receiving means 301A receives a command related to the result of the winning determination, it determines the effect to be executed when a winning is achieved (for example, an effect of outputting a winning sound from the speaker 8).

[0173] [Reel 9 symbol arrangement] 11 is a diagram showing the arrangement of symbols on the reel 9. Twenty symbols are printed on the reel tape attached to the outer periphery of the reel 9. Specifically, ten types of symbols are printed on the reel tape: a red seven symbol (e.g., number 07 on the left reel 9A), a blue seven symbol (e.g., number 12 on the left reel 9A), a black bar symbol (e.g., number 17 on the left reel 9A), a white bar symbol (e.g., number 15 on the center reel 9B), a black blank symbol (e.g., number 02 on the left reel 9A), a white blank symbol (e.g., number 06 on the left reel 9A), a replay symbol (e.g., number 19 on the left reel 9A), a bell symbol (e.g., number 18 on the left reel 9A), a cherry symbol (e.g., number 16 on the left reel 9A), and a watermelon symbol (e.g., number 15 on the left reel 9A).

[0174] Furthermore, the maximum number of symbols that can move (maximum number of frames) from the moment the stop button 18 is operated until the reel 9 stops is set to four. Therefore, if four predetermined symbols are arranged on one reel 9 at intervals of five symbols, the predetermined symbols can always be stopped and displayed on the pay line LN (described later), regardless of the position at which the stop button 18 is operated. For example, on the left reel 9A, replay symbols are arranged at numbers 19, 14, 09, and 04. Therefore, it can be said that four replay symbols are arranged at intervals of five symbols on the left reel 9A. Therefore, for the left reel 9A, it is possible to stop the replay symbols on the pay line LN (described later), regardless of when the left stop button 18A is operated. This arrangement of symbols is called "PB=1," and an arrangement without this arrangement is called "PB≠1."

[0175] On the left reel 9A, the replay symbols (numbers 19, 14, 09, and 04 on the left reel 9A), bell symbols (numbers 18, 13, 08, and 03 on the left reel 9A), and watermelon symbols (numbers 15, 10, 05, and 00 on the left reel 9A) have a PB of 1, while the other symbols have a PB of 1. On the center reel 9B, the replay symbols (numbers 16, 11, 06, and 01 on the center reel 9B) and bell symbols (numbers 19, 14, 09, and 04 on the center reel 9B) have a PB of 1, while the other symbols have a PB of 1. Furthermore, on the right reel 9C, the replay symbols (numbers 18, 13, 08, and 03 on the right reel 9C), bell symbols (numbers 15, 10, 05, and 00 on the right reel 9C), and watermelon symbols (numbers 19, 14, 09, and 04 on the right reel 9C) have a PB of 1, while the other symbols have a PB of ≠ 1.

[0176] On the left reel 9A, the cherry symbol and the white blank symbol (numbers 16, 11, 06, and 01 on the left reel 9A) combine to form a PB of 1. Therefore, no matter when the left stop button 18A is operated, either the cherry symbol or the white blank symbol can be displayed stopped on the activated line LN, which will be explained later.

[0177] Additionally, on the left reel 9A, the red seven symbol, blue seven symbol, black bar symbol, and black blank symbol (numbers 17, 12, 07, and 02 on the left reel 9A) add up to PB = 1. Therefore, no matter when the left stop button 18A is operated, any of the red seven symbol, blue seven symbol, black bar symbol, and black blank symbol can be stopped and displayed on the active line LN.

[0178] On the center reel 9B, the cherry symbol and the white BAR symbol (numbers 15, 10, 05, and 00 on the center reel 9B) add up to PB=1. Therefore, no matter when the center stop button 18B is operated, either the cherry symbol or the white BAR symbol can be displayed stopped on the activated line LN, which will be explained later.

[0179] Furthermore, on the center reel 9B, the sum of the four symbols (numbers 17, 12, 07, and 02 on the center reel 9B) of the red seven symbol, blue seven symbol, black bar symbol, and black blank symbol is PB = 1. Therefore, no matter when the center stop button 18B is operated, any of the red seven symbol, blue seven symbol, black bar symbol, and black blank symbol can be stopped and displayed on the active line LN.

[0180] On the right reel 9C, the cherry symbol and the white BAR symbol (numbers 16, 11, 06, and 01 on the right reel 9C) combine to form a PB of 1. Therefore, no matter when the center stop button 18B is operated, either the cherry symbol or the white BAR symbol can be displayed stopped on the activated line LN, which will be explained later.

[0181] Additionally, on the right reel 9C, the red seven symbol, blue seven symbol, black bar symbol, and black blank symbol (numbers 17, 12, 07, and 02 on the right reel 9C) add up to PB = 1. Therefore, no matter when the right stop button 18C is operated, any of the black seven symbol, bar symbol, white seven symbol, and blank symbol can be stopped and displayed on the active line LN.

[0182] [Reel window 10 and valid line LN] 12 is a diagram showing the reel window 10 and the pay line LN. As shown in FIG. 12, three consecutive symbols are visible through the reel window 10 for each reel 9. Therefore, a total of nine symbols are visible to the player. Here, the uppermost symbol display position of the three symbols displayed on the reel window 10 is referred to as the "upper row," the lowermost symbol display position is referred to as the "lower row," and the symbol display position between the upper row and the lower row is referred to as the "middle row."

[0183] The activated line LN is activated by betting a specified number of gaming medals, and whether or not a win has been achieved is determined based on the combination of symbols stopped and displayed on the activated activated line LN. In this embodiment, the activated line LN is a line that slopes downward to the right, connecting the symbol display area in the upper row of the left reel 9A, the symbol display area in the middle row of the center reel 9B, and the symbol display area in the lower row of the right reel 9C. Note that the activated line LN may be another line, or multiple lines.

[0184] [RT transition] 13 and 14 are diagrams showing RT transitions. FIG. 13 is a diagram showing RT transition (1), and FIG. 14 is a diagram showing RT transition (2). As shown in FIG. 13, first, when the main RAM 103 is initialized, the game transitions to a non-RT (non-flag interval) of normal play where no bonus (e.g., BB, MB, RB) is activated. The initialization of the main RAM 103 is performed, for example, when the power is turned on with a change in setting value, and the entire range of the storage area of ​​the main RAM 103 is initialized. Therefore, data corresponding to the bonus and data corresponding to the RT are initialized. Here, when the data corresponding to the RT is initialized, the data corresponding to the RT becomes 0, and when the data corresponding to the RT is 0, it corresponds to a non-RT. Furthermore, when the data corresponding to the bonus is initialized, the data corresponding to the bonus becomes 0, and when the data corresponding to the bonus is 0, it corresponds to a non-flag interval where information on winning a bonus is not stored.

[0185] In this embodiment, when the setting value is changed, the data corresponding to the bonus is initialized in some cases, and the data corresponding to the bonus is not initialized in other cases. Specifically, when the setting value is changed while winning information in the BB or winning information in the RB is stored, the data corresponding to the bonus is initialized. On the other hand, when the setting value is changed while winning information in the MB is stored, the data corresponding to the bonus stored in the main RAM 103 is not initialized.

[0186] In a non-RT (non-flag interval) of normal game, when MB wins and the symbol combination corresponding to MID is not stopped and displayed on the activated line LN, the game becomes non-RT (MB flag interval) of normal game. Here, when MB wins and the symbol combination corresponding to MID is not stopped and displayed on the activated line LN, the data corresponding to RT remains 0. Also, when data corresponding to MB is stored in the main RAM 103, the data corresponding to the bonus becomes 2, and when the data corresponding to the bonus is 2, it corresponds to the MB flag interval in which information about winning MB is stored. Note that, as will be explained in detail later, in this embodiment, MB and other roles can overlap and MID cannot win in a game in which MB wins.

[0187] In the non-RT (MB flag interval) of normal game, when a symbol combination corresponding to MID is stopped and displayed on the activated line LN, it becomes the non-RT (non-flag interval) of MB game. Here, when a symbol combination corresponding to MID is stopped and displayed on the activated line LN, the data corresponding to RT remains 0. Also, when a symbol combination corresponding to MID is stopped and displayed on the activated line LN, MB game starts, and the data corresponding to bonus becomes 0.

[0188] In MB games, when more than a predetermined number of game medals are paid out, the MB game ends and the game enters the normal RT (non-flag interval) of the normal game. Here, when the MB game ends, the data corresponding to the RT becomes 1, and when the data corresponding to the RT is 1, it corresponds to the normal RT. Also, when the MB game ends, the data corresponding to the bonus remains 0. Note that the process after the MB game ends and the game transitions to the normal RT (non-flag interval) of the normal game will be explained in detail using Figure 14.

[0189] In a non-RT (non-flag interval) of normal play, when BB is won and the symbol combination corresponding to BIG is not stopped and displayed on the activated line LN, it becomes a non-RT (BB flag interval) of normal play. Here, when BB is won and the symbol combination corresponding to BIG is not stopped and displayed on the activated line LN, the data corresponding to RT remains 0. Also, when the data corresponding to BB is stored, the data corresponding to the bonus becomes 1, but when the data corresponding to the bonus is 1, it corresponds to the BB flag interval in which information about a BB win is stored.

[0190] When a symbol combination corresponding to BIG is stopped and displayed on the activated line LN during non-RT (non-flag interval) of normal game or non-RT (BB flag interval) of normal game, it becomes BB game. BB game is made up of BB general game and RB game, and when a symbol combination corresponding to BIG is stopped and displayed on the activated line LN, the data corresponding to RT becomes 2, but when the data corresponding to RT is 2, it corresponds to BBRT. Also, when a symbol combination corresponding to BIG is stopped and displayed on the activated line LN, BB game starts, and the data corresponding to bonus becomes 0. In other words, when a BIG win is achieved, the game first shifts to BBRT (non-flag interval) of BB general game.

[0191] In the BBRT (non-flag interval) of the BB regular game, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, it becomes the RBRT (RB flag interval) of the BB regular game. Here, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, the data corresponding to the RT becomes 3, and when the data corresponding to the RT is 3, it corresponds to the RBRT. Also, when the winning information is stored in the RB, the data corresponding to the bonus becomes 3, and when the data corresponding to the bonus is 3, it corresponds to the RB flag interval in which the winning information is stored in the RB.

[0192] In BB regular game, when a symbol combination corresponding to REG is stopped and displayed on the active line LN, the game switches to RB game. Specifically, when a REG win is achieved in the BBRT (non-flag interval) of the BB regular game, or in the RBRT (RB flag interval) of the BB regular game, the data corresponding to RT becomes 2. Also, when a symbol combination corresponding to REG is stopped and displayed on the active line LN, the RB game starts, and the data corresponding to the bonus becomes 0. In other words, when a REG win is achieved, the game first shifts to the BBRT (non-flag interval) of the RB game.

[0193] In the BBRT (non-flag interval) of the RB game, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, it becomes the RBRT (RB flag interval) of the RB game. Here, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, the data corresponding to the RT becomes 3. Also, when the data corresponding to the RB is stored, the data corresponding to the bonus becomes 3.

[0194] When the RB game ends in the BBRT (non-flag interval) of the RB game or the RBRT (RB flag interval) of the RB game, the game transitions to the BB normal game. Here, the condition for ending the RB game is when a predetermined number of winning results (e.g., 2 times) are obtained, or when a predetermined number of game results (e.g., 2 times) are obtained (in other words, when a predetermined number of games have been played), whichever comes first.

[0195] In the BB game, when more than a predetermined number of game medals are paid out, the BB game ends and the game shifts to the normal RT (non-flag interval) of the normal game. Here, when the BB game ends, the data corresponding to the RT becomes 1. Also, when the BB game ends, the data corresponding to the bonus becomes 0. Note that the process after the BB game ends and the game shifts to the normal RT (non-flag interval) will be described in detail using FIG. 14.

[0196] Next, as shown in FIG. 14, first, when the BB game or MB game shown in FIG. 13 ends, the game shifts to the normal RT (non-flag interval) of the normal game. If the MB wins and the symbol combination corresponding to the MID is not stopped and displayed on the activated line LN during the normal RT (non-flag interval) of the normal game, the game shifts to the normal RT (MB flag interval) of the normal game. Here, if the MB wins and the symbol combination corresponding to the MID is not stopped and displayed on the activated line LN, the data corresponding to the RT remains 1. Furthermore, when the data corresponding to the MB is stored, the data corresponding to the bonus becomes 2.

[0197] During normal RT (between MB flags) in normal play, when a symbol combination corresponding to MID is stopped and displayed on the activated line LN, MB play begins. Here, when a symbol combination corresponding to MID is stopped and displayed on the activated line LN, the data corresponding to RT remains 1. Also, when a symbol combination corresponding to MID is stopped and displayed on the activated line LN, MB play begins, and the data corresponding to the bonus becomes 0.

[0198] In MB games, when more than a predetermined number of game medals are paid out, the MB game ends and the game enters normal RT (non-flag interval). Here, when the MB game ends, the data corresponding to RT remains at 1. Also, when the MB game ends, the data corresponding to the bonus remains at 0.

[0199] In the normal RT (non-flag interval) of normal play, when BB is won and the symbol combination corresponding to BIG is not stopped and displayed on the activated line LN, the normal RT (BB flag interval) of normal play is entered. Here, when BB is won and the symbol combination corresponding to BIG is not stopped and displayed on the activated line LN, the data corresponding to RT remains 1. Also, when the data corresponding to BB is stored, the data corresponding to the bonus becomes 1.

[0200] When a symbol combination corresponding to BIG is stopped and displayed on the activated line LN during the normal RT (non-flag interval) of normal game, or during the normal RT (BB flag interval) of normal game, a BB game is started. When a symbol combination corresponding to BIG is stopped and displayed on the activated line LN, the data corresponding to the RT becomes 2. Also, when a symbol combination corresponding to BIG is stopped and displayed on the activated line LN, a BB game starts, and the data corresponding to the bonus becomes 0. In other words, when a BIG win is achieved, the game first transitions to the BB RT (non-flag interval) of the BB regular game.

[0201] In the BBRT (non-flag interval) of the BB regular game, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, it becomes the RBRT (RB flag interval). Here, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, the data corresponding to the RT becomes 3. Also, when the data corresponding to the RB is stored, the data corresponding to the bonus becomes 3.

[0202] In BB regular game, when a symbol combination corresponding to REG is stopped and displayed on the active line LN, the game switches to RB game. Specifically, when a REG win is achieved in the BBRT (non-flag interval) of the BB regular game, or in the RBRT (RT flag interval) of the BB regular game, the data corresponding to RT becomes 2. Also, when a symbol combination corresponding to REG is stopped and displayed on the active line LN, the RB game starts, and the data corresponding to the bonus becomes 0. In other words, when a REG win is achieved, the game first shifts to the BBRT (non-flag interval) of the RB game.

[0203] In the BBRT (non-flag interval) of the RB game, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, it becomes the RBRT (RB flag interval). Here, when the RB wins and the symbol combination corresponding to the REG is not stopped and displayed on the activated line LN, the data corresponding to the RT becomes 3. Also, when the data corresponding to the RB is stored, the data corresponding to the bonus becomes 3.

[0204] When the RB game ends in the BBRT (non-flag interval) of the RB game or the RBRT (RB flag interval) of the RB game, the game transitions to the BB normal game. The conditions for ending the RB game are as described above.

[0205] In the BB game, when more than a predetermined number of game medals are paid out, the BB game ends and the game enters the normal RT (non-flag interval) of the normal game. Here, when the BB game ends, the data corresponding to the RT becomes 1. Also, when the BB game ends, the data corresponding to the bonus becomes 0.

[0206] [Winning combinations] 15 and 16 are diagrams showing symbol combinations related to winning prizes. Note that Fig. 15 is a diagram showing symbol combinations related to winning prizes (1), and Fig. 16 is a diagram showing symbol combinations related to winning prizes (2).

[0207] When the symbol combinations shown in Figures 15 and 16 are displayed on the pay line LN, a predetermined benefit is awarded to the player. Examples of the "predetermined benefit" include the start of a BB game, the start of an MB game, the start of an RB game, the payout of game medals, and the activation of a re-game.

[0208] When a red seven symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the center reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C, a BIG(1) win is achieved. When a BIG(1) win is achieved, a BB game starts. Note that for BIG(1), PB≠1.

[0209] When the blue seven symbol stops on the top row of the left reel 9A, the blue seven symbol stops on the middle row of the center reel 9B, and the blue seven symbol stops on the bottom row of the right reel 9C, a BIG(2) win is achieved. When a BIG(2) win is achieved, a BB game starts. Note that for BIG(2), PB≠1.

[0210] In this embodiment, the end condition of the BB game when a BIG(1) winning is achieved is different from the end condition of the BB game when a BIG(2) winning is achieved. Specifically, the end condition of the BB game when a BIG(1) winning is achieved is when more than a first specified number of game medals (e.g., 204 medals) have been paid out, and the end condition of the BB game when a BIG(2) winning is achieved is when more than a second specified number of game medals (e.g., 120 medals) that is less than the first specified number have been paid out. Of course, the end condition of the BB game when a BIG(1) winning is achieved and the end condition of the BB game when a BIG(2) winning is achieved can also be the same. Note that BIG(1) to BIG(2) may be collectively referred to as BIG.

[0211] When the replay symbol stops on the top row of the left reel 9A, the replay symbol stops on the middle row of the center reel 9B, and the watermelon symbol stops on the bottom row of the right reel 9C, the MID(1) win is established. When the MID(1) win is established, the MB game starts. Note that the MID(1) has a PB=1.

[0212] When the watermelon symbol stops on the top row of the left reel 9A, the replay symbol stops on the middle row of the center reel 9B, and the replay symbol stops on the bottom row of the right reel 9C, the MID(2) win is established. When the MID(2) win is established, the MB game starts. Note that the MID(2) has a PB=1.

[0213] When a bell symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a MID(3) win is achieved. When a MID(3) win is achieved, MB play begins. Note that MID(3) has a PB=1.

[0214] In this embodiment, the MB game termination condition when a winning combination is achieved on MID(1), when a winning combination is achieved on MID(2), and when a winning combination is achieved on MID(3) are the same termination condition. Specifically, the MB game termination condition when a winning combination is achieved on any of MID(1) to MID(3) is when more than a specified number of game medals (e.g., 5 medals) have been paid out. Of course, different conditions can be used for the MB game termination condition when a winning combination is achieved on MID(1), when a winning combination is achieved on MID(2), and when a winning combination is achieved on MID(3).

[0215] For example, the condition for ending the MB game when a winning MID(1) is achieved is when more than a first specified number of medals (e.g., 30 medals) have been paid out, the condition for ending the MB game when a winning MID(2) is achieved is when more than a second specified number of medals (e.g., 20 medals) that is less than the first specified number have been paid out, and the condition for ending the MB game when a winning MID(3) is achieved is when more than a third specified number of medals (e.g., 10 medals) that is even less than the second specified number have been paid out. Note that MID(1) to MID(3) may be collectively referred to as MID.

[0216] A REG win occurs when a black blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the center reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a REG win occurs, a RB game begins. Note that REG does not equal PB 1.

[0217] An upper replay win is achieved when a replay symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. An upper replay win is also achieved when a replay symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. An upper replay win is also achieved when a replay symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C.

[0218] A win in the upper replay is achieved when a replay symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. A win in the upper replay is achieved when a replay symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. A win in the upper replay is achieved when a replay symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. Once a win in the upper replay is achieved, replay is activated, allowing the next game to start without using a gaming medal. Note that the upper replay is based on a PB of 1.

[0219] A middle replay win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C. A middle replay win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C. A middle replay win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a black bar symbol stops on the bottom row of the right reel 9C. A middle replay win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C. When a win is made in the middle replay, the replay is activated and the next game can be started without using a gaming medal. Note that the middle replay has a PB=1.

[0220] When the replay symbol stops on the top row of the left reel 9A, the replay symbol stops on the middle row of the center reel 9B, and the replay symbol stops on the bottom row of the right reel 9C, a right-downward replay win is achieved. When a right-downward replay win is achieved, a replay is activated and the next game can be started without using a game medal. Note that the right-downward replay has a PB=1.

[0221] When a replay symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach Eye Replay (1) win is achieved. Also, when a replay symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach Eye Replay (1) win is achieved.

[0222] Furthermore, when a replay symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach Eye Replay (1) win is achieved. Furthermore, when a replay symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach Eye Replay (1) win is achieved. When a Reach Eye Replay (1) win is achieved, a replay is activated and the next game can be started without using a gaming medal. Note that the Reach Eye Replay (1) has a PB=1.

[0223] When a replay symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach Eye Replay (2) win is achieved. When a Reach Eye Replay (2) win is achieved, a replay is activated and the next game can be started without using a gaming medal. Note that for Reach Eye Replay (2), PB≠1.

[0224] In addition, upper row replay, middle row replay, right downward replay, reach eye replay (1), reach eye replay (2) may be collectively referred to as replay. In addition, reach eye replay (1) and reach eye replay (2) may be collectively referred to as reach eye replay.

[0225] The upper bell win occurs when a bell symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. The upper bell win occurs when a bell symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When the upper bell win occurs, one game medal is paid out if the required number is two, and nine game medals are paid out if the required number is three. The upper bell has a PB of 1.

[0226] When a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a downward-sloping bell win is achieved. When a downward-sloping bell win is achieved, one game medal is paid out if the required number is two, and nine game medals are paid out if the required number is three. For the downward-sloping bell, PB=1.

[0227] When a watermelon symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a right-up bell win is achieved. When a right-up bell win is achieved, one game medal is paid out if the required number is two, and nine game medals are paid out if the required number is three. Note that for a right-up bell, PB=1.

[0228] When a watermelon symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a lower bell win is achieved. Also, when a watermelon symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a lower bell win is achieved. When a lower bell win is achieved, one game medal is paid out if the required number is two, and nine game medals are paid out if the required number is three. Note that the lower bell has a PB of 1.

[0229] A small V-bell win occurs when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a small V-bell win occurs, one game medal is paid out if the required number is two, and nine game medals are paid out if the required number is three. The small V-bell has a PB of 1.

[0230] When a watermelon symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, the Small Bell win is achieved. When the Small Bell win is achieved, one game medal is paid out if the required number is two, and nine game medals are paid out if the required number is three. Note that the Small Bell win has a PB of 1.

[0231] The middle bell win occurs when a replay symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When the middle bell win occurs, one game medal is paid out if the required number is two, and three game medals are paid out if the required number is three. The middle bell has a PB of 1.

[0232] When a replay symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a Transforming Bell win is achieved. When a Transforming Bell win is achieved, one game medal is paid out if the required number is two, and three game medals are paid out if the required number is three. Note that the Transforming Bell has a PB of 1.

[0233] A weak angle cherry (1) win is achieved when a bell symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A weak angle cherry (1) win is achieved when a bell symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a weak angle cherry (1) win is achieved, one game medal is paid out whether the required number is two or three. The weak angle cherry (1) has a PB of 1.

[0234] A weak angle cherry (2) win is achieved when a bell symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. A weak angle cherry (2) win is achieved when a bell symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. When a weak angle cherry (2) win is achieved, one game medal is paid out whether the required number is two or three. The weak angle cherry (2) has a PB of 1.

[0235] A Strong Angle Cherry win is achieved when a bell symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A Strong Angle Cherry win is also achieved when a bell symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a Strong Angle Cherry win is achieved, one game medal is paid out whether the required number is two or three. Note that the Strong Angle Cherry has a PB of 1.

[0236] A right-sloping watermelon win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A right-sloping watermelon win is also achieved when a black blank symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a right-sloping watermelon win is achieved, one game medal is paid out whether the required number is two or three. Note that for a right-sloping watermelon, PB is not equal to 1.

[0237] A weak chance win is achieved when a replay symbol stops on the top row of the left reel 9A, a white bar symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A weak chance win is achieved when a replay symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a weak chance win is achieved, one game medal is paid out whether the required number is two or three. Note that a weak chance win has a PB of 1.

[0238] When a watermelon symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a Strong Chance Symbol (1) win is achieved. Also, when a watermelon symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a Strong Chance Symbol (1) win is achieved. When a Strong Chance Symbol (1) win is achieved, one game medal is paid out whether the required number is two or three. Note that the Strong Chance Symbol (1) has a PB of 1.

[0239] A Strong Chance Eye (2) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A Strong Chance Eye (2) win is also achieved when a watermelon symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a Strong Chance Eye (2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Strong Chance Eye (2), PB is not equal to one.

[0240] In addition, weak angle cherry (1) and weak angle cherry (2) may be collectively referred to as weak angle cherry. Also, strong chance eye (1) and strong chance eye (2) may be collectively referred to as strong chance eye.

[0241] When a red seven symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the center reel 9B, and a black bar symbol stops on the bottom row of the right reel 9C, a Tenpai-me (A1) win is achieved. When a Tenpai-me (A1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (A1), PB is not equal to one.

[0242] When a red seven symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the center reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C, a Tenpai-me (A2) win is achieved. When a Tenpai-me (A2) win is achieved, one gaming medal is paid out whether the required number is two or three. Note that for a Tenpai-me (A2), PB is not equal to one.

[0243] When a blue seven symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the center reel 9B, and a black bar symbol stops on the bottom row of the right reel 9C, a Tenpai-me (A3) win is achieved. When a Tenpai-me (A3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (A3), PB is not equal to one.

[0244] When a blue seven symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the center reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C, a Tenpai-me (A4) win is achieved. When a Tenpai-me (A4) win is achieved, one gaming medal is paid out whether the required number is two or three. Note that for a Tenpai-me (A4), PB is not equal to one.

[0245] When a red seven symbol stops on the top row of the left reel 9A, a black bar symbol stops on the middle row of the center reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C, a Tenpai-me (B1) win is achieved. When a Tenpai-me (B1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (B1), PB is not equal to one.

[0246] When a red seven symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the center reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C, a Tenpai-me (B2) win is achieved. When a Tenpai-me (B2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (B2), PB is not equal to one.

[0247] When a blue seven symbol stops on the top row of the left reel 9A, a black bar symbol stops on the middle row of the center reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C, a Tenpai-me (B3) win is achieved. When a Tenpai-me (B3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (B3), PB is not equal to one.

[0248] When a blue seven symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C, a Tenpai-me (B4) win is achieved. When a Tenpai-me (B4) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (B4), PB is not equal to one.

[0249] When a black BAR symbol stops on the top row of the left reel 9A, a red SEVEN symbol stops on the middle row of the center reel 9B, and a red SEVEN symbol stops on the bottom row of the right reel 9C, a Tenpai-me (C1) win is achieved. When a Tenpai-me (C1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (C1), PB is not equal to one.

[0250] When a black BAR symbol stops on the top row of the left reel 9A, a blue 7 symbol stops on the middle row of the center reel 9B, and a blue 7 symbol stops on the bottom row of the right reel 9C, a Tenpai-me (C2) win is achieved. When a Tenpai-me (C2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (C2), PB is not equal to one.

[0251] When a black blank symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the center reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C, a Tenpai-me (C3) win is achieved. When a Tenpai-me (C3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Tenpai-me (C3), PB is not equal to one.

[0252] When a black blank symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C, a Tenpai-me (C4) win is achieved. When a Tenpai-me (C4) win is achieved, one gaming medal is paid out whether the required number is two or three. Note that Tenpai-me (C4) has a PB of ≠ 1. Note that Tenpai-me (A1) to Tenpai-me (A4), Tenpai-me (B1) to Tenpai-me (B4), and Tenpai-me (C1) to Tenpai-me (C4) are sometimes collectively referred to as "Tenpai-me."

[0253] A left spill symbol (A1) win is achieved when a white blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. A left spill symbol (A1) win is achieved when a white blank symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a left spill symbol (A1) win is achieved, one gaming medal is paid out whether the required number is two or three. Note that for left spill symbol (A1), PB is not equal to one.

[0254] A left spill symbol (A2) win is achieved when a cherry symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. A left spill symbol (A2) win is achieved when a cherry symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a left spill symbol (A2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill symbol (A2), PB is not equal to one.

[0255] A left spill symbol (B1) win is achieved when a white blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A left spill symbol (B1) win is achieved when a white blank symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. When a left spill symbol (B1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill symbol (B1), PB is not equal to one.

[0256] A left spill (B2) win is achieved when a cherry symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A left spill (B2) win is also achieved when a cherry symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. When a left spill (B2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (B2), PB is not equal to one.

[0257] A left spill (C1) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. A left spill (C1) win is also achieved when a red seven symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. When a left spill (C1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (C1), PB is not equal to one.

[0258] A left spill (C2) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. A left spill (C2) win is also achieved when a black BAR symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. When a left spill (C2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (C2), PB is not equal to one.

[0259] A left spill symbol (D1) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill symbol (D1) win is also achieved when a red seven symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a left spill symbol (D1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill symbol (D1), PB is not equal to one.

[0260] A left spill (D2) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (D2) win is also achieved when a black BAR symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a left spill (D2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (D2), PB is not equal to one.

[0261] A left spill (E1) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A left spill (E1) win is also achieved when a red seven symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (E1) win is also achieved when a red seven symbol stops on the top row of the left reel 9A, a white bar symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. Also, if a red seven symbol stops on the top row of the left reel 9A, a white bar symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a left spill symbol (E1) win is achieved. When a left spill symbol (E1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for the left spill symbol (E1), PB is not equal to one.

[0262] A Spill (E2) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A Spill (E2) win is also achieved when a black BAR symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A Spill (E2) win is also achieved when a black BAR symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. Also, if a black BAR symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a spill symbol (E2) win is achieved. When a spill symbol (E2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for the left spill symbol (E2), PB≠1.

[0263] A left spill (E3) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A left spill (E3) win is also achieved when a blue seven symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a left spill (E3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (E3), PB is not equal to one.

[0264] A left spill (E4) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A left spill (E4) win is also achieved when a black blank symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a left spill (E4) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (E4), PB is not equal to one.

[0265] A left spill (F1) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F1) win is also achieved when a blue seven symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F1) win is also achieved when a red seven symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. Also, if a blue seven symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a left spill symbol (F1) win is achieved. When a left spill symbol (F1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for left spill symbol (F1), PB is not equal to one.

[0266] A left spill (F2) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F2) win is also achieved when a black blank symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F2) win is also achieved when a black BAR symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. Also, if a black blank symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a left spill symbol (F2) win is achieved. When a left spill symbol (F2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for the left spill symbol (F2), PB≠1.

[0267] A left spill (F3) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F3) win is also achieved when a blue seven symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F3) win is also achieved when a red seven symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. Also, if a blue seven symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a left spill symbol (F3) win is achieved. When a left spill symbol (F3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for the left spill symbol (F3), PB is not equal to one.

[0268] A left spill (F4) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F4) win is also achieved when a black blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (F4) win is also achieved when a black BAR symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. Also, if a black blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a left spill symbol (F4) win is achieved. When a spill symbol (F4) win is achieved, one game medal is paid out whether the required number is two or three. Note that for the left spill symbol (F4), PB≠1.

[0269] A left spill (G1) win is achieved when a red seven symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (G1) win is achieved when a blue seven symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a left spill (G1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (G1), PB is not equal to one.

[0270] A left spill (G2) win is achieved when a black BAR symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A left spill (G2) win is achieved when a black blank symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a left spill (G2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a left spill (G2), PB is not equal to one.

[0271] A middle spill symbol (A1) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A middle spill symbol (A1) win is also achieved when a watermelon symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a middle spill symbol (A1) win is achieved, one game medal is paid out whether the required number is two or three. For a middle spill symbol (A1), PB is not equal to one.

[0272] A middle spill symbol (A2) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A middle spill symbol (A2) win is also achieved when a watermelon symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a middle spill symbol (A2) win is achieved, one game medal is paid out whether the required number is two or three. For a middle spill symbol (A2), PB is not equal to one.

[0273] A middle spill (B1) win is achieved when a bell symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. A middle spill (B1) win is also achieved when a bell symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. When a middle spill (B1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a middle spill (B1), PB is not equal to one.

[0274] A middle spill (B2) win is achieved when a bell symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. A middle spill (B2) win is also achieved when a bell symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a bell symbol stops on the bottom row of the right reel 9C. When a middle spill (B2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a middle spill (B2), PB is not equal to one.

[0275] A middle spill (C1) win is achieved when a replay symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A middle spill (C1) win is also achieved when a replay symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a middle spill (C1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a middle spill (C1), PB is not equal to one.

[0276] A middle spill (C2) win is achieved when a replay symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A middle spill (C2) win is also achieved when a replay symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a middle spill (C2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a middle spill (C2), PB is not equal to one.

[0277] A middle spill (C3) win is achieved when a replay symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A middle spill (C3) win is achieved when a replay symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a middle spill (C3) win is achieved, three game medals are paid out if the required number is two, and one game medal is paid out if the required number is three. Note that for a middle spill (C3), PB is not equal to one.

[0278] A middle spill (C4) win is achieved when a replay symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. A middle spill (C4) win is achieved when a replay symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. When a middle spill (C4) win is achieved, three game medals are paid out if the required number is two, and one game medal is paid out if the required number is three. For a middle spill (C4), PB is not equal to one.

[0279] A right spill symbol (A1) win is achieved when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C. A right spill symbol (A1) win is achieved when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C. When a right spill symbol (A1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a right spill symbol (A1), PB is not equal to one.

[0280] A right spill symbol (A2) win is achieved when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C. A right spill symbol (A2) win is achieved when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C. When a right spill symbol (A2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a right spill symbol (A2), PB is not equal to one.

[0281] A right spill symbol (B1) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C. A right spill symbol (B1) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C. When a right spill symbol (B1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a right spill symbol (B1), PB is not equal to one.

[0282] A right spill symbol (B2) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C. A right spill symbol (B2) win is achieved when a watermelon symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C. When a right spill symbol (B2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a right spill symbol (B2), PB is not equal to 1.

[0283] When a replay symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C, a right spill symbol (C1) win is achieved. When a right spill symbol (C1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for right spill symbol (C1), PB is not equal to one.

[0284] When a replay symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C, a right spill symbol (C2) win is achieved. When a right spill symbol (C2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for right spill symbol (C2), PB is not equal to one.

[0285] When a replay symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C, a right spill symbol (C3) win is achieved. When a right spill symbol (C3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for right spill symbol (C3), PB≠1.

[0286] When a replay symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the center reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C, a right spill symbol (C4) win is achieved. When a right spill symbol (C4) win is achieved, one game medal is paid out whether the required number is two or three. Note that for right spill symbol (C4), PB≠1.

[0287] In addition, left spill eye (A1), left spill eye (A2), left spill eye (B1), left spill eye (B2), left spill eye (C1), left spill eye (C2), left spill eye (D1), left spill eye (D2), left spill eye (E1) to left spill eye (E4), left spill eye (F1) to left spill eye (F4), left spill eye (G1), left spill eye (G2) may be collectively referred to as "left spill eye." Also, medium spill eye (A1), medium spill eye (A2), medium spill eye (B1), medium spill eye (B2), medium spill eye (C1) to medium spill eye (C4) may be collectively referred to as "medium spill eye." In addition, right spill (A1), right spill (A2), right spill (B1), right spill (B2), right spill (C1) to right spill (C4) may be collectively referred to as "right spill."

[0288] When a replay symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the center reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C, a win of the control result (1) is achieved. When a win of the control result (1) is achieved, one game medal is paid out whether the specified number is two or three, but in this embodiment, the control result (1) does not win. Note that the control result (1) has a PB≠1.

[0289] When a replay symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the center reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C, a win of the control result (2) is achieved. When a win of the control result (2) is achieved, one game medal is paid out whether the specified number is two or three, but in this embodiment, the control result (2) does not win. Note that the PB of the control result (2) is not 1.

[0290] When a replay symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the center reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C, a win of the control result (3) is achieved. When a win of the control result (3) is achieved, one game medal is paid out whether the specified number is two or three, but in this embodiment, the control result (3) does not win. Note that the PB of the control result (3) is not 1.

[0291] When a replay symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a MB result (1) is won. Also, when a replay symbol stops on the top row of the left reel 9A, a red seven symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a MB result (1) is won. Also, when a replay symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a MB result (1) is won. Also, if a replay symbol stops on the top row of the left reel 9A, a blue seven symbol stops on the middle row of the center reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a MB result (1) win is achieved. When a MB result (1) win is achieved, one game medal is paid out whether the required number is two or three. Note that for MB result (1), PB is not equal to 1.

[0292] When a replay symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a MB result (2) win is achieved. Also, when a replay symbol stops on the top row of the left reel 9A, a black BAR symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a MB result (2) win is achieved. Also, when a replay symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a MB result (2) win is achieved. Also, if a replay symbol stops on the top row of the left reel 9A, a black blank symbol stops on the middle row of the center reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a MB result (2) win is achieved. When a MB result (2) win is achieved, three game medals are paid out if the required number is two, and one game medal is paid out if the required number is three. Note that for MB result (2), PB is not equal to 1.

[0293] When a white blank symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C, a winning combination for MB (3) is achieved. Also, when a white blank symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C, a winning combination for MB (3) is achieved. Also, when a white blank symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a winning combination for MB (3) is achieved.

[0294] Also, if a cherry symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C, a winning combination of MB (3) is achieved. Also, if a cherry symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C, a winning combination of MB (3) is achieved. Also, if a cherry symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a winning combination of MB (3) is achieved. If a winning combination of MB (3) is achieved, three game medals are paid out if the required number of medals is two, and one game medal is paid out if the required number of medals is three. In addition, the result for MB (3) is PB≠1.

[0295] When a white blank symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a winning combination of MB (4) is achieved. Also, when a cherry symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a winning combination of MB (4) is achieved. When a winning combination of MB (4) is achieved, three game medals are paid out if the required number is two, and one game medal is paid out if the required number is three. For MB (4), PB is not equal to 1.

[0296] When a watermelon symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach symbol 1 (1) win is achieved. When a Reach symbol 1 (1) win is achieved, one game medal is paid out whether the required number is two or three. Note that Reach symbol 1 (1) has a PB of 1.

[0297] When a watermelon symbol stops on the top row of the left reel 9A, a white BAR symbol stops on the middle row of the center reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C, a Reach Eye 1 (2) win is achieved. When a Reach Eye 1 (2) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Reach Eye 1 (2), PB is not equal to one.

[0298] When a replay symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a red seven symbol stops on the bottom row of the right reel 9C, a win of one reach symbol (3) is achieved. Also, when a replay symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a blue seven symbol stops on the bottom row of the right reel 9C, a win of one reach symbol (3) is achieved. Also, when a replay symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the middle reel 9B, and a black blank symbol stops on the bottom row of the right reel 9C, a win of one reach symbol (3) is achieved. When a win of one reach symbol (3) is achieved, one gaming medal is paid out whether the required number is two or three. In addition, for one reach card (3), PB≠1.

[0299] When a watermelon symbol stops on the top row of the left reel 9A, a watermelon symbol stops on the middle row of the middle reel 9B, and a black BAR symbol stops on the bottom row of the right reel 9C, a Reach symbol (4) win is achieved. When a Reach symbol (4) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Reach symbol (4), PB is not equal to one.

[0300] When a white blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a win of one reach symbol (5) is achieved. Also, when a white blank symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a win of one reach symbol (5) is achieved. Also, when a cherry symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C, a win of one reach symbol (5) is achieved. Also, when a cherry symbol stops on the top row of the left reel 9A, a white blank symbol stops on the middle row of the center reel 9B, and a replay symbol stops on the bottom row of the right reel 9C, a Reach symbol (5) win is achieved. When a Reach symbol (5) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Reach symbol (5), PB is not equal to one.

[0301] When a black BAR symbol stops on the top row of the left reel 9A, a replay symbol stops on the middle row of the center reel 9B, and a bell symbol stops on the bottom row of the right reel 9C, a Reach symbol (6) wins. When a Reach symbol (6) wins, one game medal is paid out whether the required number is two or three. Note that for a Reach symbol (6), PB is not equal to one.

[0302] A Spill Symbol (1) win is achieved when a white blank symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. A Spill Symbol (1) win is also achieved when a cherry symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a watermelon symbol stops on the bottom row of the right reel 9C. When a Spill Symbol (1) win is achieved, one game medal is paid out whether the required number is two or three. Note that the Spill Symbol (1) has a PB of 1.

[0303] A Spill Symbol (2) win is achieved when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a white blank symbol stops on the bottom row of the right reel 9C. A Spill Symbol (2) win is also achieved when a bell symbol stops on the top row of the left reel 9A, a bell symbol stops on the middle row of the middle reel 9B, and a cherry symbol stops on the bottom row of the right reel 9C. When a Spill Symbol (2) win is achieved, one game medal is paid out whether the required number is two or three. Note that the Spill Symbol (2) has a PB of 1.

[0304] A Spill Symbol (3) win is achieved when a white blank symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. A Spill Symbol (3) win is also achieved when a cherry symbol stops on the top row of the left reel 9A, a cherry symbol stops on the middle row of the middle reel 9B, and a replay symbol stops on the bottom row of the right reel 9C. When a Spill Symbol (3) win is achieved, one game medal is paid out whether the required number is two or three. Note that for a Spill Symbol (3), PB is not equal to one.

[0305] Note that the control results (1) to (3) may be collectively referred to as "control results." Also, the MB results (1) to MB results (4) may be collectively referred to as "MB results." Also, the reach results (1) to reach results (6) may be collectively referred to as "reach results." Also, the spill results (1) to spill results (3) may be collectively referred to as "spill results."

[0306] [Number table] Figures 17 to 22 are diagrams showing number placement tables. Note that Figure 17 is a diagram showing a number placement table for normal games (non-flag intervals), Figure 18 is a diagram showing a number placement table for normal games (BB flag intervals), and Figure 19 is a diagram showing a number placement table for normal games (MB flag intervals). Also, Figure 20 is a diagram showing a number placement table for BB regular games, Figure 21 is a diagram showing a number placement table for RB games, and Figure 22 is a diagram showing a number placement table for MB games.

[0307] As shown in Figures 17 to 22, the number table in this embodiment specifies winning numbers from 0 to 90, and as a result of the drawing by the role drawing means 101B, one winning number from 0 to 90 is determined, and the winning role corresponding to the determined winning number is determined.

[0308] Here, BB(1) to BB(2) shown in Figures 17 to 22 may be collectively referred to as "BB", MB(1) to MB(3) may be collectively referred to as "MB", and Replay(1) to Replay(3) may be collectively referred to as "Replay".

[0309] In addition, the weak cherry (1) and weak cherry (2) illustrated in Figures 17 to 22 may be collectively referred to as "weak cherry", and the watermelon (1) and watermelon (2) may be collectively referred to as "watermelon". In addition, the weak chance role (1) and the weak chance role (2) may be collectively referred to as "weak chance role", and the weak cherry, watermelon, and weak chance role may be collectively referred to as "weak rare role", and the strong chance role and strong cherry may be collectively referred to as "strong rare role". In addition, the weak rare role and the strong rare role may be collectively referred to as "rare role".

[0310] In addition, the common 1-piece role (1) to common 1-piece role (5) shown in Figures 17 to 22 may be collectively referred to as "common 1-piece role", the 3-piece role (A1) to 3-piece role (A4), the 3-piece role (B1) to 3-piece role (B4), the 3-piece role (C1) to 3-piece role (C4), and the 3-piece role (D1) to 3-piece role (D4) may be collectively referred to as "3-piece role", and the JAC role (1) to JAC role (3) may be collectively referred to as "JAC role".

[0311] In addition, the middle left and right 9-piece role (A1), middle left and right 9-piece role (A2), middle left and right 9-piece role (B1), middle left and right 9-piece role (B2), and middle left and right 9-piece role (C) shown in Figures 17 to 22 may be collectively referred to as "middle left and right 9-piece role", and the middle right left 9-piece role (A1), middle right left 9-piece role (A2), middle right left 9-piece role (B1), middle right left 9-piece role (B2), and middle right left 9-piece role (C) may be collectively referred to as "middle left and right 9-piece role". Right-left-middle 9-piece role (A1) to right-left-middle 9-piece role (A4), right-left-middle 9-piece role (B1), right-left-middle 9-piece role (B2), right-left-middle 9-piece role (C) are sometimes collectively referred to as "right-left-middle 9-piece role", and right-left-middle 9-piece role (A1) to right-left-middle 9-piece role (A4), right-center-left 9-piece role (B1), right-center-left 9-piece role (B2), right-center-left 9-piece role (C) are sometimes collectively referred to as "right-center-left 9-piece role". In addition, center-left-right 9-piece role, center-right-left 9-piece role, right-left-middle 9-piece role, right-center-left 9-piece role, right-center-left 9-piece role are sometimes collectively referred to as "push order role".

[0312] In this embodiment, replay, push order combination, JAC combination, and RB are all single wins and do not overlap with bonuses. On the other hand, common 1-piece combination, 3-piece combination, and rare combination may overlap with bonuses. Note that BB(1) may be a single win or may overlap with other combinations.

[0313] Specifically, among the weak cherries, a weak cherry (1) may overlap with a BB (1), and a weak cherry (2) may overlap with a BB (2). A strong cherry may overlap with a BB (1). Furthermore, among the watermelons, a watermelon (1) may overlap with a BB (1), and a watermelon (2) may overlap with a BB (2). Furthermore, among the weak chance roles, a weak chance role (1) may overlap with a BB (1), and a weak chance role (2) may overlap with a BB (2). Furthermore, a strong chance role may overlap with a BB (1). In other words, a rare role and a BB may overlap, but a rare role and an MB may not overlap. This is because if the result of the role drawing means 101B becomes an MB, resulting in an MB flag interval, the non-flag interval in which BB has a high probability of winning ends, which is disadvantageous to the player. In other words, this is to prevent the player from being disadvantaged even if he or she wins a rare role.

[0314] Of the common 1-piece roles, common 1-piece roles (1) and common 1-piece roles (2) may overlap with MB, common 1-piece roles (3) and common 1-piece roles (4) may overlap with BB (2), and common 1-piece roles (5) may overlap with BB (1).

[0315] Of the 3-piece roles, 3-piece roles (A3), 3-piece roles (C3), and 3-piece roles (D3) may overlap with BB(1), and 3-piece roles (A4), 3-piece roles (B3), 3-piece roles (B4), 3-piece roles (C4), and 3-piece roles (D4) may overlap with BB(2). Also, 3-piece roles (A2), 3-piece roles (B2), 3-piece roles (C1), 3-piece roles (C2), 3-piece roles (D1), and 3-piece roles (D2) may overlap with MB(1), 3-piece roles (A1) may overlap with MB(2), and 3-piece roles (B1) may overlap with MB(3).

[0316] Furthermore, as described above, the main CPU 101 of the main control board 100 is equipped with a role drawing means 101B, and when a winning number is determined by this role drawing means 101B, a condition device corresponding to the determined winning number is activated. For example, when the winning number "01" is determined by the role drawing means 101B, a condition device for BB(1) corresponding to the winning number "01" is activated. Furthermore, when the winning number "07" is determined by the role drawing means 101B, a condition device for a strong chance role corresponding to the winning number "07" and a condition device for BB(1) are activated.

[0317] If the result of the drawing by the winning combination drawing means 101B is BB, the winning information is stored in BB until a BIG win is achieved. Also, if the result of the drawing by the winning combination drawing means 101B is MB, the winning information is stored in MB until a MID win is achieved. Also, if the result of the drawing by the winning combination drawing means 101B is RB, the winning information is stored in RB until a REG win is achieved or until the BB game ends.

[0318] For example, in the case of non-RT (non-flag interval) normal game, when the winning number "05" is determined as a result of the lottery by the winning lottery drawing means 101B, the condition device for watermelon (1) corresponding to the winning number "05" and the condition device for BB (1) will be activated, but if a BIG win is not achieved in that game, the information on the winning of watermelon (1) is cleared at the end of that game, and the information on the winning of BB (1) is stored, regardless of whether a watermelon falling to the right is won in that game. In this case, from the next game, normal game will be non-RT (BB flag interval).

[0319] Also, when the player is in the non-RT (BB flag) period of normal play and the winning number "43" is determined as a result of the drawing by the winning combination drawing means 101B, the stored BB(1) condition device as well as the watermelon (1) condition device corresponding to the winning number "43" are activated. In other words, the two condition devices, watermelon (1) and BB(1), are activated, and the condition devices that are activated when the winning number "05" is determined as a result of the drawing by the winning combination drawing means 101B during the non-RT (non-flag) period of normal play and when the winning number "43" is determined as a result of the drawing by the winning combination drawing means 101B during the non-RT (BB flag) period of normal play are the same.

[0320] As shown in Figure 17, the specified number is 3 both in non-RT (non-flag interval) normal play and in normal RT (non-flag interval) normal play. In non-RT (non-flag interval) normal play, it is possible to determine a loss of the winning number "00" in which none of the condition devices are activated, but in normal RT (non-flag interval) normal play, it is impossible to determine a loss of the winning number "00".

[0321] The probability of a replay winning when it is non-RT (non-flag interval) in normal game is lower than the probability of a replay winning when it is normal RT (non-flag interval) in normal game. In other words, the probability of a replay winning when it is normal RT (non-flag interval) in normal game is higher than the probability of a replay winning when it is non-RT (non-flag interval) in normal game. Note that the winning probability of other roles is the same when it is non-RT (non-flag interval) in normal game and when it is normal RT (non-flag interval) in normal game.

[0322] When playing in a non-RT mode (non-flag mode) during normal play, the winning combinations are stipulated as follows: a miss of the winning number "00" to the winning number "30" 3-piece combination (B1) + MB (3), a replay (1) of the winning number "32", a 9-piece combination (A1) of the center left and right of the winning number "64" to the 9-piece combination (C) of the right center left of the winning number "87". In other words, when playing in a non-RT mode during normal play (non-flag mode), the winning combinations are stipulated as follows: a miss of the winning number "00" to the winning number "30" 3-piece combination (B1) + MB (3), a replay (1) of the winning number "32", a 9-piece combination (A1) of the center left and right of the winning number "64" to the 9-piece combination (C) of the right center left of the winning number "87".

[0323] When it is a non-RT (non-flag) normal game, the number of RB of winning number "31", replay (2) of winning number "33" to 3-piece role (D4) of winning number "63", JAC role (1) of winning number "88" to JAC role (3) of winning number "90" is set to 0. In other words, when it is a non-RT (non-flag) normal game, it is impossible to determine the winning role as RB of winning number "31", replay (2) of winning number "33" to 3-piece role (D4) of winning number "63", JAC role (1) of winning number "88" to JAC role (3) of winning number "90".

[0324] When it is a normal RT (non-flag interval) of normal play, the winning combinations are stipulated as follows: BB (1) of winning number "01" to 3-piece combination (B1) + MB (3) of winning number "30", replay (2) of winning number "33" to replay (3) of winning number "34", and 9-piece combination (A1) of winning number "64" to 9-piece combination (C) of winning number "87". In other words, when it is a normal RT (non-flag interval) of normal play, the winning combinations are stipulated as follows: BB (1) of winning number "01" to 3-piece combination (B1) + MB (3) of winning number "30", replay (2) of winning number "33" to replay (3) of winning number "34", and 9-piece combination (A1) of winning number "64" to 9-piece combination (C) of winning number "87".

[0325] When it is a normal RT (non-flag interval) of normal play, the number of winning combinations is 0, including a loss of the winning number "00", a RB of the winning number "31", a replay (1) of the winning number "32", a common 1-piece combination (1) of the winning number "35" to a 3-piece combination (D4) of the winning number "63", a JAC combination (1) of the winning number "88" to a JAC combination (3) of the winning number "90". In other words, when it is a normal RT (non-flag interval) of normal play, it is impossible to determine a winning combination as a winning combination a loss of the winning number "00", a RB of the winning number "31", a replay (1) of the winning number "32", a common 1-piece combination (1) of the winning number "35" to a 3-piece combination (D4) of the winning number "63", a JAC combination (1) of the winning number "88" to a JAC combination (3) of the winning number "90".

[0326] As shown in Figure 18, the specified number is three both in non-RT normal play (between BB flags) and in normal RT normal play (between BB flags). In both non-RT normal play (between BB flags) and normal RT normal play (between BB flags), the winning lottery means 101B can determine whether the winning number "00" is a miss, but the probability of the winning number "00" being a miss is higher in non-RT normal play (between BB flags) than in normal RT normal play (between BB flags). In other words, the probability of the winning number "00" being a miss is lower in normal RT normal play (between BB flags) than in non-RT normal play (between BB flags).

[0327] In addition, the probability of a replay being won by the role drawing means 101B when it is not RT (between BB flags) in normal game is lower than the probability of a replay being won by the role drawing means 101B when it is normal RT (between BB flags) in normal game. In other words, the probability of a replay being won by the role drawing means 101B when it is normal RT (between BB flags) in normal game is higher than the probability of a replay being won by the role drawing means 101B when it is not RT (between BB flags) in normal game. In addition, the probability of winning other roles is the same when it is not RT (between BB flags) in normal game and when it is normal RT (between BB flags) in normal game. Note that when it is between BB flags, information on winning the BB is stored, so it is not possible to win a new bonus.

[0328] In the case of non-RT (between BB flags) in normal play, the number of places specified is 1 or more for a loss of winning number "00", a replay (1) of winning number "32", a common 1-piece role (1) of winning number "35" to a right-center-left 9-piece role (C) of winning number "87". In other words, in the case of non-RT (between BB flags) in normal play, a loss of winning number "00", a replay (1) of winning number "32", a common 1-piece role (1) of winning number "35" to a right-center-left 9-piece role (C) of winning number "87" can be determined as a winning role.

[0329] In the case of non-RT (between BB flags) in normal play, the number of places for the BB (1) of winning number "01" to the RB of winning number "31", the replay (2) of winning number "33" to the replay (3) of winning number "34", and the JAC role (1) of winning number "88" to the JAC role (3) of winning number "90" is 0. In other words, in the case of non-RT (between BB flags) in normal play, the BB (1) of winning number "01" to the RB of winning number "31", the replay (2) of winning number "33" to the replay (3) of winning number "34", and the JAC role (1) of winning number "88" to the JAC role (3) of winning number "90" cannot be determined as the winning role.

[0330] When staying in normal RT during normal play (between BB flags), the number of places specified is 1 or more for the winning combination of the winning number "00" (miss), the winning number "33" (replay (2)" to the winning number "87" (right, middle, left, 9 pieces) (C). In other words, when in normal RT (between BB flags) during normal play, the winning combination can be determined as the winning combination of the winning number "00" (miss), the winning number "33" (replay (2)" to the winning number "87" (right, middle, left, 9 pieces) (C).

[0331] In the normal RT (between BB flags) of normal play, the number of places from BB (1) of winning number "01" to replay (1) of winning number "32", and JAC role (1) of winning number "88" to JAC role (3) of winning number "90" is 0. In other words, in the normal RT (between BB flags) of normal play, it is impossible to determine the winning roles from BB (1) of winning number "01" to replay (1) of winning number "32", and JAC role (1) of winning number "88" to JAC role (3) of winning number "90".

[0332] As shown in Figure 19, the specified number is three whether it is non-RT (between MB flags) in normal game or normal RT (between MB flags) in normal game. Whether it is non-RT (between MB flags) in normal game or normal RT (between MB flags) in normal game, the winning lottery means 101B can determine whether the winning number "00" is a miss, but the probability of a miss is higher when it is non-RT (between MB flags) in normal game than when it is normal RT (between MB flags) in normal game. In other words, the probability of a miss is lower when it is normal RT (between MB flags) in normal game than when it is non-RT (between MB flags) in normal game.

[0333] In addition, the probability of winning a replay when staying in a non-RT state during normal gameplay (between MB flags) is higher than the probability of winning a replay when staying in a normal RT state during normal gameplay (between MB flags). In other words, the probability of winning a replay when staying in a normal RT state during normal gameplay (between MB flags) is lower than the probability of winning a replay when staying in a non-RT state during normal gameplay (between MB flags). In addition, the probability of winning other roles is the same when staying in a non-RT state during normal gameplay (between MB flags) and when staying in a normal RT state during normal gameplay (between MB flags). Note that, since the information on winning MBs is stored during the MB flag periods, it is not possible to win a new bonus.

[0334] When playing in a non-RT mode (between MB flags) during normal play, the winning combinations are stipulated as 1 or more for a loss of the winning number "00", a replay (1) of the winning number "32", a common 1-piece combination (1) of the winning number "35" to a 9-piece combination (C) of the winning number "87".When playing in a non-RT mode (between MB flags), the winning combinations are stipulated as 1 or more for a loss of the winning number "00", a replay (1) of the winning number "32", a common 1-piece combination (1) of the winning number "35" to a 9-piece combination (C) of the winning number "87".

[0335] When it is a non-RT (MB flag interval) of normal play, the number of places of BB (1) of winning number "01" to RB of winning number "31", replay (2) of winning number "33" to replay (3) of winning number "34", and JAC role (1) of winning number "88" to JAC role (3) of winning number "90" is 0. In other words, when it is a non-RT (MB flag interval) of normal play, it is impossible to determine the winning role from BB (1) of winning number "01" to RB of winning number "31", replay (2) of winning number "33" to replay (3) of winning number "34", and JAC role (1) of winning number "88" to JAC role (3) of winning number "90".

[0336] In the normal RT (between MB flags) of normal play, the winning combination of the winning number "00" is lost, and the winning number "33" replay (2) to the winning number "87" with 9 pieces (C) of right, middle, left is set to 1 or more. In other words, in the normal RT (between MB flags) of normal play, the winning combination of the winning number "00" is lost, and the winning number "33" replay (2) to the winning number "87" with 9 pieces (C) of right, middle, left is set to 1 or more.

[0337] When it is a normal RT (between MB flags) of normal play, the number of places from the BB (1) of the winning number "01" to the replay (1) of the winning number "32", and the JAC role (1) of the winning number "88" to the JAC role (3) of the winning number "90" is 0. In other words, when it is a normal RT (between MB flags) of normal play, it is not possible to determine the winning roles from the BB (1) of the winning number "01" to the replay (1) of the winning number "32", and the JAC role (1) of the winning number "88" to the JAC role (3) of the winning number "90".

[0338] 20, whether it is a BBRT (non-flag interval) of a BB regular game or a BBRT (RB flag interval) of a BB regular game, the specified number is 3. Whether it is a BBRT (non-flag interval) of a BB regular game or a BBRT (RB flag interval) of a BB regular game, a loss of the winning number "00" can be determined by drawing lots by the winning combination drawing means 101B, and the probability of a loss being determined is the same in a BBRT (non-flag interval) of a BB regular game and in a BBRT (RB flag interval) of a BB regular game.

[0339] Furthermore, the probability of a replay winning during a BBRT (non-flag interval) in BB regular game is lower than the probability of a replay winning during a BBRT (RB flag interval) in BB regular game. In other words, the probability of a replay winning during a BBRT (RB flag interval) in BB regular game is higher than the probability of a replay winning during a BBRT (non-flag interval) in BB regular game. In this embodiment, a replay does not win during a BBRT (non-flag interval) in BB regular game. Note that the winning probabilities of other winning combinations are the same during a BBRT (non-flag interval) in BB regular game and during a BBRT (RB flag interval) in BB regular game.

[0340] In the BBRT (non-flag interval) of the BB regular game, the number of places specified is 1 or more for the loss of the winning number "00", the RB of the winning number "31", the common 1-piece role (1) of the winning number "35" to the right-center-left 9-piece role (C) of the winning number "87". In other words, in the BBRT (non-flag interval) of the BB regular game, the loss of the winning number "00", the RB of the winning number "31", the common 1-piece role (1) of the winning number "35" to the right-center-left 9-piece role (C) of the winning number "87" can be determined as the winning role.

[0341] In the case of BBRT (non-flag interval) of BB regular game, the number of places for the BB (1) of winning number "01" to the 3-piece role (B1) + MB (3) of winning number "30", the replay (1) of winning number "32" to the replay (3) of winning number "34", and the JAC role (1) of winning number "88" to the JAC role (3) of winning number "90" is 0. In other words, in the case of BBRT (non-flag interval) of BB regular game, it is impossible to determine the winning roles as the BB (1) of winning number "01" to the 3-piece role (B1) + MB (3) of winning number "30", the replay (1) of winning number "32" to the replay (3) of winning number "34", and the JAC role (1) of winning number "88" to the JAC role (3) of winning number "90".

[0342] When it is BBRT (between RB flags) of BB regular games, the number of places specified is 1 or more for a loss of winning number "00", a replay (1) of winning number "32", a common 1-piece role (1) of winning number "35" to a right-center-left 9-piece role (C) of winning number "87". In other words, when it is BBRT (between RB flags) of BB regular games, a loss of winning number "00", a replay (1) of winning number "32", a common 1-piece role (1) of winning number "35" to a right-center-left 9-piece role (C) of winning number "87" can be determined as a winning role.

[0343] When it is BBRT (RB flag interval) of BB regular game, the number of places for BB (1) of winning number "01" to RB of winning number "31", replay (2) of winning number "33" to replay (3) of winning number "34", and JAC role (1) of winning number "88" to JAC role (3) of winning number "90" is 0. In other words, when it is BBRT (RB flag interval) of BB regular game, it is impossible to determine the winning roles for BB (1) of winning number "01" to RB of winning number "31", replay (2) of winning number "33" to replay (3) of winning number "34", and JAC role (1) of winning number "88" to JAC role (3) of winning number "90".

[0344] As shown in Figure 21, in RB games, the specified number is two whether it is between non-flags or between RB flags. When staying in RBRT during RB games (between non-flags), or when staying in RBRT during RB games (between RB flags), a loss cannot be determined. Note that a loss may be determined when staying in RBRT during RB games (between non-flags), or a loss may be determined when staying in RBRT during RB games (between RB flags).

[0345] Furthermore, the probability of a replay winning when in RBRT (non-flag interval) of RB game is lower than the probability of a replay winning when in RBRT (RB flag interval) of RB game. In other words, the probability of a replay winning when in RBRT (RB flag interval) of RB game is higher than the probability of a replay winning when in RBRT (non-flag interval) of RB game. In this embodiment, a replay does not win when in RBRT (non-flag interval) of RB game. Note that the winning probability of other roles is the same when in RBRT (non-flag interval) of RB game and when in RBRT (RB flag interval) of RB game.

[0346] When it is RBRT (non-flag interval) of RB game, the RB of winning number "31", JAC role (1) of winning number "88" to JAC role (3) of winning number "90" are prescribed to have a number of 1 or more. In other words, when it is RBRT (non-flag interval) of RB game, it is possible to determine the RB of winning number "31", JAC role (1) of winning number "88" to JAC role (3) of winning number "90" as the winning role.

[0347] When staying in RBRT during RB play (non-flag interval), the number of places for the winning combinations from a loss of winning number "00" to the winning combination of 30 (B1) + MB (3), and the winning combination of replay (1) of winning number "32" to the winning combination of right, middle, left (C) are 0. In other words, when in RBRT (non-flag interval) during RB play, it is not possible to determine the winning combinations from a loss of winning number "00" to the winning combination of 30 (B1) + MB (3), and the winning combination of replay (1) of winning number "32" to the winning combination of right, middle, left (C) of winning number "87".

[0348] When it is RBRT (RB flag interval) of RB game, the replay (1) of winning number "32", the JAC role (1) of winning number "88" to the JAC role (3) of winning number "90" are stipulated to have a number of 1 or more. In other words, when it is RBRT (RB flag interval) of RB game, it is possible to determine the winning roles as replay (1) of winning number "32", the JAC role (1) of winning number "88" to the JAC role (3) of winning number "90".

[0349] When it is RBRT (RB flag interval) of RB game, the number of places from the loss of winning number "00" to the RB of winning number "31", the replay (2) of winning number "33" to the right-center-left 9-piece role (C) of winning number "87" is 0. In other words, when it is RBRT (RB flag interval) of RB game, it is impossible to determine the winning role from the loss of winning number "00" to the RB of winning number "31", the replay (2) of winning number "33" to the right-center-left 9-piece role (C) of winning number "87".

[0350] As shown in Figure 22, the specified number is three whether it is a non-RT (non-flag interval) MB game or a normal RT (non-flag interval) MB game. Whether it is a non-RT (non-flag interval) MB game or a normal RT (non-flag interval) MB game, the winning number "00" can be determined by drawing lots using the winning lottery drawing means 101B, but the probability of losing is higher when it is a non-RT (non-flag interval) MB game than when it is a normal RT (non-flag interval) MB game. In other words, the probability of losing is lower when it is a normal RT (non-flag interval) MB game than when it is a non-RT (non-flag interval) MB game.

[0351] When playing MB games in a non-RT (non-flag) mode, the winning combinations are stipulated as 1 or more for the winning combinations of the winning number "00", the winning number "32" replay (1), the winning number "35" common 1-piece combination (1) to the winning number "87" right-middle-left 9-piece combination (C). In other words, when playing MB games in a non-RT mode (non-flag) mode, the winning combinations are stipulated as 1 or more for the winning combinations of the winning number "00", the winning number "32" replay (1), the winning number "35" common 1-piece combination (1) to the winning number "87" right-middle-left 9-piece combination (C).

[0352] When MB play is non-RT (non-flag interval), the number of winning combinations from BB (1) of winning number "01" to RB of winning number "31", replay (2) of winning number "33" to replay (3) of winning number "34", and JAC combination (1) of winning number "88" to JAC combination (3) of winning number "90" is 0. In other words, when MB play is non-RT (non-flag interval), it is impossible to determine the winning combinations from BB (1) of winning number "01" to RB of winning number "31", replay (2) of winning number "33" to replay (3) of winning number "34", and JAC combination (1) of winning number "88" to JAC combination (3) of winning number "90".

[0353] When it is a normal RT (non-flag interval) of MB game, the number of places specified is 1 or more for the winning number "00" miss, the winning number "33" replay (2) to the winning number "87" right middle left 9 piece role (C). In other words, when it is a normal RT (non-flag interval) of MB game, the winning number "00" miss, the winning number "33" replay (2) to the winning number "87" right middle left 9 piece role (C) can be determined as the winning role.

[0354] When it is a normal RT (non-flag interval) of MB game, the number of places of BB (1) of winning number "01" to replay (1) of winning number "32", JAC role (1) of winning number "87" to JAC role (3) of winning number "90" is 0. In other words, when it is a normal RT (non-flag interval) of MB game, it is impossible to determine the winning role from BB (1) of winning number "01" to replay (1) of winning number "32", JAC role (1) of winning number "87" to JAC role (3) of winning number "90".

[0355] [Conditional equipment list] Figures 23 to 26 are diagrams showing lists of condition devices. Note that Figure 23 is a diagram showing list (1) of condition devices, Figure 24 is a diagram showing list (2) of condition devices, Figure 25 is a diagram showing list (3) of condition devices, and Figure 26 is a diagram showing list (4) of condition devices.

[0356] FIG. 23(A) is a diagram showing a list of the condition devices when a bonus is won. As shown in FIG. 23(A), when BB(1) is won, the BIG(1) condition device is activated. This allows the BIG(1) to win. Also, when BB(2) is won, the BIG(2) condition device is activated. This allows the BIG(2) to win. When RB is won, the REG condition device is activated. This allows the REG to win.

[0357] Also, if MB(1) wins, the conditional device for MID(1) will be activated. This will allow MID(1) to win. If MB(2) wins, the conditional device for MID(2) will be activated. This will allow MID(2) to win. If MB(3) wins, the conditional device for MID(3) will be activated. This will allow MID(3) to win.

[0358] Figure 23(B) is a diagram showing a list of condition devices when a replay wins. As shown in Figure 23(B), when replay (1) wins, the condition devices for upper row replay, middle row replay, and right-downward replay are activated. This allows the upper row replay, middle row replay, and right-downward replay to win. When replay (2) wins, the condition devices for upper row replay, middle row replay, right-downward replay, reach-eye replay (1), and reach-eye replay (2) are activated. This allows the upper row replay, middle row replay, right-downward replay, reach-eye replay (1), and reach-eye replay (2) to win. When replay (3) wins, the condition devices for upper row replay, middle row replay, right-downward replay, and reach-eye replay (2) are activated. This allows winning of the upper row replay, the middle row replay, the downward right replay, and the reach-eye replay (2).

[0359] Figures 24 to 26 are diagrams showing a list of condition devices when a small winning combination is won. As shown in Figure 24, when a common 1-piece combination (1) is won, the following condition devices are activated: weak angle cherry (1), weak angle cherry (2), ready-to-win eye (A1) to ready-to-win eye (A4), ready-to-win eye (B1) to ready-to-win eye (B4), ready-to-win eye (C1) to ready-to-win eye (C4), left spill eye (F1), left spill eye (F3), middle spill eye (C1) to middle spill eye (C3), right spill eye (C1) to right spill eye (C4), control result (3), one reach eye (3), one reach eye (5), and one reach eye (6).

[0360] This allows the following to win: weak corner cherry (1), weak corner cherry (2), ready eye (A1) to ready eye (A4), ready eye (B1) to ready eye (B4), ready eye (C1) to ready eye (C4), left spill eye (F1), left spill eye (F3), middle spill eye (C1) to middle spill eye (C3), right spill eye (C1) to right spill eye (C4), control result (3), one reach eye (3), one reach eye (5), one reach eye (6).

[0361] In addition, when the common 1-piece role (2) is won, the following condition devices are activated: watermelon downward to the right, ready-to-win (A1) to ready-to-win (A4), ready-to-win (B1) to ready-to-win (B4), ready-to-win (C1) to ready-to-win (C4), left spill (F1), left spill (F3), middle spill (C1) to middle spill (C4), right spill (C1) to right spill (C4), control result (3), 1 reach-to-win (3), 1 reach-to-win (5), 1 reach-to-win (6).

[0362] This allows the following to win: watermelon downward to the right, ready eye (A1) to ready eye (A4), ready eye (B1) to ready eye (B4), ready eye (C1) to ready eye (C4), left spill eye (F1), left spill eye (F3), middle spill eye (C1) to middle spill eye (C4), right spill eye (C1) to right spill eye (C4), control result (3), one reach eye (3), one reach eye (5), one reach eye (6).

[0363] In addition, when the common 1-piece role (3) is won, the following condition devices are activated: weak chance eyes, ready eyes (A1) to ready eyes (A4), ready eyes (B1) to ready eyes (B4), ready eyes (C1) to ready eyes (C4), left spill eyes (F1), left spill eyes (F3), middle spill eyes (C1) to middle spill eyes (C4), right spill eyes (C1) to right spill eyes (C4), control results (3), and reach eyes 1 piece (3).

[0364] This allows the following to win: weak chance numbers, ready numbers (A1) to ready numbers (A4), ready numbers (B1) to ready numbers (B4), ready numbers (C1) to ready numbers (C4), left spill numbers (F1), left spill numbers (F3), middle spill numbers (C1) to middle spill numbers (C4), right spill numbers (C1) to right spill numbers (C4), control numbers (3), and one reach number (3).

[0365] In addition, when the common 1-piece role (4) is won, the following condition devices are activated: strong chance eye (1), strong chance eye (2), ready eye (A1) to ready eye (A4), ready eye (B1) to ready eye (B4), ready eye (C1) to ready eye (C4), left spill eye (F1), left spill eye (F3), middle spill eye (C1) to middle spill eye (C4), right spill eye (C1) to right spill eye (C4), control result (3), and reach eye 1 piece (3).

[0366] This allows the following to win: Strong chance eye (1), Strong chance eye (2), Tenpai eye (A1) to Tenpai eye (A4), Tenpai eye (B1) to Tenpai eye (B4), Tenpai eye (C1) to Tenpai eye (C4), Left spill eye (F1), Left spill eye (F3), Medium spill eye (C1) to Medium spill eye (C4), Right spill eye (C1) to Right spill eye (C4), Control eye (3), and 1 Reach eye (3).

[0367] In addition, when the common 1-piece role (5) is won, the following condition devices will be activated: strong angle cherry, ready-to-win eye (A1) to ready-to-win eye (A4), ready-to-win eye (B1) to ready-to-win eye (B4), ready-to-win eye (C1) to ready-to-win eye (C4), left spill eye (F1), left spill eye (F3), middle spill eye (C1) to middle spill eye (C4), right spill eye (C1) to right spill eye (C4), control result (3), and 1 reach eye (3).

[0368] This allows the following to win: strong angle cherries, ready eyes (A1) to ready eyes (A4), ready eyes (B1) to ready eyes (B4), ready eyes (C1) to ready eyes (C4), left spill eyes (F1), left spill eyes (F3), middle spill eyes (C1) to middle spill eyes (C4), right spill eyes (C1) to right spill eyes (C4), control results (3), and one reach eye (3).

[0369] Also, if a weak cherry (1) wins, the condition devices for the weak angle cherry (1), weak angle cherry (2), and tenpai eye (A1) are activated. This allows the weak angle cherry (1), weak angle cherry (2), and tenpai eye (A1) to win. Also, if a weak cherry (2) wins, the condition devices for the weak angle cherry (1), weak angle cherry (2), and tenpai eye (A2) are activated. This allows the weak angle cherry (1), weak angle cherry (2), and tenpai eye (A2) to win. Also, if a strong cherry wins, the condition device for the strong angle cherry is activated. This allows the strong angle cherry to win.

[0370] Also, if watermelon (1) is won, the condition devices for right-downward watermelon, ready number (A1), MB number (1), and MB number (3) are activated. This allows the right-downward watermelon, ready number (A1), MB number (1), and MB number (3) to win. Also, if watermelon (2) is won, the condition devices for right-downward watermelon, ready number (A2), and MB number (2) are activated. This allows the right-downward watermelon, ready number (A2), and MB number (2) to win.

[0371] Furthermore, when a weak chance role (1) is won, the condition device for the weak chance eye and the ready eye (A1) is activated. This allows the weak chance eye and the ready eye (A1) to win. Furthermore, when a weak chance role (2) is won, the condition device for the weak chance eye and the ready eye (A2) is activated. This allows the weak chance eye and the ready eye (A2) to win. Furthermore, when a strong chance role is won, the condition device for the strong chance eye (1) and the strong chance eye (2) is activated. This allows the strong chance eye (1) and the strong chance eye (2) to win.

[0372] Also, when a 3-piece role (A1) is won, the condition devices for the middle bell, tenpai me (A1), tenpai me (A4), tenpai me (B1), tenpai me (B4), tenpai me (C1), tenpai me (C2), left spill me (A1), left spill me (B2), one reach me (1), and one reach me (2) are activated. This allows the middle bell, tenpai me (A1), tenpai me (A4), tenpai me (B1), tenpai me (B4), tenpai me (C1), tenpai me (C2), left spill me (A1), left spill me (B2), one reach me (1), and one reach me (2) to win.

[0373] Also, when a 3-piece role (A2) is won, the condition devices for the middle bell, tenpai me (A2), tenpai me (A3), tenpai me (B2), tenpai me (B3), tenpai me (C3), tenpai me (C4), left spill me (A2), left spill me (B1), one reach me (1), and one reach me (2) are activated. This allows the middle bell, tenpai me (A2), tenpai me (A3), tenpai me (B2), tenpai me (B3), tenpai me (C3), tenpai me (C4), left spill me (A2), left spill me (B1), one reach me (1), and one reach me (2) to win.

[0374] Also, when a 3-piece role (A3) is won, the condition devices for the middle bell, tenpai me (A1), tenpai me (A4), tenpai me (B1), tenpai me (B4), tenpai me (C1), tenpai me (C2), left spill me (A1), left spill me (B2), one reach me (1), and one reach me (4) are activated. This allows the middle bell, tenpai me (A1), tenpai me (A4), tenpai me (B1), tenpai me (B4), tenpai me (C1), tenpai me (C2), left spill me (A1), left spill me (B2), one reach me (1), and one reach me (4) to win.

[0375] Also, when a 3-piece role (A4) is won, the condition devices for the middle bell, tenpai me (A2), tenpai me (A3), tenpai me (B2), tenpai me (B3), tenpai me (C3), tenpai me (C4), left spill me (A2), left spill me (B1), one reach me (1), and one reach me (4) are activated. This allows the middle bell, tenpai me (A2), tenpai me (A3), tenpai me (B2), tenpai me (B3), tenpai me (C3), tenpai me (C4), left spill me (A2), left spill me (B1), one reach me (1), and one reach me (4) to win.

[0376] Also, when the 3-piece role (B1) is won, the condition device for the following is activated: Transformed Bell, Tenpai Eye (A1), Tenpai Eye (A4), Tenpai Eye (B1), Tenpai Eye (B4), Tenpai Eye (C1), Tenpai Eye (C2), Left Spill Eye (A1), Left Spill Eye (B2), 1 Reach Eye (1), 1 Reach Eye (2). This allows the winning of Transformed Bell, Tenpai Eye (A1), Tenpai Eye (A4), Tenpai Eye (B1), Tenpai Eye (B4), Tenpai Eye (C1), Tenpai Eye (C2), Left Spill Eye (A1), Left Spill Eye (B2), 1 Reach Eye (1), 1 Reach Eye (2).

[0377] Also, when the 3-piece role (B2) is won, the condition device for the following is activated: Transformed Bell, Tenpai Eye (A2), Tenpai Eye (A3), Tenpai Eye (B2), Tenpai Eye (C3), Tenpai Eye (C4), Left Spill Eye (A2), Left Spill Eye (B1), 1 Reach Eye (1), 1 Reach Eye (2). This allows the winning of Transformed Bell, Tenpai Eye (A2), Tenpai Eye (A3), Tenpai Eye (B2), Tenpai Eye (C3), Tenpai Eye (C4), Left Spill Eye (A2), Left Spill Eye (B1), 1 Reach Eye (1), 1 Reach Eye (2).

[0378] Also, when the 3-piece role (B3) is won, the condition device for the following is activated: Transformed Bell, Tenpai Eye (A1), Tenpai Eye (A4), Tenpai Eye (B1), Tenpai Eye (B4), Tenpai Eye (C1), Tenpai Eye (C2), Left Spill Eye (A1), Left Spill Eye (B2), 1 Reach Eye (1), 1 Reach Eye (4). This allows the winning of Transformed Bell, Tenpai Eye (A1), Tenpai Eye (A4), Tenpai Eye (B1), Tenpai Eye (B4), Tenpai Eye (C1), Tenpai Eye (C2), Left Spill Eye (A1), Left Spill Eye (B2), 1 Reach Eye (1), 1 Reach Eye (4).

[0379] Also, when the 3-piece role (B4) is won, the condition device for the following is activated: Transformed Bell, Tenpai Eye (A2), Tenpai Eye (A3), Tenpai Eye (B2), Tenpai Eye (B3), Tenpai Eye (C3), Tenpai Eye (C4), Left Spill Eye (A2), Left Spill Eye (B1), 1 Reach Eye (1), 1 Reach Eye (4). This allows the winning of Transformed Bell, Tenpai Eye (A2), Tenpai Eye (A3), Tenpai Eye (B2), Tenpai Eye (B3), Tenpai Eye (C3), Tenpai Eye (C4), Left Spill Eye (A2), Left Spill Eye (B1), 1 Reach Eye (1), 1 Reach Eye (4).

[0380] As shown in Figure 25, when a three-coin combination (C1) is won, the condition devices for the middle bell, left spill number (A1), and left spill number (B2) are activated. This allows the middle bell, left spill number (A1), and left spill number (B2) to win. When a three-coin combination (C2) is won, the condition devices for the middle bell, left spill number (A2), and left spill number (B1) are activated. This allows the middle bell, left spill number (A2), and left spill number (B1) to win.

[0381] Also, when a 3-piece role (C3) is won, the condition devices for the middle bell, tenpai eyes (A1), left spill eyes (A1), and left spill eyes (B2) are activated. This allows the middle bell, tenpai eyes (A1), left spill eyes (A1), and left spill eyes (B2) to win. Also, when a 3-piece role (C4) is won, the condition devices for the middle bell, tenpai eyes (A3), left spill eyes (A2), and left spill eyes (B1) are activated. This allows the middle bell, tenpai eyes (A3), left spill eyes (A2), and left spill eyes (B1) to win.

[0382] Also, when the 3-piece role (D1) is won, the condition device for the transformation bell, the tenpai-me (A1) to tenpai-me (A4), the tenpai-me (B1) to tenpai-me (B4), the tenpai-me (C1) to tenpai-me (C4), and the one reach-me (2) is activated. This allows the transformation bell, the tenpai-me (A1) to tenpai-me (A4), the tenpai-me (B1) to tenpai-me (B4), the tenpai-me (C1) to tenpai-me (C4), and the one reach-me (2) to win.

[0383] Also, when the 3-piece role (D2) is won, the condition device for the transformation bell, the tenpai-me (A1) to tenpai-me (A4), the tenpai-me (B1) to tenpai-me (B4), the tenpai-me (C1) to tenpai-me (C4), and the one reach-me (4) is activated. This allows the transformation bell, the tenpai-me (A1) to tenpai-me (A4), the tenpai-me (B1) to tenpai-me (B4), the tenpai-me (C1) to tenpai-me (C4), and the one reach-me (4) to win.

[0384] Also, if a 3-piece role (D3) is won, the condition device for the transformed bell and the tenpai-me (A1) is activated. This allows the transformed bell and the tenpai-me (A1) to win. If a 3-piece role (D4) is won, the condition device for the transformed bell and the tenpai-me (A3) is activated. This allows the transformed bell and the tenpai-me (A3) to win.

[0385] Also, when the 9-piece center left and right combination (A1) is won, the condition device for the right-up bell, left spill number (C1), center spill number (C1), right spill number (A1), and right spill number (C3) is activated. This allows the right-up bell, left spill number (C1), center spill number (C1), right spill number (A1), and right spill number (C3) to win. Also, when the 9-piece center left and right combination (A2) is won, the condition device for the right-up bell, left spill number (C2), center spill number (C2), right spill number (A2), and right spill number (C1) is activated. This allows the right-up bell, left spill number (C2), center spill number (C2), right spill number (A2), and right spill number (C1) to win.

[0386] Also, when the middle, right, and left 9-piece role (A1) is won, the condition device for the right-downward bell, left spill (D1), middle spill (C3), right spill (B1), and right spill (C4) is activated. This allows the right-downward bell, left spill (D1), middle spill (C3), right spill (B1), and right spill (C4) to win. Also, when the middle, right, and left 9-piece role (A2) is won, the condition device for the right-downward bell, left spill (D2), middle spill (C4), right spill (B2), and right spill (C2) is activated. This allows the right-downward bell, left spill (D2), middle spill (C4), right spill (B2), and right spill (C2) to win.

[0387] Also, when the right, left, and middle 9-piece role (A1) is won, the condition device for the upper bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C1), and control number (1) is activated. This allows the upper bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C1), and control number (1) to win.

[0388] Also, when the right, left, and middle 9-piece role (A2) is won, the condition device for the upper bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C2), and control number (1) is activated. This allows the upper bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C2), and control number (1) to win.

[0389] Also, when the right, left, and middle 9-piece combination (A3) is won, the condition devices for the lower bell, left spill number (F1), left spill number (F4), middle spill number (B1), middle spill number (C4), right spill number (C3), and control number (2) are activated. This allows the lower bell, left spill number (F1), left spill number (F4), middle spill number (B1), middle spill number (C4), right spill number (C3), and control number (2) to win.

[0390] Also, when the right, left, and middle 9-piece role (A4) is won, the condition device for the lower bell, left spill number (F2), left spill number (F3), middle spill number (B2), middle spill number (C2), right spill number (C4), and control number (2) is activated. This allows the lower bell, left spill number (F2), left spill number (F3), middle spill number (B2), middle spill number (C2), right spill number (C4), and control number (2) to win.

[0391] Also, when the right-middle-left 9-piece role (A1) is won, the condition device for the upper bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C2), and control number (1) is activated. This allows the upper bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C2), and control number (1) to win.

[0392] Also, when the right-middle-left 9-piece role (A2) is won, the condition device for the upper bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C1), and control number (1) is activated. This allows the upper bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C1), and control number (1) to win.

[0393] Also, when the right-middle-left 9-piece combination (A3) is won, the condition devices for the bottom bell, left spill (F1), left spill (F4), middle spill (B1), middle spill (C4), and right spill (C3) are activated. This allows the bottom bell, left spill (F1), left spill (F4), middle spill (B1), middle spill (C4), and right spill (C3) to win.

[0394] Also, when the right-middle-left 9-piece role (A4) is won, the condition devices for the bottom bell, left spill (F2), left spill (F3), middle spill (B2), middle spill (C2), and right spill (C4) are activated. This allows the bottom bell, left spill (F2), left spill (F3), middle spill (B2), middle spill (C2), and right spill (C4) to win.

[0395] Also, when the middle left and right 9-piece role (B1) is won, the condition device for the small mountain bell, left spill (D1), left spill (G1), middle spill (C3), right spill (A1), and right spill (C1) is activated. This allows the winning of the small mountain bell, left spill (D1), left spill (G1), middle spill (C3), right spill (A1), and right spill (C1).

[0396] As shown in Figure 26, when the middle left and right 9-piece role (B2) is won, the condition device for the small mountain bell, left spill (D2), left spill (G2), middle spill (C1), right spill (A2), and right spill (C2) is activated. This allows the winning of the small mountain bell, left spill (D2), left spill (G2), middle spill (C1), right spill (A2), and right spill (C2).

[0397] Also, when the middle right left 9-piece role (B1) is won, the condition device for the small mountain bell, left spill number (D1), left spill number (G1), middle spill number (C4), right spill number (A1), and right spill number (C3) is activated. This allows the winning of the small mountain bell, left spill number (D1), left spill number (G1), middle spill number (C4), right spill number (A1), and right spill number (C3).

[0398] Also, when the middle right left 9-piece role (B2) is won, the condition device for the small mountain bell, left spill (D2), left spill (G2), middle spill (C2), right spill (A2), and right spill (C4) is activated. This allows the winning of the small mountain bell, left spill (D2), left spill (G2), middle spill (C2), right spill (A2), and right spill (C4).

[0399] Also, when the right, left, and middle 9-piece role (B1) is won, the condition device for the small V bell, left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C1), and control number (1) is activated. This allows the winning of the small V bell, left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C1), and control number (1).

[0400] Also, when the right, left, and middle 9-piece role (B2) is won, the condition device for the small V bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C2), and control number (1) is activated. This allows the small V bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C2), and control number (1) to win.

[0401] Also, when the right-center-left 9-piece role (B1) is won, the condition device for the small V bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C4), right spill number (C3), and control number (1) is activated. This allows the small V bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C4), right spill number (C3), and control number (1) to win.

[0402] Also, when the right-center-left 9-piece role (B2) is won, the condition device for the small V bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C2), right spill number (C4), and control number (1) is activated. This allows the small V bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C2), right spill number (C4), and control number (1) to win.

[0403] Also, when the 9-piece combination (C) is won, the following condition devices are activated: small bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C3), control number (1), and spill number (1). This allows the winning of small bell, left spill number (E1), left spill number (E3), middle spill number (A1), middle spill number (C3), right spill number (C3), control number (1), and spill number (1).

[0404] Also, when the middle right left 9-piece role (C) is won, the condition device for the small mountain bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C4), control result (1), and spill number (2) is activated. This allows the winning of the small mountain bell, left spill number (E2), left spill number (E4), middle spill number (A2), middle spill number (C1), right spill number (C4), control result (1), and spill number (2).

[0405] Also, when the right, left, and middle 9-piece role (C) is won, the condition device for small V bell, left spill number (F1), left spill number (F4), middle spill number (C4), right spill number (C1), MB result (4), and spill number (3) is activated. This allows the winning of small V bell, left spill number (F1), left spill number (F4), middle spill number (C4), right spill number (C1), MB result (4), and spill number (3).

[0406] Also, when the right-center-left 9-piece role (C) is won, the condition device for small V bell, left spill number (F2), left spill number (F3), middle spill number (C2), right spill number (C2), MB result (4), and spill number (3) is activated. This allows the winning of small V bell, left spill number (F2), left spill number (F3), middle spill number (C2), right spill number (C2), MB result (4), and spill number (3).

[0407] Also, if you win the JAC role (1), you will get the following: upper bell, downward right bell, upward right bell, lower bell, small V bell, small mound bell, middle bell, deformed bell, weak corner cherry (1), weak corner cherry (2), strong corner cherry, downward right watermelon, weak chance eye, strong chance eye (1), strong chance eye (2), ready eye (A1) to ready eye (A4), ready eye (B1) to ready eye (B4), ready eye (C1) to ready eye (C4), left spill eye (A1), left spill eye (A2), left spill eye (B1), left spill eye (B2), left spill eye (C1), left spill eye (C2), left spill eye (D1), left spill eye (D2) , Left spilled eye (E1) ~ Left spilled eye (E4), Left spilled eye (F1) ~ Left spilled eye (F4), Left spilled eye (G1), Left spilled eye (G2), Medium spilled eye (A1), Medium spilled eye (A2), Medium spilled eye (B1), Medium spilled eye (B2), Medium spilled eye (C1) ~ Medium spilled eye (C4), Right spilled eye (A1), The condition devices for right spill number (A2), right spill number (B1), right spill number (B2), right spill number (C1) to right spill number (C4), control result (1) to control result (3), MB result (1) to MB result (4), one reach number (1) to one reach number (6), and spill number (1) to spill number (3) are activated.

[0408] This will give you the following: upper bell, downward right bell, upward right bell, lower bell, small V bell, small hill bell, middle bell, deformed bell, weak angle cherry (1), weak angle cherry (2), strong angle cherry, downward right watermelon, weak chance eye, strong chance eye (1), strong chance eye (2), ready eye (A1) to ready eye (A4), ready eye (B1) to ready eye (B4), ready eye (C1) to ready eye (C4), left spill eye (A1), left spill eye (A2), left spill eye (B1), left spill eye (B2), left spill eye (C1), left spill eye (C2), left spill eye (D1), left spill eye (D2), left spill Left spill eye (E1) ~ Left spill eye (E4), Left spill eye (F1) ~ Left spill eye (F4), Left spill eye (G1), Left spill eye (G2), Medium spill eye (A1), Medium spill eye (A2), Medium spill eye (B1), Medium spill eye (B2), Medium spill eye (C1) ~ Medium spill eye (C4), Right spill eye (A1), Right spill eye Winning numbers are allowed for drop number (A2), right spill number (B1), right spill number (B2), right spill number (C1) to right spill number (C4), control number (1) to control number (3), MB number (1) to MB number (4), one reach number (1) to one reach number (6), and spill number (1) to spill number (3).

[0409] Also, if you win the JAC role (2), you will get a middle bell, a deformed bell, a weak corner cherry (1), a weak corner cherry (2), a strong corner cherry, a watermelon that slopes down to the right, a weak chance eye, a strong chance eye (1), a strong chance eye (2), a ready eye (A1) to a ready eye (A4), a ready eye (B1) to a ready eye (B4), a ready eye (C1) to a ready eye (C4), a left spill eye (A1), a left spill eye (A2), a left spill eye (B1), a left spill eye (B2), a left spill eye (C1), a left spill eye (C2), a left spill eye (D1), a left spill eye (D2), a left spill eye (E1) to a left spill eye ( E4), left spill number (F1) to left spill number (F4), left spill number (G1), left spill number (G2), medium spill number (A1), medium spill number (A2), medium spill number (B1), medium spill number (B2), medium spill number (C1) to medium spill number (C4), right spill number (A1), right spill number (A2), right spill number (B1), right spill number (B2), right spill number (C1) to right spill number (C4), control result (1) to control result (3), MB result (1) to MB result (4), 1 reach number (1) to 1 reach number (6), spill number (1) to spill number (3) condition device is activated.

[0410] This will result in a middle bell, a deformed bell, a weak corner cherry (1), a weak corner cherry (2), a strong corner cherry, a watermelon that slopes downward to the right, a weak chance eye, a strong chance eye (1), a strong chance eye (2), a ready eye (A1) to a ready eye (A4), a ready eye (B1) to a ready eye (B4), a ready eye (C1) to a ready eye (C4), a left spill eye (A1), a left spill eye (A2), a left spill eye (B1), a left spill eye (B2), a left spill eye (C1), a left spill eye (C2), a left spill eye (D1), a left spill eye (D2), a left spill eye (E1) to a left spill eye (E4), a left Spill numbers (F1) to left spill numbers (F4), left spill numbers (G1), left spill numbers (G2), medium spill numbers (A1), medium spill numbers (A2), medium spill numbers (B1), medium spill numbers (B2), medium spill numbers (C1) to medium spill numbers (C4), right spill numbers (A1), right spill numbers (A2), right spill numbers (B1), right spill numbers (B2), right spill numbers (C1) to right spill numbers (C4), control numbers (1) to control numbers (3), MB numbers (1) to MB numbers (4), one reach number (1) to one reach number (6), spill numbers (1) to spill numbers (3) are allowed to win.

[0411] Also, if the JAC role (3) is won, it will produce a weak corner cherry (1), a weak corner cherry (2), a strong corner cherry, a watermelon that slopes downward to the right, a weak chance eye, a strong chance eye (1), a strong chance eye (2), a ready eye (A1) to ready eye (A4), a ready eye (B1) to ready eye (B4), a ready eye (C1) to ready eye (C4), a left spill eye (A1), a left spill eye (A2), a left spill eye (B1), a left spill eye (B2), a left spill eye (C1), a left spill eye (C2), a left spill eye (D1), a left spill eye (D2), a left spill eye (E1) to left spill eye (E4), a left The condition devices for spill number (F1) to left spill number (F4), left spill number (G1), left spill number (G2), medium spill number (A1), medium spill number (A2), medium spill number (B1), medium spill number (B2), medium spill number (C1) to medium spill number (C4), right spill number (A1), right spill number (A2), right spill number (B1), right spill number (B2), right spill number (C1) to right spill number (C4), control result (1) to control result (3), MB result (1) to MB result (4), 1 reach number (1) to 1 reach number (6), spill number (1) to spill number (3) are activated.

[0412] This will result in weak corner cherry (1), weak corner cherry (2), strong corner cherry, right downward watermelon, weak chance eye, strong chance eye (1), strong chance eye (2), ready eye (A1) to ready eye (A4), ready eye (B1) to ready eye (B4), ready eye (C1) to ready eye (C4), left spill eye (A1), left spill eye (A2), left spill eye (B1), left spill eye (B2), left spill eye (C1), left spill eye (C2), left spill eye (D1), left spill eye (D2), left spill eye (E1) to left spill eye (E4), left spill eye ( The following numbers are allowed to win: F1) to left spill number (F4), left spill number (G1), left spill number (G2), medium spill number (A1), medium spill number (A2), medium spill number (B1), medium spill number (B2), medium spill number (C1) to medium spill number (C4), right spill number (A1), right spill number (A2), right spill number (B1), right spill number (B2), right spill number (C1) to right spill number (C4), control result (1) to control result (3), MB result (1) to MB result (4), 1 reach number (1) to 1 reach number (6), spill number (1) to spill number (3).

[0413] [List of results for normal play (non-flag)] 27 and 28 are diagrams showing a list of results in a normal game (between non-flags). Note that Fig. 27 is a diagram showing a list of results (1) in a normal game (between non-flags), and Fig. 28 is a diagram showing a list of results (2) in a normal game (between non-flags).

[0414] The result tables shown in Figures 27 and 28 are result tables corresponding to non-RT (non-flag interval) of normal game and normal RT (non-flag interval) of normal game. In the following, for the sake of convenience of explanation, it will be referred to as "normal game (non-flag interval)" and the description of RT will be omitted.

[0415] 27 to 28, the winning numbers, winning combinations corresponding to the winning numbers, and the operation order of the stop buttons 18 are specified in the winning numbers tables. The winning numbers, winning combinations corresponding to the winning numbers, and the operation order of the stop buttons 18 are similarly specified in the other winning numbers tables shown in Figs. 29 to 40. In addition, among the operation orders of the stop buttons 18, for example, "left, middle, right" indicates that the left stop button 18A is operated first, then the middle stop button 18B is operated, and finally the right stop button 18C is operated.

[0416] As shown in Figure 27, if a losing ticket with the winning number "00" is won during normal play (non-flag interval), no prize will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, if a winning ticket with the winning number "01" BB(1) is won during normal play (non-flag interval), no prize will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0417] During normal play (non-flag interval), if the common 1-piece role (5) + BB (1) of the winning number "02" is won, regardless of the order in which the left stop button 18A, the middle stop button 18B, and the right stop button 18C are operated, the winning result will be one reach-eye, a spill-eye, a tenpai-eye, or a BIG (1), or no winning result will be won.

[0418] During normal play (non-flag interval), if the winning number "03" weak cherry (1) + BB (1) is won, a weak angle cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "04" strong cherry + BB (1) is won, a strong angle cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0419] During normal play (non-flag interval), if the winning number "05" is a watermelon (1) + BB (1), a right-sloping watermelon will be won as long as the stop button 18 is operated at the appropriate time, regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. For a right-sloping watermelon, PB≠1, but if the stop button 18 is operated at the appropriate time, a win will be achieved. However, if the stop button 18 is not operated at the appropriate time, a win will not be achieved (a so-called "missed win" will occur). Note that, in the cases specified in Figures 27 to 40, if the stop button 18 is operated at the appropriate time, a win will be achieved. However, if the stop button 18 is not operated at the appropriate time, a win will not be achieved.

[0420] During normal play (non-flag interval), if the winning number "06" is a weak chance combination (1) + BB(1), the weak chance combination will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "07" is a strong chance combination + BB(1), the strong chance combination will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0421] During normal play (non-flag interval), if the winning number "08" with 3 coins (A3) + BB (1) is won and the left stop button 18A is operated first, one reach eye, a BIG (1), or a tenpai eye will win. Also, if the middle stop button 18B or the right stop button 18C is operated first, a kobushi eye or a tenpai eye will win, or no win will be won.

[0422] During normal play (non-flag interval), if the winning number "09" is a 3-piece combination (C3) + BB(1), the middle bell will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "10" is a 3-piece combination (D3) + BB(1), the middle bell will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0423] During normal play (non-flag interval), if the winning number "11" is a common 1-piece role (3) + BB (2), no matter what order the left stop button 18A, center stop button 18B, and right stop button 18C are operated in, the winning number will be one reach-eye, a spill-eye, a tenpai-eye, or a BIG (2), or no winning will be won. Also, during normal play (non-flag interval), if the winning number "12" is a common 1-piece role (4) + BB (2), no matter what order the left stop button 18A, center stop button 18B, and right stop button 18C are operated in, the winning number will be one reach-eye, a spill-eye, a tenpai-eye, or a BIG (2), or no winning will be won.

[0424] During normal play (non-flag interval), if the winning number "13" is a weak cherry (2) + BB (2), a weak cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "14" is a watermelon (2) + BB (2), a watermelon will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "15" is a weak chance combination (2) + BB (2), a weak chance combination will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0425] When the player is in normal play (non-flag interval), if the winning number "16" with 3 coins (A4) + BB (2) is won and the left stop button 18A is operated first, one reach eye, a tenpai eye, or a BIG (2) will win. Also, if the center stop button 18B or the right stop button 18C is operated first, a spread eye or a tenpai eye will win, or no win will be won.

[0426] During normal play (non-flag interval), if the winning number "17" is won with 3 coins (B3) + BB (2) and the left stop button 18A is operated first, one reach eye, a tenpai eye, or a BIG (2) will win. Also, if the center stop button 18B or the right stop button 18C is operated first, a spread eye or a tenpai eye will win, or no win will be won.

[0427] During normal play (non-flag interval), if the winning number "18" is won with 3 coins (B4) + BB (2) and the left stop button 18A is operated first, one reach eye, a tenpai eye, or a BIG (2) will win. Also, if the center stop button 18B or the right stop button 18C is operated first, a spread eye or a tenpai eye will win, or no win will be won.

[0428] During normal play (non-flag interval), if the winning number "19" is a 3-piece combination (C4) + BB (2), the middle bell will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "20" is a 3-piece combination (D4) + BB (2), the middle bell will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0429] During normal play (non-flag interval), if the winning number "21" is a common 1-piece role (1) + MB (1), a random number will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "22" is a common 1-piece role (2) + MB (1), a random number will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0430] During normal play (non-flag interval), if the winning number "23" is won with 3 coins (A2) + MB (1) and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered number will be won or will not be won.

[0431] During normal play (non-flag interval), if the winning number "24" is won with 3 coins (B2) + MB (1) and the left stop button 18A is operated first, a modified bell will be won. Also, if the center stop button 18B or the right stop button 18C is operated first, a scattered number will be won or not won.

[0432] During normal play (non-flag interval), if the winning number "25" is a 3-piece combination (C1) + MB(1), the middle bell will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "26" is a 3-piece combination (C2) + MB(1), the middle bell will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0433] During normal play (non-flag interval), if the winning number "27" is a 3-piece combination (D1) + MB(1), a deformed bell will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during normal play (non-flag interval), if the winning number "28" is a 3-piece combination (D2) + MB(1), a deformed bell will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0434] During normal play (non-flag interval), if the winning number "29" is won with 3 coins (A1) + MB (2) and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered numbers will be won or will not be won.

[0435] During normal play (non-flag interval), if the winning number "30" is won with 3 coins (B1) + MB (3) and the left stop button 18A is operated first, a modified bell will be won. Also, if the center stop button 18B or the right stop button 18C is operated first, a scattered number will be won or not won.

[0436] When a replay (1) with the winning number "32" is won during normal play (non-flag interval), the upper row replay, middle row replay, or right downward replay will win regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0437] When the replay (2) with the winning number "33" is won during normal play (non-flag interval), the upper row replay, the middle row replay, or the right downward replay will win regardless of the order in which the left stop button 18A, the middle stop button 18B, and the right stop button 18C are operated.

[0438] When the replay (3) with the winning number "34" is won during normal play (non-flag interval), the upper row replay, middle row replay, or right downward replay will win regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0439] As shown in Figure 28, during normal play (non-flag interval), if any of the 9-piece combinations (A1) of the center left and right winning number "64" to the 9-piece combination (B2) of the center right and left winning number "83" is won, the scattered numbers will either win or not win, regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0440] During normal play (non-flag interval), if the winning number "84" with 9 pieces (C) or the winning number "85" with 9 pieces (C) is won and the left stop button 18A is operated first, the scattered numbers will win or will not win. Also, if the middle stop button 18B or the right stop button 18C is operated first, the Koyama Bell will win.

[0441] During normal play (non-flag interval), if the winning number "86" with 9 pieces (C) on the right, left, and center, or the winning number "87" with 9 pieces (C) on the right, left, and center, is won, and the left stop button 18A is operated first, the scattered numbers will win or will not win. Also, if the center stop button 18B or the right stop button 18C is operated first, the small V bell will win.

[0442] [List of results for normal play (between BB flags)] 29 and 30 are diagrams showing the result list in a normal game (between BB flags). Note that Fig. 29 is a diagram showing the result list (1) in a normal game (between BB flags), and Fig. 30 is a diagram showing the result list (2) in a normal game (between BB flags).

[0443] The result tables shown in Figures 29 to 30 are result tables corresponding to non-RT (between BB flags) in normal games and normal RT (between BB flags) in normal games. In the following, for the sake of convenience of explanation, we will refer to "normal games (between BB flags)" and omit the description of RT.

[0444] As shown in FIG. 29, when a losing winning number "00" is won during normal play (between the BB flags), the stored BIG will either win or not win, regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Specifically, if information about a win on BB(1) is stored in the main RAM 103, then BIG(1) will either win or not win. Also, if information about a win on BB(2) is stored in the main RAM 103, then BIG(2) will either win or not win.

[0445] When the replay (1) with the winning number "32" is won during normal play (between the BB flags), the upper row replay, middle row replay, or right downward replay will win regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0446] When the replay (2) of the winning number "33" is won during normal play (between BB flags), the reach-eye replay will be won regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated.

[0447] When the replay (3) with the winning number "34" is won during normal play (between the BB flags), the upper row replay, middle row replay, or right downward replay will win regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0448] During normal play (between the BB flags), if any of the common 1-piece role (1) with the winning number "35" to the common 1-piece role (5) with the winning number "39" is won, regardless of the order in which the left stop button 18A, the middle stop button 18B, and the right stop button 18C are operated, one reach eye, a spill eye, a tenpai eye, or a memorized BIG will be won.

[0449] During normal play (between the BB flags), if a weak cherry (1) with the winning number "40" or a weak cherry (2) with the winning number "41" is won, a weak cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (between the BB flags), if a strong cherry with the winning number "42" is won, a strong cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0450] During normal play (between the BB flags), if a watermelon (1) with the winning number "43" or a watermelon (2) with the winning number "44" is won, a watermelon that slopes upward to the right will be won regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated.

[0451] During normal play (between the BB flags), if a weak chance role (1) with the winning number "45" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated. Also, during normal play (between the BB flags), if a weak chance role (2) with the winning number "46" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated. Also, during normal play (between the BB flags), if a strong chance role with the winning number "47" is won, a strong chance role will be awarded regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated.

[0452] As shown in Figure 30, when one of the three-coin combinations (A1) with the winning number "48" to the three-coin combination (B4) with the winning number "55" wins during normal play (between the BB flags), and the left stop button 18A is operated for the first time, one reach-eye, a tenpai-eye, or a stored BIG wins. Also, when the middle stop button 18B or the right stop button 18C is operated for the first time, a spread-eye, a tenpai-eye, or a carried-over BIG wins, or no wins.

[0453] During normal play (between the BB flags), if any of the three-piece combinations (C1) with the winning number "56" to the three-piece combination (C4) with the winning number "59" is won, the middle bell will be won regardless of the order in which the left stop button 18A, the middle stop button 18B, and the right stop button 18C are operated.

[0454] During normal play (between the BB flags), if a three-piece combination (D1) with the winning number "60" or a three-piece combination (D2) with the winning number "61" is won, a deformed bell, a tenpai-me, or a memorized BIG will be won regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated.

[0455] During normal play (between the BB flags), if a three-piece combination (D3) with the winning number "62" or a three-piece combination (D4) with the winning number "63" is won, a deformed bell will be won regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated.

[0456] During normal play (between the BB flags), if the winning number "64" with 9 coins in the center left and right (A1) or the winning number "65" with 9 coins in the center left and right (A2) is won and the stop buttons 18 are operated in the order of the center stop button 18B, the left stop button 18A, and the right stop button 18C, a right-up bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0457] During normal play (between the BB flags), if the winning number "66" with 9 coins (A1) or the winning number "67" with 9 coins (A2) is won and the stop buttons 18 are operated in the order of the center stop button 18B, the right stop button 18C, and the left stop button 18A, a downward-right bell will be awarded. Also, if the stop button 18 is operated in any other order, a scattered number will be awarded or no prize will be awarded.

[0458] During normal play (between the BB flags), if any of the winning combinations (A1) of the right, left, and middle 9-piece combination with the winning number "68" to the winning combination (A4) of the right, left, and middle 9-piece combination with the winning number "71" is won and the stop buttons 18 are operated in the order of the right stop button 18C, the left stop button 18A, and the middle stop button 18B, the lower bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered combination will be won or will not be won.

[0459] During normal play (between the BB flags), if any of the winning combinations of right, center, left 9-piece combination (A1) with the winning number "72" to right, center, left 9-piece combination (A4) with the winning number "75" is won and the stop buttons 18 are operated in the order of right stop button 18C, center stop button 18B, and left stop button 18A, the upper bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered combination will be won or will not be won.

[0460] During normal play (between the BB flags), if the winning number "76" with 9 pieces in the center left and right (B1) or the winning number "77" with 9 pieces in the center left and right (B2) is won and the left stop button 18A is operated first, or if the stop buttons 18 are operated in the order of the center stop button 18B, left stop button 18A, and right stop button 18C, the Koyama Bell will be won. Also, if the stop button 18 is operated in any other order, the scattered numbers will be won or no prize will be won.

[0461] During normal play (between the BB flags), if the winning number "78" with 9 pieces in the middle, right, and left (B1) or the winning number "79" with 9 pieces in the middle, right, and left (B2) is won and the stop buttons 18 are operated in the order of the middle stop button 18B, the right stop button 18C, and the left stop button 18A, the Koyama Bell will be won. Also, if the stop button 18 is operated in any other order, the scattered numbers will be won or will not be won.

[0462] During normal play (between the BB flags), if the winning number "80" with 9 coins in the right, left, and middle combination (B1) or the winning number "81" with 9 coins in the right, left, and middle combination (B2) is won and the left stop button 18A is operated first, or if the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and middle stop button 18B, a small V bell will be won. Also, if the stop button 18 is operated in a different order, a scattered number will be won or no prize will be won.

[0463] During normal play (between the BB flags), if the winning number "82" with 9 coins (B1) or the winning number "83" with 9 coins (B2) is won and the stop buttons 18 are operated in the order of right stop button 18C, middle stop button 18B, and left stop button 18A, a small V bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0464] During normal play (between the BB flags), if the winning number "84" with 9 pieces (C) or the winning number "85" with 9 pieces (C) is won and the left stop button 18A is operated first, the scattered numbers will win or will not win. Also, if the middle stop button 18B or the right stop button 18C is operated first, the Koyama Bell will win.

[0465] During normal play (between the BB flags), if the winning number "86" with a right-left-middle 9-piece combination (C) or the winning number "87" with a right-middle-left 9-piece combination (C) is won and the left stop button 18A is operated first, the scattered numbers will win or will not win. Also, if the center stop button 18B or the right stop button 18C is operated first, a small V bell will win.

[0466] [List of results for normal play (between MB flags)] 31 and 32 are diagrams showing a list of results in a normal game (between MB flags). Note that Fig. 31 is a diagram showing a list of results (1) in a normal game (between MB flags), and Fig. 32 is a diagram showing a list of results (2) in a normal game (between MB flags).

[0467] The result tables shown in Figures 31 and 32 are result tables corresponding to non-RT (between MB flags) in normal games and normal RT (between MB flags) in normal games. In the following, for the sake of convenience of explanation, we will refer to "normal games (between MB flags)" and omit the description of RT.

[0468] As shown in FIG. 31, when a losing winning number "00" is won during normal play (between MB flags), the stored MID will win or not win, regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Specifically, if winning information is stored in MB(1), MID(1) will win or not win. Also, if winning information is stored in MB(2), MID(2) will win or not win, and if winning information is stored in MB(3), MID(3) will win or not win.

[0469] During normal play (between MB flags), if any of the replays (1) with winning number "32" through replay (3) with winning number "34" wins, the upper row replay, middle row replay, or right downward replay will win regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0470] During normal play (between MB flags), if any of the common 1-piece role (1) with winning number "35" to the common 1-piece role (5) with winning number "39" is won, the spilled numbers will win regardless of the order in which the left stop button 18A, the middle stop button 18B, and the right stop button 18C are operated.

[0471] During normal play (between MB flags), if a weak cherry (1) with the winning number "40" or a weak cherry (2) with the winning number "41" is won, a weak cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (between MB flags), if a strong cherry with the winning number "42" is won, a strong cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0472] During normal play (between MB flags), if a watermelon (1) with winning number "43" or a watermelon (2) with winning number "44" is won, a watermelon that slopes upward to the right will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0473] During normal play (between MB flags), if a weak chance role (1) with winning number "45" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. During normal play (between MB flags), if a weak chance role (2) with winning number "46" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during normal play (between MB flags), if a strong chance role with winning number "47" is won, a strong chance role will be awarded regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0474] As shown in Figure 32, during normal play (between MB flags), if any of the three-coin combinations (A1) with the winning number "48" to the three-coin combinations (A4) with the winning number "51" is won and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered combination will be won or will not be won.

[0475] During normal play (between MB flags), if any of the three-piece combinations (B1) of the winning number "52" to the three-piece combination (B4) of the winning number "55" is won and the left stop button 18A is operated first, a deformed bell will be won. Also, if the center stop button 18B or the right stop button 18C is operated first, a scattered combination will be won or will not be won.

[0476] During normal play (between MB flags), if any of the three-piece combinations (C1) with the winning number "56" to the three-piece combination (C4) with the winning number "59" is won, the middle bell will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0477] During normal play (between MB flags), if any of the three-piece combinations (D1) with the winning number "60" to the three-piece combination (D4) with the winning number "63" is won, the deformed bell will be won regardless of the order in which the left stop button 18A, the center stop button 18B, and the right stop button 18C are operated.

[0478] During normal play (between MB flags), if the winning number "64" with 9 coins (A1) or the winning number "65" with 9 coins (A2) is won and the stop buttons 18 are operated in the order of the center stop button 18B, left stop button 18A, and right stop button 18C, a right-up bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0479] During normal play (between MB flags), if the winning number "66" with 9 pieces in the middle, right, and left (A1) or the winning number "67" with 9 pieces in the middle, right, and left (A2) is won and the stop buttons 18 are operated in the order of the middle stop button 18B, the right stop button 18C, and the left stop button 18A, a downward-right bell will be awarded. Also, if the stop button 18 is operated in any other order, a scattered number will be awarded or no prize will be awarded.

[0480] During normal play (between MB flags), if any of the winning combinations (A1) of the right, left, and middle 9-piece combination with the winning number "68" to the right, left, and middle 9-piece combination with the winning number "71" (A4) is won and the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and middle stop button 18B, the lower bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered combination will be won or will not be won.

[0481] During normal play (between MB flags), if any of the winning combinations of right, middle, left 9 pieces (A1) with winning number "72" to right, middle, left 9 pieces (A4) with winning number "75" is won and the stop buttons 18 are operated in the order of right stop button 18C, middle stop button 18B, and left stop button 18A, the upper bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered numbers will be won or will not be won.

[0482] During normal play (between MB flags), if the winning number "76" with 9 pieces in the center left and right (B1) or the winning number "77" with 9 pieces in the center left and right (B2) is won and the stop buttons 18 are operated in the order of the center stop button 18B, left stop button 18A, and right stop button 18C, the Koyama Bell will be won. Also, if the stop button 18 is operated in any other order, the scattered numbers will be won or will not be won.

[0483] During normal play (between MB flags), if the winning number "78" with 9 pieces in the middle, right, and left (B1) or the winning number "79" with 9 pieces in the middle, right, and left (B2) is won and the stop buttons 18 are operated in the order of the middle stop button 18B, the right stop button 18C, and the left stop button 18A, the Koyama Bell will be won. Also, if the stop button 18 is operated in any other order, the scattered numbers will be won or will not be won.

[0484] During normal play (between MB flags), if the winning number "80" with 9 coins in the right, left, and middle combination (B1) or the winning number "81" with 9 coins in the right, left, and middle combination (B2) is won and the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and center stop button 18B, a small V bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0485] During normal play (between MB flags), if the winning number "82" with 9 pieces (B1) or the winning number "83" with 9 pieces (B2) is won, and the stop buttons 18 are operated in the order of right stop button 18C, middle stop button 18B, and left stop button 18A, a small V bell will be won. Also, if the stop button 18 is operated in a different order, a scattered number will be won or no prize will be won.

[0486] During normal play (between MB flags), if the winning number "84" with 9 pieces (C) in the center left and right wins, and the stop buttons 18 are operated in the order of center stop button 18B, left stop button 18A, and right stop button 18C, a small bell will be won. Also, if the stop buttons 18 are operated in the order of center stop button 18B, right stop button 18C, and left stop button 18A, a scattered number will be won. However, if the stop buttons 18 are operated in any other order, the scattered number will be won or no prize will be won.

[0487] During normal play (between MB flags), if the winning number "85" with 9 middle, right, and left combination (C) is won and the stop buttons 18 are operated in the order of the middle stop button 18B, the right stop button 18C, and the left stop button 18A, a small bell will be won. Also, if the stop buttons 18 are operated in the order of the middle stop button 18B, the left stop button 18A, and the right stop button 18C, a scattered number will be won. However, if the stop buttons 18 are operated in any other order, the scattered number will be won or no prize will be won.

[0488] During normal play (between MB flags), if the winning number "86" with 9 coins (C) on the right, left, and middle is won, and the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and middle stop button 18B, a small V bell will be awarded. Also, if the stop buttons 18 are operated in the order of right stop button 18C, middle stop button 18B, and left stop button 18A, a scattered number will be awarded. However, if the stop buttons 18 are operated in any other order, the scattered number will be awarded or no prize will be awarded.

[0489] During normal play (between MB flags), if the winning number "87" with the right-middle-left 9-piece combination (C) is won, and the stop buttons 18 are operated in the order of right stop button 18C, middle stop button 18B, and left stop button 18A, a small V bell will be awarded. Also, if the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and middle stop button 18B, a scattered number will be awarded. However, if the stop buttons 18 are operated in any other order, the scattered number will be awarded or no prize will be awarded.

[0490] [BB General Game (Non-Flag) Results List] 33 and 34 are diagrams showing a list of results in a BB regular game (non-flag interval). Note that Fig. 33 is a diagram showing a list of results (1) in a BB regular game (non-flag interval), and Fig. 34 is a diagram showing a list of results (2) in a BB regular game (non-flag interval).

[0491] The result tables shown in Figures 33 and 34 are result tables corresponding to BBRT (non-flag interval) of BB regular game. In the following, for the sake of convenience of explanation, it will be referred to as "BB regular game (non-flag interval)" and the description of BBRT will be omitted.

[0492] As shown in Figure 33, if the winning number "00" is a losing number during BB general play (non-flag interval), no prize will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0493] When RB with the winning number "31" is won during BB general play (non-flag interval), the REG will either win or not win, regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0494] During BB regular play (non-flag interval), if the common 1-piece role (1) with the winning number "35" is won, a weak corner cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular play (non-flag interval), if the common 1-piece role (2) with the winning number "36" is won, a watermelon will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0495] During BB regular game (non-flag interval), if the common 1-piece role (3) with the winning number "37" is won, a weak chance eye will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (non-flag interval), if the common 1-piece role (4) with the winning number "38" is won, a strong chance eye will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (non-flag interval), if the common 1-piece role (5) with the winning number "39" is won, a strong angle cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0496] During BB regular play (non-flag interval), if a weak cherry (1) with the winning number "40" or a weak cherry (2) with the winning number "41" is won, a weak cherry will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular play (non-flag interval), if a strong cherry with the winning number "42" is won, a strong cherry will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0497] During BB general play (non-flag interval), if a watermelon (1) with winning number "43" or a watermelon (2) with winning number "44" is won, a watermelon that slopes upward to the right will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0498] During BB regular game (non-flag interval), if a weak chance role (1) with winning number "45" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. During BB regular game (non-flag interval), if a weak chance role (2) with winning number "46" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (non-flag interval), if a strong chance role with winning number "47" is won, a strong chance role will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0499] As shown in Figure 34, during BB regular play (non-flag interval), if any of the three-coin combinations (A1) with the winning number "48" to the three-coin combination (A4) with the winning number "51" is won and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered combination will be won or will not be won.

[0500] During BB regular play (non-flag interval), if any of the three-piece combinations (B1) with the winning number "52" to the three-piece combination (B4) with the winning number "55" is won and the left stop button 18A is operated first, a modified bell will be won. Also, if the center stop button 18B or the right stop button 18C is operated first, a scattered combination will be won or will not be won.

[0501] During BB regular play (non-flag interval), if any of the winning combinations (C1) with the winning number "56" to the winning combination (C4) with the winning number "59" is won and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered combination will be won or will not be won.

[0502] During BB regular play (non-flag interval), if the winning number "60" has a three-piece combination (D1), a weak corner cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular play (non-flag interval), if any of the winning numbers "61" having a three-piece combination (D2) through "63" having a three-piece combination (D4) is awarded, a deformed bell will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0503] During BB regular play (non-flag interval), if the winning number "64" with 9 pieces (A1) in the center left and right, or the winning number "65" with 9 pieces (A2) in the center left and right, is won and the stop buttons 18 are operated in the order of the center stop button 18B, left stop button 18A, and right stop button 18C, a right-up bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0504] During BB regular play (non-flag interval), if the winning number "66" with 9 pieces in the middle, right, and left (A1) or the winning number "67" with 9 pieces in the middle, right, and left (A2) is won and the stop buttons 18 are operated in the order of the center stop button 18B, the right stop button 18C, and the left stop button 18A, a downward-right bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0505] During BB general play (non-flag interval), if any of the winning combinations (A1) of right, left, and middle 9 pieces with the winning number "68" to (A4) of right, left, and middle 9 pieces with the winning number "71" is won and the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and middle stop button 18B, the lower bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered combination will be won or no prize will be won.

[0506] During BB regular play (non-flag interval), if any of the winning combinations of right, center, left 9-piece combination (A1) with winning number "72" to right, center, left 9-piece combination (A4) with winning number "75" is won and the stop buttons 18 are operated in the order of right stop button 18C, center stop button 18B, and left stop button 18A, the upper bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered combination will be won or no prize will be won.

[0507] During BB regular play (non-flag interval), if the winning number "76" with 9 pieces (B1) or the winning number "77" with 9 pieces (B2) is won and the left stop button 18A is operated first, or if the stop buttons 18 are operated in the order of the center stop button 18B, left stop button 18A, and right stop button 18C, the Koyama Bell will be won. Also, if the stop button 18 is operated in any other order, the scattered numbers will be won or no prize will be won.

[0508] During BB regular play (non-flag interval), if the winning number "78" with 9 pieces in the middle, right, left (B1) or the winning number "79" with 9 pieces in the middle, right, left (B2) is won and the stop buttons 18 are operated in the order of the middle stop button 18B, the right stop button 18C, and the left stop button 18A, the Koyama Bell will be won. Also, if the stop button 18 is operated in any other order, the scattered numbers will be won or will not be won.

[0509] During BB general play (non-flag interval), if the winning number "80" with 9 coins (B1) or the winning number "81" with 9 coins (B2) is won and the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and center stop button 18B, a small V bell will be won. Also, if the stop button 18 is operated in a different order, a scattered number will be won or no prize will be won.

[0510] During BB general play (non-flag interval), if either the right-center-left 9-piece combination (B1) with the winning number "82" or the right-center-left 9-piece combination (B2) with the winning number "83" is won and the left stop button 18A is operated first, or if the stop buttons 18 are operated in the order of right stop button 18C, center stop button 18B, and left stop button 18A, a small V bell will be won. Also, if the stop button 18 is operated in a different order, a scattered number will be won or no prize will be won.

[0511] During BB regular play (non-flag interval), if the winning number "84" with 9 pieces in the center left and right (C) or the winning number "85" with 9 pieces in the center right and left (C) is won and the center stop button 18B is operated first, the Koyama Bell will be won. Also, if the left stop button 18A or the right stop button 18C is operated first, the scattered numbers will be won or will not be won.

[0512] During BB regular play (non-flag interval), if the winning number "86" with 9 pieces (C) on the right, left, and center, or the winning number "87" with 9 pieces (C) on the right, center, and left, is won and the right stop button 18C is operated first, the Koyama Bell will be won. Also, if the left stop button 18A or the center stop button 18B is operated first, the scattered numbers will be won or will not be won.

[0513] [List of results for BB regular play (RB flag interval)] 35 and 36 are diagrams showing a list of results in a BB regular game (between RB flags). Note that Fig. 35 is a diagram showing a list of results (1) in a BB regular game (between RB flags), and Fig. 36 is a diagram showing a list of results (2) in a BB regular game (between RB flags).

[0514] The result tables shown in Figures 35 and 36 are result tables corresponding to RBRT (RB flag interval) in BB regular game. In the following, for the sake of convenience of explanation, it will be referred to as "BB regular game (RB flag interval)" and the description of RBRT will be omitted.

[0515] As shown in Figure 35, when the winning number "00" is a losing number during BB general play (between the RB flags), the stored REG will either win or not win, regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0516] When the replay (1) with the winning number "32" is won during BB general play (between RB flags), the upper row replay, middle row replay, or right downward replay will win regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0517] When the common 1-piece role (1) of the winning number "35" is won during BB regular game (between RB flags), a weak corner cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, when the common 1-piece role (2) of the winning number "36" is won during BB regular game (between RB flags), a watermelon will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0518] During BB regular game (between RB flags), if the common 1-piece role (3) with the winning number "37" is won, a weak chance eye will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (between RB flags), if the common 1-piece role (4) with the winning number "38" is won, a strong chance eye will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (between RB flags), if the common 1-piece role (5) with the winning number "39" is won, a strong angle cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0519] During BB regular play (between RB flags), if a weak cherry (1) with winning number "40" or a weak cherry (2) with winning number "41" is won, a weak cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated. Also, during BB regular play (between RB flags), if a strong cherry with winning number "42" is won, a strong cherry will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0520] During BB general play (RB flag interval), if a watermelon (1) with winning number "43" or a watermelon (2) with winning number "44" is won, a watermelon that slopes upward to the right will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0521] During BB regular game (between RB flags), if a weak chance role (1) with winning number "45" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. During BB regular game (between RB flags), if a weak chance role (2) with winning number "46" is won, a weak chance role will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (between RB flags), if a strong chance role with winning number "47" is won, a strong chance role will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0522] As shown in Figure 36, during BB regular game (between RB flags), if any of the three-coin combinations (A1) with the winning number "48" to the three-coin combination (A4) with the winning number "51" is won and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered combination will be won or will not be won.

[0523] During BB regular play (RB flag interval), if any of the three-piece combinations (B1) with the winning number "52" to the three-piece combination (B4) with the winning number "55" is won and the left stop button 18A is operated first, a modified bell will be won. Also, if the center stop button 18B or the right stop button 18C is operated first, a scattered combination will be won or will not be won.

[0524] During BB regular play (RB flag interval), if any of the winning combinations (C1) with the winning number "56" to the winning combination (C4) with the winning number "59" is won and the left stop button 18A is operated first, the middle bell will be won. Also, if the middle stop button 18B or the right stop button 18C is operated first, the scattered combination will be won or will not be won.

[0525] During BB regular game (between RB flags), if the winning number "60" has a three-piece combination (D1), a weak corner cherry will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated. Also, during BB regular game (between RB flags), if any of the winning numbers "61" having a three-piece combination (D2) through "63" having a three-piece combination (D4) is awarded, a deformed bell will be awarded regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0526] During BB general play (RB flag interval), if either the winning number "64" with 9 pieces (A1) in the center left and right or the winning number "65" with 9 pieces (A2) in the center left and right is won and the stop buttons 18 are operated in the order of the center stop button 18B, the left stop button 18A, and the right stop button 18C, a right-up bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0527] During BB general play (between RB flags), if the winning number "66" with 9 pieces in the middle, right, and left (A1) or the winning number "67" with 9 pieces in the middle, right, and left (A2) is won and the stop buttons 18 are operated in the order of the middle stop button 18B, the right stop button 18C, and the left stop button 18A, a downward-right bell will be won. Also, if the stop button 18 is operated in any other order, a scattered number will be won or no prize will be won.

[0528] During BB general play (between RB flags), if any of the winning combinations of right, left, and middle 9 coins (A1) with the winning number "68" to right, left, and middle 9 coins (A4) with the winning number "71" is won and the stop buttons 18 are operated in the order of right stop button 18C, left stop button 18A, and middle stop button 18B, the lower bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered combination will be won or will not be won.

[0529] During BB general play (between RB flags), if any of the winning combinations of right, middle, left 9 pieces (A1) with winning number "72" to right, middle, left 9 pieces (A4) with winning number "75" is won and the stop buttons 18 are operated in the order of right stop button 18C, middle stop button 18B, and left stop button 18A, the upper bell will be won. Also, if the stop buttons 18 are operated in any other order, the scattered numbers will be won or no prize will be won.

[0530] During BB general play (between RB flags), if any of the winning combinations of 9 pieces in the center left and right of winning number "76" (B1) to 9 pieces in the center right and left of winning number "79" (B2) is won, Koyama Bell will be won regardless of the order in which the left stop button 18A, center stop button 18B, and right stop button 18C are operated.

[0531] During BB general play (between RB flags), if any of the winning combinations from right, left, middle 9-piece combination (B1) with winning number "80" to right, middle, left 9-piece combination (B2) with winning number "83" is won, a small V bell will be won regardless of the order in which the left stop button 18A, middle stop button 18B, and right stop button 18C are operated.

[0532] During BB general play (RB flag interval), if the winning number "84" with 9 coins in the middle left and right (C) or the winning number "85" with 9 coins in the middle right and left (C) is won, Koyama Bell will be won regardless of the ...

Claims

1. In a slot machine having a main control means capable of executing control related to games, The main control means A winning combination determining means capable of determining a predetermined winning combination; normal mode control means capable of executing control relating to the normal mode that is disadvantageous to the player; advantageous mode control means capable of executing control relating to advantageous modes that are advantageous to a player; It is equipped with The advantageous mode control means an extension information determination process that determines extension information regarding an extension of a period during which the user can stay in the advantageous mode while the user is staying in the advantageous mode; a re-extension information determination process capable of determining re-extension information regarding a re-extension of a period during which the player can stay in the advantageous mode in response to the predetermined role being determined by the role determination means in the next game after the extension information has been determined by the extension information determination process; It is possible to execute A slot machine characterized by:

2. The re-extension information determination process includes: The re-extension information can be determined in response to the predetermined role being determined by the role determination means in a game next to the game in which the re-extension information has been determined by the re-extension information determination process.

2. The slot machine according to claim 1, wherein:

3. A sub-control means is provided for executing control relating to the performance, The sub-control means When the extension information is determined by the extension information determination process, a re-extension information suggestion effect can be executed that suggests that the re-extension information may be determined in the next game, When the re-extension information is determined in a game following the game in which the extension information has been determined by the extension information determination process, a re-extension information notification effect can be executed to notify that the re-extension information has been determined.

3. The slot machine according to claim 1 or 2.

4. A sub-control means is provided for executing control relating to the performance, The sub-control means When the re-extension information is determined by the re-extension information determination process, a re-extension information suggestion effect can be executed to suggest that the re-extension information may be determined in the next game, When the re-extension information is determined in a game next to the game in which the re-extension information has been determined by the re-extension information determination process, a re-extension information notification effect can be executed to notify the player that the re-extension information has been determined.

3. The slot machine according to claim 2.

Citation Information

Patent Citations

  • Game machine

    JP2018143271A