gaming machines

JP2026016551A5Pending Publication Date: 2026-06-29SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2025-10-24
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

There is a demand for gaming machines that allow players to play games smoothly without interruptions due to abnormalities or errors, while providing enhanced gameplay experiences through special game states and predictive features.

Method used

The gaming machine incorporates a reel tape with a pattern that guides reel screws, a blocking portion to prevent screw misalignment, and a configuration that allows for smooth game progression and predictive gameplay, including special game states and error handling mechanisms.

Benefits of technology

The solution enables seamless gameplay by preventing reel misalignment and handling errors, enhancing player engagement through special game states and predictive features.

✦ Generated by Eureka AI based on patent content.

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Abstract

There is a demand for a gaming machine that allows players to play games smoothly. [Solution] The device comprises a plurality of reels M50, a plurality of stop buttons, and a start lever. A reel tape LG30 with a pattern drawn on it is attached to the reel M50. The reel tape LG30 is formed so that screws SC that have fallen onto the inner surface LG40 of the reel tape LG30 slide down when the reel M50 rotates, and a guard portion GD that blocks screws SC that have fallen onto the inner surface of the reel tape LG30 is protruded from the side of the reel M50.
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Description

[Technical Field]

[0001] Regarding gaming machines. [Background technology]

[0002] In a slot machine, a game begins when a predetermined number of medals are inserted and a start lever (start signal) is operated, causing multiple rows of reels with multiple symbols arranged around the periphery to spin. When a stop button is pressed to stop the spinning of the reels, if a predetermined symbol combination (e.g., a winning combination such as "777") is lined up on a pay line, the machine typically transitions to a special game state (a game state in which the probability of winning a small prize or the like is higher than normal) that is more profitable for the player than the normal game state. In slot machines, special images or the like to enhance the game's fun may be displayed on a display such as an LCD in synchronization with the spinning and stopping of the reels. Many slot machines are configured so that when the stop button is pressed, the player can predict the outcome of the game by comparing the symbols displayed on the reels with the special images or the like displayed on the display. In addition, many gaming machines are configured so that if any abnormality occurs in the machine, an error may occur that will stop the game from progressing. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-067312 [Patent Document 2] Patent Publication No. 2021-029882 [Patent Document 3] Japanese Patent Application Laid-Open No. 2018-153340 [Patent Document 4] Patent Publication No. 2021-171423 Summary of the Invention [Problem to be solved by the invention]

[0004] There is a demand for a gaming machine that allows players to play games smoothly. [Means for solving the problem]

[0005] The gaming machine according to this aspect (H2) is a gaming machine comprising: a plurality of reels (such as reel M50); a plurality of stop switches (such as stop button D40); and a start switch (such as start lever D50); a reel tape (such as reel tape LG30) with a pattern drawn on it is attached to the reels; the reel tape is formed so that reel screws that have fallen onto the inner surface of the reel tape (such as inner surface LG40) slide down when the reels rotate; and a blocking portion (such as guard portion GD) that blocks reel screws that have fallen onto the inner surface of the reel tape is protruded from the side of the reel. [Effects of the Invention]

[0006] According to the gaming machine of this aspect, it is possible to provide a gaming machine that allows the game to proceed smoothly. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a perspective view of a slot machine according to a first embodiment. [Figure 2] FIG. 2 is a perspective view of the slot machine according to the first embodiment with the door open. [Figure 3] FIG. 3 is a perspective view of the inside of a medal insertion slot in the slot machine according to the first embodiment. [Figure 4] FIG. 4 is a front view and a top view of the medal payout device in the slot machine according to the first embodiment. [Figure 5] FIG. 5 is a list of basic specifications of the slot machine according to the first embodiment. [Figure 6] FIG. 6 is a list of reel arrangements in the slot machine according to the first embodiment. [Figure 7] FIG. 7 is a symbol combination list 1 in the slot machine according to the first embodiment. [Figure 8] FIG. 8 is a symbol combination list 2 in the slot machine according to the first embodiment. [Figure 9] FIG. 9 is a symbol combination list 3 in the slot machine according to the first embodiment. [Figure 10] FIG. 10 is a list of condition devices in the slot machine according to the first embodiment. [Figure 11] FIG. 11 is a list of small winning combinations, replay winning combinations, and bonus appearance rates in the slot machine according to the first embodiment. [Figure 12] FIG. 12 is a diagram showing the overall electrical configuration of the slot machine according to the first embodiment. [Figure 13] FIG. 13 is a main flowchart on the main control board side in the slot machine according to the first embodiment. [Figure 14] FIG. 14 is a flowchart of the setting change device control process on the main control board side in the slot machine according to the first embodiment. [Figure 15] FIG. 15 is a flowchart of the irrecoverable error processing on the main control board side in the slot machine according to the first embodiment. [Figure 16] FIG. 16 is a flowchart of the game progress control process (first page) on the main control board side in the slot machine according to the first embodiment. [Figure 17] FIG. 17 is a flowchart of the game progress control process (second page) on the main control board side in the slot machine according to the first embodiment. [Figure 18] FIG. 18 is a flowchart of the game progress control process (third page) on the main control board side in the slot machine according to the first embodiment. [Figure 19] FIG. 19 is a flowchart of an internal lottery execution process on the main control board side in the slot machine according to the first embodiment. [Figure 20]FIG. 20 is a flowchart of the process of adding the number of games on the main control board side in the slot machine according to the first embodiment. [Figure 21] FIG. 21 is a flowchart of the AT state transition control process (first page) on the main control board side in the slot machine according to the first embodiment. [Figure 22] FIG. 22 is a flowchart of the AT state transition control process (second page) on the main control board side in the slot machine according to the first embodiment. [Figure 23] FIG. 23 is a flowchart of the AT state transition control process (third page) on the main control board side in the slot machine according to the first embodiment. [Figure 24] FIG. 24 is a flowchart of the condition device number management process on the main control board side in the slot machine according to the first embodiment. [Figure 25] FIG. 25 is a flowchart of the reel rotation start preparation process on the main control board side in the slot machine according to the first embodiment. [Figure 26] FIG. 26 is a flowchart of the remaining game number management process on the main control board side in the slot machine according to the first embodiment. [Figure 27] FIG. 27 is a flowchart of the RT state transition control process on the main control board side in the slot machine according to the first embodiment. [Figure 28] FIG. 28 is an RT state transition diagram in the slot machine according to the first embodiment. [Figure 29] FIG. 29 is a flowchart of the AT state start control process on the main control board side in the slot machine according to the first embodiment. [Figure 30] FIG. 30 is an AT state transition diagram in the slot machine according to the first embodiment. [Figure 31] FIG. 31 is a flowchart of the game zone transition control process on the main control board side in the slot machine according to the first embodiment. [Figure 32]FIG. 32 is a flowchart of timer interrupt processing on the main control board side in the slot machine according to the first embodiment. [Figure 33] FIG. 33 is a flowchart of the reel drive control process on the main control board side in the reel gaming machine according to the first embodiment. [Figure 34] FIG. 34 is a flowchart of the reel drive control process on the main control board side in the reel gaming machine according to the first embodiment. [Figure 35] FIG. 35 is an image diagram showing the rotational movement of the reels in the slot machine according to the first embodiment. [Figure 36] FIG. 36 is a flowchart of the process at the time of power-off on the main control board side in the slot machine according to the first embodiment. [Figure 37] FIG. 37 is an image diagram showing the push order display in the slot machine according to this example. [Figure 38] FIG. 38 is a flowchart of the sub-side program start process on the sub-control board side in the slot machine according to the first embodiment. [Figure 39] FIG. 39 is a flowchart of the sub-main loop process on the sub-control board side in the slot machine according to the first embodiment. [Figure 40] FIG. 40 is a flowchart of the process performed on the sub-control board side when the sub-side power supply is turned off in the slot machine according to the first embodiment. [Figure 41] FIG. 41 is a flowchart of one command process on the sub-control board side in the slot machine according to the first embodiment. [Figure 42] FIG. 42 is a flowchart of the process of determining the effects related to the start lever operation on the sub-control board side in the slot machine according to the first embodiment. [Figure 43] FIG. 43 is a flowchart of the battle effect execution decision process on the sub-control board side in the slot machine according to the first embodiment. [Figure 44] FIG. 44 is an example of a stay stage determination table on the sub-control board side in the slot machine according to the first embodiment. [Figure 45] FIG. 45 is a flowchart of the AT performance determination process on the sub-control board side in the slot machine according to the first embodiment. [Figure 46] FIG. 46 is a flowchart of the revival possibility effect determination process on the sub-control board side in the slot machine according to the first embodiment. [Figure 47] FIG. 47 is a flowchart of the process performed on the sub-control board when the start lever is operated in the slot machine according to the first embodiment. [Figure 48] FIG. 48 is a flowchart of the processing during AT when the start lever is operated on the sub-control board side in the slot machine according to the first embodiment. [Figure 49] FIG. 49 is a flowchart of specialized premonition processing at the time of start lever operation on the sub-control board side in the slot machine according to the first embodiment. [Figure 50] FIG. 50 is a flowchart of the processing for specializing the addition of bonuses when the start lever is operated on the sub-control board side in the slot machine according to the first embodiment. [Figure 51] FIG. 51 is a flowchart of the advantageous BB internal processing on the sub-control board side when the start lever is operated in the slot machine according to the first embodiment. [Figure 52] FIG. 52 is a flowchart of the process performed on the sub-control board side when a first drum stop is accepted in the slot machine according to the first embodiment. [Figure 53] FIG. 53 is a flowchart of the process performed on the sub-control board side when a second drum stop is accepted in the slot machine according to the first embodiment. [Figure 54] FIG. 54 is a flowchart of the process of determining the effects related to the third drum stop on the sub-control board side in the slot machine according to the first embodiment. [Figure 55] FIG. 55 is a flowchart of the process at the time of accepting the third drum stop on the sub-control board side in the slot machine according to the first embodiment. [Figure 56]FIG. 56 is a flowchart of the game progress control process on the main control board side in the slot machine according to the second embodiment. [Figure 57] FIG. 57 is a flowchart of the game end monitoring process on the main control board side in the slot machine according to the second embodiment. [Figure 58] FIG. 58 is a flowchart of the MY counter monitoring process on the main control board side in the slot machine according to the second embodiment. [Figure 59] FIG. 59 is a diagram relating to the MY counter and the difference number counter in the slot machine according to the second embodiment. [Figure 60] FIG. 60 is a diagram showing a state of advance notification of a game ending in the slot machine according to the second embodiment. [Figure 61] FIG. 61 is FIG. 1 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 62] FIG. 62 is FIG. 2 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 63] FIG. 63 is FIG. 3 relating to a case where the upper limit of the difference number is exceeded during a bonus in the slot machine according to the second embodiment. [Figure 64] FIG. 64 is an action diagram 1 relating to a game in which a small winning combination is won in the slot machine according to the second embodiment. [Figure 65] FIG. 65 is an action diagram 2 relating to a game in which a small winning combination is won in the slot machine according to the second embodiment. [Figure 66] Figure 66 is an illustration of what happens when a power outage occurs during play in the AT state in the slot machine according to the second embodiment. [Figure 67] FIG. 67 is an image diagram 1 relating to an empty medal error in the slot machine according to the second embodiment. [Figure 68] FIG. 68 is an image diagram 2 relating to an empty medal error in the slot machine according to the second embodiment. [Figure 69]FIG. 69 is a diagram showing Example 1 of the effects in the slot machine according to the first and second embodiments, and is an image diagram showing a command effect that is completed in one game in a normal state. [Figure 70] FIG. 70 is a diagram showing Example 2 of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing a command presentation for executing a premium display that is completed in one game in the normal state. [Figure 71] FIG. 71 is a diagram showing Example 3 of the effects in the slot machine according to the first and second embodiments, and is an image diagram showing a command effect that is completed over a plurality of games in the normal state. [Figure 72] FIG. 72 is a diagram showing Example 3 of the effects in the slot machine according to the first and second embodiments, and is an image diagram showing a command effect with a chance-up pattern that is completed in a plurality of games in the normal state. [Figure 73] FIG. 73 is a diagram showing Example 4 of the presentation in the slot machine according to the first and second embodiments, and is an image diagram showing the start presentation display and end presentation display of a predetermined presentation in the AT state. [Figure 74] FIG. 74 is a diagram showing a fifth example of effects in the slot machine according to the first and second embodiments, and is an image diagram showing a result effect display in a continuous effect. [Figure 75] FIG. 75 is a front view showing the medal selector, the Type 1 coin shooter, the chute main body, and the hopper in the slot machine according to the first and second embodiments. [Figure 76] FIG. 76 is a front view showing the medal selector, the type 1 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 77] FIG. 77 is a plan view showing the medal selector, the type 1 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 78] FIG. 78 is a diagram showing a chute main body of a first modified example of the slot machine according to the first and second embodiments. [Figure 79]FIG. 79 is a diagram showing a chute main body of a second modified example in the slot machine according to the first and second embodiments. [Figure 80] FIG. 80 is a front view showing the medal selector, the type 2 coin shooter, the chute main body, and the hopper in the slot machine according to the first and second embodiments. [Figure 81] FIG. 81 is a front view showing the medal selector, the type 2 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 82] FIG. 82 is a plan view showing the medal selector, the type 2 coin shooter, and the shoot main body in the slot machine according to the first and second embodiments. [Figure 83] FIG. 83 is a flowchart of the game progress control process (second page) on the main control board side in the slot machine according to the third embodiment. [Figure 84] FIG. 84 is a flowchart of the game progress control process (third page) on the main control board side in the slot machine according to the third embodiment. [Figure 85] FIG. 85 is a diagram relating to the display of the payout number display device in the slot machine according to the third embodiment. [Figure 86] FIG. 86 is an image diagram of the payout number display device when the replay is stopped and displayed in the slot machine according to the third embodiment. [Figure 87] FIG. 87 is an image diagram of the payout number display device when the game stops in the slot machine according to the third embodiment. [Figure 88] FIG. 88 is an image diagram of the payout number display device when an inserted medal backflow error occurs in the slot machine according to the third embodiment. [Figure 89] FIG. 89 is an image diagram of the payout number display device in the event of a power outage in the slot machine according to the third embodiment. [Figure 90] FIG. 90 is an image diagram of the payout number display device in the case where a power outage occurs during a bonus in the slot machine according to the third embodiment. [Figure 91] FIG. 91 is a diagram showing the display on the lower panel of the slot machine according to the third embodiment. [Figure 92] FIG. 92 is a diagram showing a notification mode of a notification regarding a game ending that can be applied to the slot machine according to the third embodiment. [Figure 93] FIG. 93 is a flowchart of the game progress control process on the main control board side in a slot machine that can be applied to this example. [Figure 94] Figure 94 is a flowchart of the AT state transition control processing on the main control board side in a slot machine that can be applied to this example. [Figure 95] Figure 95 is a flowchart of the game zone transition control process on the main control board side in a slot machine type gaming machine applicable to this example. [Figure 96] Figure 96 is an image diagram 1 showing the AT state in a slot machine that can be used in this example. [Figure 97] Figure 97 is an image diagram showing the display of the number of coins won in a slot machine that can be used in this example. [Figure 98] Figure 98 is an image diagram 2 showing the AT state in a slot machine applicable to this example. [Figure 99] Figure 99 is an image diagram 3 showing the AT state in a slot machine that can be used in this example. [Figure 100] Figure 100 is a flowchart of the game zone transition control process on the main control board side in a slot machine that can be applied to this example. [Figure 101] Figure 101 is a flowchart of the process of adding the number of games on the main control board side in a slot machine that can be used in this example. [Figure 102] Figure 102 is an image diagram 4 showing the AT state in a slot machine that can be used in this example. [Figure 103] Figure 103 is an image diagram of the added-on specialized state in a slot machine that can be applied to this example. [Figure 104]Figure 104 is an image diagram of the AT end screen in a slot machine that can be applied to this example. [Figure 105] Figure 105 is an image diagram 1 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine that can be applied to this example. [Figure 106] FIG. 106 is an image diagram 2 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine applicable to this example. [Figure 107] FIG. 107 is an image diagram 3 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine that can be applied to this example. [Figure 108] FIG. 108 is an image diagram 4 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine that can be applied to this example. [Figure 109] FIG. 109 is an image diagram 5 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine applicable to this example. [Figure 110] FIG. 110 is an image diagram 6 showing the maximum expected value of the profit that can be awarded to a player at one opportunity in a slot machine applicable to this example. [Figure 111] FIG. 111 is a list of basic specifications of the slot machine according to the fourth embodiment. [Figure 112] FIG. 112 is a list of reel arrangements for the slot machine according to the fourth embodiment. [Figure 113] FIG. 113 is a list of bonuses for the slot machine according to the fourth embodiment. [Figure 114] FIG. 114 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 115] FIG. 115 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 116] FIG. 116 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 117] FIG. 117 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 118] FIG. 118 is a list of symbol combinations in the slot machine according to the fourth embodiment. [Figure 119] FIG. 119 is a list of condition devices in the slot machine according to the fourth embodiment. [Figure 120] FIG. 120 is a list of condition devices in the slot machine according to the fourth embodiment. [Figure 121] FIG. 121 is an RT state transition diagram in the slot machine according to the fourth embodiment. [Figure 122] FIG. 122 is an RT state transition diagram in the slot machine according to the fourth embodiment. [Figure 123] FIG. 123 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 124] FIG. 124 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 125] FIG. 125 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 126] FIG. 126 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 127] FIG. 127 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 128] FIG. 128 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 129] FIG. 129 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 130] FIG. 130 is a list showing the lottery probabilities for a loss, a small win, a replay win, and a bonus in the slot machine according to the fourth embodiment. [Figure 131] FIG. 131 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 132] FIG. 132 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 133] FIG. 133 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 134] FIG. 134 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 135] FIG. 135 is a list showing the lottery probabilities for losses, small wins, replay wins, and bonuses in the slot machine according to the fourth embodiment. [Figure 136] Figure 136 is a diagram showing the stop control of push order minor winnings in the slot machine of the fourth embodiment. [Figure 137] FIG. 137 is a diagram showing a game flow diagram for explaining the flow of a game in the slot machine according to the fourth embodiment. [Figure 138] Figure 138 is an illustration showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 139] Figure 139 is an illustration showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 140] Figure 140 is an image showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 141] Figure 141 is an illustration showing the behavior of the reels when the push order minor wins during the AT state and bonus. [Figure 142] FIG. 142 is a diagram 1 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Figure 143]FIG. 143 is a diagram 2 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Figure 144] FIG. 144 is a diagram 3 relating to lighting of the bet lamp, which is applicable to the gaming machine according to the present specification. [Figure 145] FIG. 145 is a diagram relating to an increase in the number of credits, which is applicable to the gaming machine according to the present specification. [Figure 146] FIG. 146 is a diagram 1 of a lamp provided on a front door that can be applied to the gaming machine according to this specification. [Figure 147] FIG. 147 is FIG. 2 of a lamp provided on a front door that can be applied to the gaming machine according to this specification. [Figure 148] FIG. 148 is a diagram 1 relating to a reel stopping operation that can be applied to the gaming machine according to this specification. [Figure 149] FIG. 149 is FIG. 2 relating to a reel stopping operation that can be applied to the gaming machine according to this specification. [Figure 150] FIG. 150 is a perspective view of a gaming machine applicable to the gaming machine according to the present specification, with the door open. [Figure 151] FIG. 151 is a diagram showing a motor drive board that can be applied to the gaming machine according to this specification. [Figure 152] FIG. 152 is a diagram of a harness applicable to the gaming machine according to this specification. [Figure 153] FIG. 153 is a diagram showing a medal selector and a chute main body that can be applied to the gaming machine according to this specification. [Fig. 154] FIG. 154 is a diagram showing an insertion acceptance sensor applicable to the gaming machine according to this specification. [Figure 155] FIG. 155 is a partial perspective view of a gaming machine applicable to the gaming machine according to this specification, with the door open. [Figure 156] FIG. 156 is a plan view of a gaming machine applicable to the gaming machine according to this specification, with the door open. [Figure 157]FIG. 157 is an image diagram showing various cross-sectional shapes of the cord portion of the power cord DK that can be applied to the gaming machine according to this specification. [Figure 158] FIG. 158 is a plan view of a gaming machine applicable to the gaming machine according to this specification, with the door closed. [Figure 159] FIG. 159 is a plan view of a gaming machine applicable to the gaming machine according to this specification, with the door open. [Figure 160] FIG. 160 is an image diagram showing the inclined portion of the cabinet body that can be applied to the gaming machine according to this specification. [Figure 161] FIG. 161 is an image diagram showing the relationship between the length LHN of the portion between the clamps in the harness and the length LHT of the hook tube. [Figure 162] Figure 162 is an image diagram showing the types of clamps that can be applied to the gaming machine according to this specification. [Figure 163] Figure 163 is an image diagram showing a power outage information screen and a demo screen that can be applied to the gaming machine according to this specification. [Fig. 164] FIG. 164 is a perspective view showing a reel unit applicable to the gaming machine according to this specification. [Figure 165] FIG. 165 is a side view showing a reel and a reel back lamp applicable to the gaming machine according to the present specification. [Figure 166] FIG. 166 is a front view showing the inside of a reel that can be applied to the gaming machine according to the present specification. DETAILED DESCRIPTION OF THE INVENTION

[0008] First, the meaning of each term in this specification will be explained. A "random number" is a random number used in a lottery (a computer-generated lottery, sometimes called a "draw") to determine the content of a game in a slot machine. It includes not only random numbers in the strict sense but also pseudo-random numbers (for example, random numbers include hard random numbers, built-in random numbers generated by a main control chip including a CPU, and pseudo-random numbers include software random numbers). For example, it includes so-called "basic random numbers" that affect the outcome of a game, specifically, "winning random numbers" associated with special roles for transitioning to special games and winning roles (small roles, replay roles). A "CPU" is synonymous with a term well known in the industry and is not limited in any way to the architecture (CISC, RISC, bit count, etc.) or processing performance used. "Power outage" refers to the power supply voltage supplied to a gaming machine dropping below a certain level, regardless of whether the power switch on the gaming machine is operated. It also includes power supply interruptions due to unforeseen circumstances, such as damage to the power supply unit or a power outage. "ROM" is synonymous with the term commonly used in the industry, and physically stores information (e.g., when a current is applied to read data, a conductive element configuration results in a "1" and a non-conductive element configuration results in a "0"). "RAM" is synonymous with the term commonly used in the industry, and electrically stores information (e.g., when a current is applied to read data, a stored charge results in a "1" and a non-stored charge results in a "0." It is common for RAM to be configured so that backup power is supplied to some or all of the data stored in the RAM in the event of a power outage).Examples of "game state" include a special game state in which game medals are easy to obtain and which is advantageous to the player (a so-called jackpot game, which may be referred to as bonus operation, type 1 BB operation, when type 1 BB is operation, when type 2 BB is operation, when type 2 BB is operation, etc.), an internal state in which a bonus win is carried over (which may be referred to as type 1 BB internal, when type 2 BB is internal, etc.), a replay probability variable game state (RT state) in which the winning rate of the replay role is higher (or lower) than in the normal game state in which the winning rate of the replay role is a predetermined value, an AT (assist time) state in which the stopping order and stopping position (sometimes referred to as the stop operation mode) of the reels to make the winning role win, an ART (assist replay time) state in which the RT state and the AT state are combined, an advantageous zone in which AT-related processing can be executed and a normal zone in which AT-related processing is not executed, etc. Furthermore, even in the normal gaming state, there are RT state and AT state (sometimes referred to as "AT gaming state," "AT state," "notification state," or simply "AT." A state that is not in the AT state is sometimes referred to as "non-AT gaming state," "non-AT state," "non-notification state," or simply "non-AT.") Notification of the stop operation mode in the AT state is sometimes referred to as "executing AT," "executing navigation," "executing instructions," "executing push order navigation," "executing notification gaming," etc. Examples include a high-probability normal gaming state and a low-probability normal gaming state (referred to as lottery states in this example) with different lottery probabilities for transitioning to the ART state. Furthermore, there is no problem with combining gaming states {and furthermore, there is no problem with all of these gaming states and functions (for example, lottery for transitioning to the AT state and output of notification instructions regarding the reel stop order, etc.) being implemented on the main control board that controls the game progress}. Also, in this example, the state related to the AT and the RT state are described separately, and the RT state is called "RT1" and the state related to the AT is called "normal gaming state", etc., but the RT state and the state related to the AT may be collectively called the state related to the ART, and the state related to the ART may be called "normal gaming state", etc. "Winning role" is the type of condition device (or condition device number) that has been won by the internal lottery (sometimes called the internal lottery).The "alert state" refers to a state related to the AT in which the push order navigation described below can be executed. Even in a game in which a conditional device in which the push order navigation is not executed because the winning combination does not differ depending on the reel stop order has been won, the "alert state" is configured to be entered if the AT is in a state in which the push order navigation can be executed. The "counter value" is also referred to as the "number of possible notification games" and is the number of remaining AT games or the counter value of the AT counter M60 described below. For example, if the "number of possible notification games" is 1 or greater (this may include the game in question that has reached "0"), the push order navigation described below can be executed. The "number of possible notification games" may also be the difference in the number of gaming media (the number of payouts minus the number of inserted coins) obtained based on the winning of a minor combination (mainly the push order bell combination) or the number of times the push order bell combination has been won. The "special notification state" refers to the state related to the AT that is most advantageous to the player, and in this example, is referred to as the "specialized bonus state." Note that a "predetermined gaming state" may refer to any one or a combination of all states, such as the gaming state and notification state described in this example. A "specific condition" refers to a condition that can cause the AT counter value to be decremented. For example, a game ends, a predetermined combination (e.g., a push-order bell) is won, etc. A "Type 1 special device" is a device that increases the number of symbol combinations related to a winning combination per predetermined number or increases the probability of a condition device related to a winning combination per predetermined number activating. It activates in a predetermined event and can continue to activate until a game result not exceeding 12 times is obtained. It is sometimes referred to as an RB (regular bonus). A "Type 1 special device continuous activation device" is a device that can continuously activate Type 1 special devices. It activates when a specific symbol combination is displayed and terminates activation in a predetermined event. It is sometimes referred to as a BB (big bonus) or Type 1 BB. A "Type 2 special device" is a device that activates a conditional device related to winning regardless of the result of the lottery, and is activated in a predetermined case and stops operating when the result of one game is obtained, and is sometimes called a CB (challenge bonus).A "Type 2 special feature continuous activation device" is a device that can activate Type 2 special features continuously. It activates when a specific symbol combination is displayed and terminates activation when a predetermined event occurs. It is sometimes referred to as MB (middle bonus) or Type 2 BB. A "normal feature" is a feature that increases the number of symbol combinations related to winning per set number or increases the probability of activation of a conditional device related to winning per set number. It activates when a specific symbol combination is displayed and terminates activation when a single game result is obtained. It is sometimes referred to as SB (single bonus). An "all JACIN type" is a configuration in which a Type 1 BB feature is considered to have been JACINed when it is won, and during the execution of Type 1 BB, RB is always in effect. Furthermore, a "JACIN lottery type" is a configuration in which Type 1 BB is executed by repeatedly switching between non-RB and RB. Furthermore, "non-control reel" refers to a reel in a state in which the reel pull-in control that may be executed after a stop operation is not executed, and the reel stops at the closest possible reel position from the reel position where the stop operation was accepted. "All CB type" refers to a configuration in which the reel is always in CB when a second type BB is executed. "CB transition lottery type" refers to a configuration in which the reel alternates between non-CB and CB when a second type BB is executed.

[0009] Note that the following embodiments are merely examples, and the locations and functions of each means, the order of steps in various processes, the timing of flag on / off, the names of means responsible for the processing of each step, and the like are not limited to the following aspects. Furthermore, the above-described embodiments and modified examples should not be interpreted as being limited to specific applications, and any combination is acceptable. For example, a modified example of one embodiment should be understood as a modified example of another embodiment, and even if one modified example and another modified example are described independently, it should be understood that a combination of the one modified example and the other modified example is also described.

[0010] <<<First Embodiment>>> Here, before describing each component, a feature (outline) of the slot machine P according to the first embodiment will be described. Each component will be described in detail below with reference to the drawings.

[0011] First, the basic structure of the front side of the slot machine P according to the first embodiment will be described with reference to Figure 1 (partial configuration shown in Figure 2). The slot machine P is mainly composed of a front door (also called a front door), a rear box (also called a cabinet or base), and a reel unit, hopper device, power supply unit E, main control board M (a board on which a main control chip C including a CPUMC is mounted), and sub-control board S (a board on which a sub-control chip SC including a CPUSC is mounted). These will be described in order below.

[0012] <Front Door DU> The front door DU includes a mechanism for making the game status visible, a mechanism for making it possible to input game media, a mechanism for operating the reel unit, and other mechanisms. Specifically, as mechanisms for making the game status visible, a reel window D160, an insertion number indicator light D210, a start lamp D180, a replay lamp D290, an insertion possible lamp D300, a special game status display device D250, a credit number display device D200, a payout number display device (push order display device) D270 (sometimes referred to as a push order display device D270), an AT counter value display device D280, a favorable zone display device YH, and the like are attached. In addition, as mechanisms for making it possible to insert game media and input the number of bets (number of bets), a medal insertion slot D170 and a bet button D220 are attached, and as mechanisms for making it possible to pay out the inserted game media, a settlement button D280 and the like are attached. A start lever D50 and a stop button D40 are attached as mechanisms for operating the reels. The slot machine of the first embodiment is equipped with an operation console that protrudes toward the player and on which the start lever D50, stop button D40, medal slot D170, bet button D220, settlement button D60, sub-input button SB, cross key SB2, etc. are attached. Each element will be described in detail below.

[0013] <Mechanism for Making the Game Status Visible> Next, the main parts of the mechanism for making the game status visible will be described. The reel window D160 is a transparent member made of synthetic resin or the like that constitutes part of the front door DU, and is configured so that the reel units installed in the gaming machine frame can be seen through the reel window D160. The number-of-coins indicator light D210 is made up of three LEDs, and is configured so that the number of LEDs that light up corresponds to the number of medals currently bet (the number of medals inserted to start one game). Specifically, the number of inserted medals indicator light D210 is composed of three LEDs (lamps): a 1 bet lamp D211, a 2 bet lamp D212, and a 3 bet lamp D213. When one game medal has been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is off, and the 3 bet lamp D213 is off. When two game medals have been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is lit, and the 3 bet lamp D213 is off. When three game medals have been bet, the 1 bet lamp D211 is lit, the 2 bet lamp D212 is lit, and the 3 bet lamp D213 is lit (this does not apply to the next game after the replay has stopped; details will be given later). The start lamp D180 is configured with an LED and is turned on when the operation of the start lever D50 is valid (operation is accepted) and is turned off when the operation of the start lever D50 is invalid (operation is not accepted). The replay lamp D290 is configured with an LED and is turned on when the replay is stopped and is turned off when the next game after the replay is stopped is completed. The insertion possible lamp D300 is turned on (or may flash) when the insertion of game medals into the medal insertion slot D170 is valid or the operation of the bet button D220 is valid, and is turned off when the insertion of game medals is invalid or the operation of the bet button D220 is invalid. The special game status display device D250 is configured with a 7-segment display and is configured to display the total number of payouts paid out during special games.It is also possible to configure the machine without the special game status display device D250, and in that case, by configuring the effect display device S40 (sometimes referred to as the second information display unit) described below to display the total number of payouts, the player can recognize the total number of payouts paid out during the special game, making the machine user-friendly. Also, the credit number display device D200 is configured with a 7-segment display, and is configured to display the total number of medals (number of credits) stored in the gaming machine as the player's medals. The payout number display device (push order display device) D270 is configured with a 7-segment display and is configured to notify the player of the most advantageous reel stopping order in a game in which a conditional device (a so-called push order role (sometimes called a push order role) in which the winning combination can differ depending on the number of game medals currently paid out and the reel stopping order (the stopping order of the left stop button D41, the center stop button D42, and the right stop button D43) is achieved (this notification is sometimes called push order navigation). In this way, the payout number display device (push order display device) D270 is configured to be able to display two things: the number of game medals currently paid out and the reel stopping order that will provide the player with the highest profit. The display format is designed to prevent the player from mistaking which of the two displays is being displayed; details of this display format will be described later.In addition, the AT counter value display device D280 is configured to be able to display the number of games in which the player can stay in an AT-related state (in this example, also referred to as a push order navigation state or a notification game, details of which will be described later) that is advantageous to the player and that is guaranteed when the game progresses in accordance with the push order navigation display (in this way, informing the player of an advantageous operation mode (stop operation mode) of the stop button by the push order display device D270 is sometimes referred to as "executing push order navigation," "executing the AT," "executing navigation," "executing instructions," or "executing notification game") displayed on the push order display device D270 (sometimes referred to as the first information display unit), among the AT-related states (details of which will be described later). Note that the AT counter value display device D280 may not be provided, and in such a configuration, by configuring the effect display device S40 to display the number of games in which the player can stay in the AT state, the player can recognize the number of games in which the advantageous AT-related state is guaranteed, making the gaming machine user-friendly. The payout number display device (push sequence display device) D270 may be configured to be divided into two devices: a payout number display device and a push sequence display device.

[0014] The advantageous zone indicator YH is composed of an LED, and is configured to light up when the zone is advantageous and to turn off when the zone is not advantageous (the timing of lighting and turning off will be described later). Here, in the slot machine of this example, as in conventional slot machine, it is possible to adopt a special game state (a so-called jackpot game, which includes bonus games, Type 1 BB, Type 2 BB, etc.) in which it is easy to acquire game medals and is advantageous to the player, a variable replay probability game state (RT state) in which the winning rate of the replay role is higher (or lower) than in the normal game state in which the winning rate of the replay role is a predetermined value, an assist time (AT) state in which the reel stopping order and stopping position for winning the winning role can be notified, an assist replay time (ART) state in which the RT state and the AT state are combined, etc., but apart from these "game states," it is possible to set one of three "game zones," namely, a "normal zone," a "standby zone," and a "advantageous zone." In this example, a "standby section" is not set, and either a "normal section" or an "advantageous section" is set as a game section. Of these, the "advantageous section" is positioned as being relatively more advantageous to the player than other "game sections." For example, the "game state" being in an AT state or an ART state is associated with the "advantageous section." In other words, when the "game state" is in an AT state or an ART state, the advantageous section indicator YH lights up. As will be described later, the setting control of the "game section" is also performed on the main control board side that controls the game progress, just like the setting control of the "game state." Therefore, whether the game progress is relatively advantageous to the player can be honestly communicated to the player by the on / off status of the advantageous section indicator YH.As will be described later, if the "advantageous zone" continues until it reaches a predetermined upper limit of the number of games (for example, 1500 games), the "normal zone" is forcibly set. At that time, the remaining AT-related states are also forcibly terminated (information for maintaining the AT state is cleared and initialized). Therefore, changes to the set "game zone" can also affect the transition of the "game state." This automatically prevents "game states" such as the AT state and ART state, which have a relatively high degree of freedom in design, from becoming significantly more gambling-oriented. As mentioned above, if the "advantageous zone" continues until it reaches a predetermined upper limit of the number of games (for example, 1500 games), the "normal zone" is forcibly set, i.e., the "advantageous zone" ends, but the conditions for the end of the "advantageous zone" are not limited to this. The end conditions for the "advantageous zone" in the slot machine of this example are "one execution of push order navigation that can obtain the small role that pays out the most coins among the small roles that make up the push order role (role with push order) (for example, if the small roles that make up the push order role are 7, 3, and 1, the push order navigation that can obtain the most coins, 7, is the push order navigation that can obtain the most coins, and if there is a push order role that can obtain 7 or 1 coin depending on the push order, and a push order role that can obtain 3 coins depending on the push order, the push order navigation that can obtain 3 coins does not fall under the push order navigation referred to here)", or "winning either BB, RB, or MB" and "any end condition (non-winning in a 40G 1 set loop lottery (AT), fixed 32G has passed (false precursor), etc.)", or "1500G of the advantageous zone" is met. In addition, in the case of specifications where there is no push order bell role (for example, specifications where there is a push order for replay to transition to the RT state, but there is no small role where the number of coins paid out varies depending on the push order), the condition for ending the advantageous zone, "one push order navigation that can obtain the small role with the largest number of coins paid out," is excluded. Also, in the first embodiment, the small roles that make up the push order role are composed of small roles including a small role corresponding to an 11-coin role and a small role corresponding to a 1-coin role, so "one push order navigation that can obtain the small role with the largest number of coins paid out" refers to announcing a push order that can obtain 11 medals (a winning 11-coin role).

[0015] <Mechanism for Enabling Input of Gaming Media> Next, the main components of the mechanism for enabling input of gaming media will be described. The medal insertion slot D170 is an insertion slot for gaming medals, and when the slot is in a medal acceptance state, gaming medals inserted into the insertion slot are guided into the gaming machine. The gaming machine is also provided with an insertion acceptance sensor D10s, a first insertion sensor D20s, and a second insertion sensor D30s as sensors for detecting the insertion of medals. When it is determined that gaming medals guided into the gaming machine have been inserted correctly, the inserted medals can be detected as bet medals. The bet button D220 is operable by the player, allowing the player to bet accumulated medals (credit medals) by operation. The settlement button D60 is also operable by the player, allowing the player to refund accumulated medals (credit medals) and / or bet medals by operation. The game medals paid back by operating the settlement button D60 are configured to be paid out to the discharge port D240.

[0016] <Mechanism for Operating the Reel Unit> Next, the start lever D50 is configured to be operable by the player, and is configured to be able to start the operation of the reels by operating it. Also, the stop buttons D40 are equipped with a left stop button D41, a center stop button D42, and a right stop button D43 that can be operated by the player, and are configured to be able to stop the operation of the reels sequentially by operating each stop button.

[0017] <Other mechanisms provided in the front door DU> Next, the main parts of the other mechanisms provided in the front door DU will be explained with reference to the perspective view of the inside of the slot machine P with the front door DU open in Fig. 2. The front door DU is provided with mechanisms for increasing the interest of the game, such as a performance display device S40 for displaying performances such as advance notice performances and background performances, a game effect lamp D26 (not shown) that can be lit in various lighting modes, a door board D for signal relay, and a medal selector for detecting inserted medals, etc.The gaming machine P is provided with a DS, a speaker S20 capable of outputting sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, which are members formed of synthetic resin or the like. The performance display device S40 is attached to the upper back surface of the front door DU so that the display unit that displays the performance and the like can be seen through a see-through area formed in the upper panel. The decorative lamp unit D150 and the LED lamp unit S10 have light-emitting sources that emit light in accordance with the progress of play on the gaming machine P, with the decorative lamp unit D150 provided on each of the right and left sides of the lower panel D140, and the LED lamp unit S10 provided on each of the right and left sides of the upper panel D130 (the decorative lamp unit D150 and the LED lamp unit S10 may be collectively referred to as the lamp unit). A door board D is attached to the rear of the front door DU below the reel window D160. This door board D receives input signals from the aforementioned stop button D40, start lever D50, and settlement button D60, and functions as a relay board, outputting the input signals directly or after processing them to the main control board M (described later). A medal selector DS (described later in detail) is provided near the door board D on the rear of the front door DU, corresponding to the medal slot D170. This selector detects medals inserted through the medal slot D170 and performs simple authentication checks, guiding valid medals to the hopper H40 (described later) and returning invalid medals to the medal tray D230 (described later). Two speakers S20 are also provided on the left and right below the door board D. The middle panel is the portion above the operation console and below the upper panel D130, and is the panel portion that includes the reel window. In addition, the sub-input button SB and cross key SB2 attached to the aforementioned operation console D190 are components used for operations on the menu screen described below, for button rapid-fire effects on the sub-control board S (by repeatedly pressing the sub-input button SB, an effect is executed as to whether or not a bonus has been won), and for progressing through mini-games (for example, an effect as to whether or not the player has entered the "AT state").The front door DU of the slot machine P is provided with a medal tray D230 that receives gaming medals (or simply medals) dispensed from the dispenser D240, and a door switch D80 that can detect the open / closed state of the front door DU. The front door DU is also provided with a keyhole D260, and is configured to open by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 (and twisting the key in a predetermined direction (e.g., clockwise)). In the first embodiment, an error state (such as a door opening error) can be cleared by inserting the door key into the keyhole D260 (and twisting the key in a predetermined direction (e.g., counterclockwise)). The bet button D220 is also provided with a bet button lamp S50, which is configured with an LED controlled by the sub-control board S. The bet button lamp S50 lights up (or flashes), allowing the player to recognize that the operation of the bet button D220 is valid. Furthermore, a stop button lamp S60 is provided inside the stop button D40 (one for each of the three stop buttons: the left stop button D41, the center stop button D42, and the right stop button D43). The stop button lamps S60 are composed of LEDs controlled by the sub-control board S, and the presence or absence of lighting (or flashing) and / or the color of the light of the stop button lamp S60 allows the player to perceive that the operation of the stop button D40 is valid. Note that only the stop button lamp S60 corresponding to the valid stop button D40 lights up in the color corresponding to the valid stop button D40. Therefore, for example, when the left stop button D41 is invalid, the center stop button D42 is valid, and the right stop button D43 is valid, the stop button lamp S60 corresponding to the left stop button D41 is off, the stop button lamp S60 corresponding to the center stop button D42 is on, and the stop button lamp S60 corresponding to the right stop button D43 is on. In this way, the lighting patterns of the three stop button lamps S60 can be different.In addition, by varying the lighting color or lighting pattern of the stop button lamp S60 (such as lighting up or blinking, or slow blinking or fast blinking), it may be possible to make it easier for the player to determine which stop button should currently be operated to stop the game in which push order navigation is executed. For example, when all reels are spinning and a push order bell is hit in which the push order bell is reached and the push order of "left → middle → right" is the correct order (maximum number of coins paid out), the stop button lamp corresponding to the left stop button may be made to blink in white, and the stop button lamps corresponding to the middle stop button and the right stop button may be made to light up in blue; and then, when the player operates the left stop button to stop the left reel, the stop button lamp corresponding to the left stop button may be made to turn off, the stop button lamp corresponding to the middle stop button may be made to blink in white, and the stop button lamp corresponding to the right stop button may be made to light up in blue.

[0018] Next, the back box (also referred to as the cabinet or base) and the devices installed within the back box will be described. A reel unit is attached to the approximate center of the back box so that a portion of it can be seen through the reel window D160. The reel unit includes a reel M50 and a drive source (e.g., a stepping motor) for the reel M50. The reel M50 also includes a left reel M51, a center reel M52, and a right reel M53. Each reel section is made of synthetic resin or the like, and multiple symbols are printed on the outer periphery of the reel section (on the reel band MO). The reel sections are configured to rotate and stop based on the operation of the start lever D50 and the stop buttons D40. Although not shown, LEDs (hereinafter sometimes referred to as reel backlights) are provided inside the left reel M51, center reel M52, and right reel M53, and when the LEDs are lit, the light that passes through the outer periphery of the reel section makes it appear as if the outer periphery of the reel section is lit. Also, above the reel M50, a reel board K (described later) for driving each reel (left reel M51, center reel M52, right reel M53) is stored.

[0019] In addition, above the reels M50, there is stored a main control board M, which will be described later, that controls the overall game, and to the left of the reels M50 there is stored a sub-control board S, which will be described later, that controls various effects performed using the effect display device S40, LED lamp unit S10, speaker S20, etc., shown in Fig. 1. Connected to the main control board M are a setting key switch M20, which is used to execute the setting change device control process (to change settings), which will be described later, and a setting / reset button M30, which can change setting values, clear errors, etc. While the setting key switch M20 and the setting / reset button M30 are not shown in Fig. 2, they may be provided in an appropriate position, such as on the main control board M (i.e., they may be provided in a position that makes manual access difficult without opening the front door DU).

[0020] Below the reels M50, there are provided a hopper H40 that collects inserted gaming medals, a medal payout device H that pays out the gaming medals, and a power supply board E that supplies power to the entire slot machine P. The gaming medals paid out from the medal payout device H pass through a coin shooter D90 and are paid out from a discharge port D240. In addition, a power switch E10 that is used to power on the slot machine P is also provided on the front of the power supply board E (sometimes referred to as a power supply unit E). Details of the medal payout device H will be described later.

[0021] <Medal Selector DS> Next, the medal selector DS will be described in detail with reference to Figure 3. Figure 3 is a perspective view showing the path (selector) of game medals inserted into the medal insertion slot D170 inside the slot-type gaming machine P. The medal selector DS has an insertion acceptance sensor D10s provided near the door board D as a passage for game medals inserted from the medal insertion slot D170, and below the insertion acceptance sensor D10s, a coin shooter D90 and the like are provided for guiding the game medals to the discharge slot D240. The insertion acceptance sensor D10s has the function of sorting game medals inserted from the medal insertion slot D170 mainly based on size and accepting only game medals that meet the standard dimensions, and medals (or other foreign objects) determined by this function to not meet the standard are paid out to the discharge slot D240 by a blocker D100. When a player inserts a game medal before operating the start lever D50 (when the insertion of game medals is valid), the game medal is sorted by the insertion acceptance sensor D10s, and only those that meet the specifications are inserted into the hopper H40, while those that do not meet the specifications are returned to the discharge port D240 through the coin shooter D90. In contrast, if a game medal is inserted after the start lever D50 is operated (when the insertion of game medals is not valid), the inserted game medal is returned to the discharge port D240 through the coin shooter D90 regardless of whether it meets the specifications. In addition, a sensor related to medal insertion, which will be described in detail later, is provided inside the insertion acceptance sensor D10s (at the back of the flow path), and when a game medal that meets the dimensional specifications and is accepted passes through, it is detected by the first insertion sensor D20s and the second insertion sensor D30s, and the signal is supplied to the main control board M, which will be described later.

[0022] Next, the sensors related to medal insertion will be described in detail. A gaming medal inserted into the medal insertion slot D170 first passes through the insertion acceptance sensor D10s. The insertion acceptance sensor D10s is a mechanical double sensor. When a gaming medal passes through, two protruding mechanisms are pressed, turning the sensor on, allowing the gaming medal to pass through the passage normally. Furthermore, with this configuration, if a foreign object other than a gaming medal (a foreign object that does not meet the specifications, for example, an object smaller in diameter than a gaming medal) is inserted, the two protruding mechanisms are not pressed. Such a medal cannot maintain its upright position and therefore cannot pass through the passage (the medal falls down), and as described above, it passes through the coin shooter D90 and is paid out to the dispensing slot D240. In addition, the insertion acceptance sensor D10s is configured to determine an error (which may result in the blocker D100 turning off) if it remains on for a predetermined period of time or more.

[0023] When a gaming medal passes through the blocker D100 normally, it will pass the first insertion sensor D20s and the second insertion sensor D30s immediately after passing through. These insertion sensors (the first insertion sensor D20s and the second insertion sensor D30s) consist of two sensors (placed adjacent to each other at a distance smaller than the standard diameter of the gaming medal), and are configured to be able to detect various errors by monitoring the on / off status of each sensor (such as the order in which the on / off combinations of the first insertion sensor D20s and the second insertion sensor D30s change) and the time they are on / off.

[0024] <Medal Payout Device H> Next, the medal payout device H will be described in detail using the front view and top view of the medal payout device H in Figure 4. The medal payout device H operates when the settlement button is operated or when game medals are paid out due to a win while there are credits (game medals stored electronically inside the gaming machine) or bet medals (medals inserted to start a game). When it operates, first, the hopper motor H80 is driven, causing the disc H50 to rotate around the disc rotation axis H50a. The rotation displaces the discharge biasing means H70, causing the game medals in the medal payout device H to flow down from the game medal outlet H60 toward the discharge port D240. The payout sensor (first payout sensor H10s and second payout sensor H20s) is composed of two sensors, and is configured to be able to detect various errors by monitoring the on / off status of each sensor (such as the order in which the on / off combinations of the first payout sensor H10s and second payout sensor H20s change) and the time they are on / off. More specifically, for example, when a medal passes through the game medal outlet H60 normally, the displacement of the release biasing means H70 causes a sensor state transition from a state where first payout sensor H10s=off and second payout sensor H20s=off to a state where first payout sensor H10s=off and second payout sensor H20s=off → first payout sensor H10s=on and second payout sensor H20s=off → first payout sensor H10s=on and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=off, and an example of such a configuration is that if a movement contrary to this sensor state transition is detected, an error is generated.

[0025] Next, FIG. 5 shows a list of basic specifications of the slot machine according to the first embodiment. The slot machine according to the first embodiment has a specified number (maximum number of gaming medals that can be bet in one game) of three, a total of 20 frames on the left reel M51, center reel M52, and right reel M53, and a single pay line for determining whether a win will occur: the top left reel M51, the middle center reel M52, and the bottom right reel M53. The maximum payout number is 11, and the minimum payout number is 1 (the correspondence between winning combinations and payout numbers will be described later). The order of priority for winning (priority for winning) is "replay combination → minor combination (bell, watermelon, etc.) → bonus." For example, if a replay combination and a bonus are simultaneously achieved, the symbol combination resulting in a replay combination will be displayed, and the bonus cannot be won. Also, when a bell or a watermelon is formed, if the stop button is pressed in a position where both can be drawn (a position within four frames of the winning stop position), the small winning combination with the largest payout number will be drawn first. Note that the configuration shown in the figure is merely an example, and there is no problem even if the number of frames on each reel is changed (for example, changed to 21 frames) or the configuration of effective lines is changed (for example, changed to five lines with three horizontal lines and two diagonal lines, or changed to one line with the bottom row of the left reel M51, the middle row of the center reel M52, and the top row of the right reel M53). In addition, when a push order minor feature that gives different benefits to the player depending on the push order is won, the pull-in control is such that if the push order is operated in the predetermined correct push order, the minor feature with the largest payout number is pulled in first (number priority control), and if the push order is operated in an incorrect push order that is different from the correct push order, the control is such that the symbol that has the highest chance of winning (among multiple symbol combinations that can win) among the symbols that can be stopped and displayed (positioned within four frames from the stop operation) is pulled in (number priority control).

[0026] Next, FIG. 6 shows a reel arrangement of a slot machine in the first embodiment. As shown in the figure, the left reel M51, the center reel M52, and the right reel M53 each have 20 frames (numbers 0 to 19), and the symbols are 10 types: "Black Seven," "White Seven," "Sheep," "Blank," "Bell," "Replay A," "Replay B," "Watermelon A," "Watermelon B," and "Cherry." Here, "Blank" refers to a symbol included in a symbol combination that constitutes a winning combination, just like other symbols, and does not mean a symbol that does not constitute a winning combination. For example, a symbol combination that constitutes a winning combination that includes "Blank" is "Watermelon B, Replay A, Blank," which results in Replay 02. Note that the configuration shown in the figure is merely an example, and there is no problem if the types of symbols are increased, decreased, or changed.

[0027] Next, Figures 7 to 9 show symbol combination lists 1 to 3 in the first embodiment. In the first embodiment, a plurality of symbol combinations exist for each condition device, and as will be described later, one of the symbol combinations is displayed stopped on an active line (the aforementioned line) depending on the stopping order and stopping positions of the left reel M51, center reel M52, and right reel M53. Note that even when the same type of symbol is not aligned on an active line, it is configured so that the same symbol is likely to line up in a row on a line other than the active line from the player's perspective (in the case of watermelons, three watermelon symbols are aligned in a row somewhere on the reels, such as lining up in a horizontal line in the middle row). In addition, in the first embodiment, there are three pattern combinations that result in a Type 1 BB role (a role continuous operation device related to the so-called Type 1 special role, but hereinafter may be simply referred to as a BB role): "Sheep-Sheep-Sheep", which is Type 1 BB-A (RB-A is continuously operated and ends with the payout of more than 264 coins), "Black Seven-Black Seven-Black Seven", which is Type 1 BB-B (RB-B is continuously operated and ends with the payout of more than 132 coins), and "White Seven-White Seven-White Seven", which is Type 1 BB-C (RB-B is continuously operated and ends with the payout of more than 132 coins). In the first embodiment, when a first-type BB role is won and the BB is executed (the role is activated), a single lottery table is referenced for all games during the BB execution to draw winning roles (minor roles, replay roles) other than the role (this is a method in which the table referenced when drawing roles is not switched during one BB execution, and may be referred to as the all-JACIN type). The format of the first-type BB role is not limited to this, and the table referenced when drawing roles may be switched during one BB execution. Also, when the RT state is "RT1," if a symbol combination corresponding to numbers 14 to 16 that results in replay 04 is displayed, the system is configured to transition to RT0 (details of the RT state will be described later). Since "RT0" is a more disadvantageous RT state to the player than "RT1," transitioning from "RT1" to "RT0" is sometimes referred to as "falling."Furthermore, when a symbol combination corresponding to the number 17, which is a replay 05, is displayed in a stopped state, a "black seven" may be displayed in the lower rows of the left reel M51, the middle reel M52 and the right reel M53, and when a symbol combination corresponding to the number 18, which is a replay 05, is displayed in a stopped state, a "white seven" may be displayed in the lower rows of the left reel M51, the middle reel M52 and the right reel M53 (details will be given later). Furthermore, when the push order bell, which is the condition device for "WINNING-A1" to "WINNING-A6" described later, is won, if the reels are stopped in the push order that is most advantageous to the player, the symbol combinations "WINNING 01" to "WINNING 03" corresponding to numbers 21 to 27 will be stopped and 11 game medals will be paid out, whereas if the reels are stopped in a push order different from the most advantageous to the player, the symbol combinations "WINNING 08" to "WINNING 11" corresponding to numbers 39 to 56 will be stopped and 1 game medal will be paid out. Note that the "-" in the figure indicates that any symbol may be stopped and displayed; for example, in the case of "Bell - Bell" corresponding to number 23, if bells are stopped and displayed on the active line of the left reel M51 and the right reel M53, 11 game medals can be won regardless of the symbol that is stopped and displayed on the active line of the center reel M52.

[0028] Next, FIG. 10 is a list of condition devices in the first embodiment. In FIG. 10, the condition device numbers are referred to as winning numbers, and hereinafter, the condition device numbers may also be referred to as winning numbers. In the first embodiment, replay roles are provided from REPLAY-A to REPLAY-D3 (winning numbers 1 to 6), and the replay roles displayed as stopped can vary depending on the stopping order and stopping positions of the left reel M51, center reel M52, and right reel M53. Here, in the first embodiment, as shown in the "CONDITION DEVICE" section in the rightmost column, multiple types of condition devices can be displayed as stopped depending on the stopping order and stopping positions of the left reel M51, center reel M52, and right reel M53. Among the multiple types of condition devices, condition devices with the same winning number are grouped together and illustrated in the "CONDITION DEVICE (NAME)" section in the third column from the right. Specifically, for example, in the "replay-A" condition device corresponding to winning number 1, three types of condition devices, "replay 01," "replay 02," and "replay 03," can be displayed in a stopped state depending on the stopping order and stopping positions of the left reel M51, the center reel M52, and the right reel M53. Note that the "condition device (name)" may be simply referred to as the condition device. Furthermore, a condition device related to a replay, such as "replay 01," may be referred to as a "replay role," a condition device that pays out game medals upon winning a prize, such as "prize 01," may be referred to as a "minor role," and a condition device that starts a BB by stopping and displaying a prize, such as "Type 1 BB-A," may be referred to as a "BB role." Furthermore, if the winning numbers 21 to 23 and 25 to 27 are won, the BB role and the small role will be won in combination, and in such a case, when the left stop button D41, the middle stop button D42 and the right stop button D43 are operated at a position where the symbol corresponding to the winning small role can be stopped and displayed, the symbol corresponding to the BB role will not be stopped and displayed, but the symbol corresponding to the small role will be stopped and displayed, whereas when the left stop button D41, the middle stop button D42 and the right stop button D43 are operated at a position where the symbol corresponding to the small role will not be stopped and displayed (cannot be pulled in), the symbol corresponding to the BB role will be stopped and displayed, but the symbol corresponding to the small role will be stopped and displayed.Specifically, for example, when "Type 1 BB-B+Winning-C" which is the condition device for winning number 21 is won, either a cherry which is "Winning 12" or "Winning 13" or a black seven which is "Type 1 BB-B" can be stopped and displayed. More specifically, when the reels are stopped in the order of left reel M51 → center reel M52 → right reel M53, (1) if the left stop button D41 is operated at the operation timing when the symbol numbers 0 to 4 (see the reel arrangement in FIG. 6) are located on the top row of the left reel M51 at the first stop, the symbol number 4 corresponding to "Winning 12" will stop on the top row of the left reel M51, and "Winning 12" will be stopped and displayed regardless of the stop positions of the center reel M52 and the right reel M53. (2) If the left stop button D41 is operated at the timing when the symbol numbers 5 to 12 are located on the top row of the left reel M51 at the first stop, the symbol number 6, 11, or 16 corresponding to "Winning 13" will stop on the top row of the left reel M51, and "Winning 13" will be displayed regardless of the stopping positions of the center reel M52 and the right reel M53. (3-1) If the left stop button D41 is operated at the timing when the symbol numbers 13 to 19 are located on the top row of the left reel M51 at the first stop, the symbol number 17 or 19 corresponding to "Type 1 BB-B" will stop on the top row of the left reel M51. (3-2) If the center stop button D42 is operated at the timing when the symbol numbers 14 to 18 are located in the middle row of the center reel M52 at the second stop, the symbol number 18 corresponding to "Type 1 BB-B" will stop in the middle row of the center reel M52, and if the right stop button D43 is operated at the timing when the symbol numbers 13 to 17 are located in the bottom row of the right reel M53 at the third stop, the symbol number 17 corresponding to "Type 1 BB-B" will stop in the bottom row of the right reel M53, and the BB combination will be displayed as a stopped symbol. (3-3) If the center stop button D42 is operated at the timing when the symbol numbers 19 to 13 are located in the middle row of the center reel M52 at the second stop, the symbol number 18 corresponding to "Type 1 BB-B" will not stop in the middle row of the center reel M52, and neither of the condition devices will be displayed as a stopped symbol.

[0029] Next, in the "role" section, the role of the "condition device (name)" is illustrated. The "normal replay" corresponding to winning number 1 is a condition device related to replay in which a replay role is stopped and displayed without transitioning to the RT state, regardless of the order in which the stop buttons are pressed. The "reverse push white 7 replay" corresponding to winning number 2 is a condition device related to replay in which a replay role is stopped and displayed without transitioning to the RT state, regardless of the order in which the stop buttons are pressed. By operating the stop button at the timing when the symbol numbers in the range of 18 to 2 on the right reel M53, the range of 9 to 13 on the center reel M52, and the range of 5 to 10 on the left reel M51 are located at the bottom of each reel, "white sevens" are displayed stopped at the bottom of the right reel M53, center reel M52, and left reel M51, and from the player's perspective, the white sevens appear lined up in the bottom rows. In addition, in a game in which replay-B is won and the AT addition lottery is won, the player is informed that they have won the AT addition lottery by executing an effect instructing them to aim for "white sevens" by pressing the button in reverse (details to be described later). The "Sequential Push Black Sevens Replay" corresponding to winning number 3 is a condition device for replay in which a replay symbol is displayed as stopped regardless of the order in which the stop button is pressed, and the RT state does not change. By pressing the reels in order (stopping the reels in the order of left reel M51 → middle reel M52 → right reel M53), and operating the stop button at the timing when the symbol numbers in the range of 13 to 19 on the left reel M51, the symbol numbers in the range of 14 to 18 on the middle reel M52, and the symbol numbers in the range of 13 to 17 on the right reel M53 are located at the bottom of each reel, "black sevens" are displayed as stopped symbols on the bottom of the left reel M51, middle reel M52, and right reel M53, and the player sees the black sevens lined up in the bottom row. Furthermore, in games in which the player wins Replay-C and the AT addition lottery, the device is configured to notify the player that they have won the AT addition lottery by executing an effect instructing them to aim for the "black seven" by pressing the buttons in order (details will be described later).

[0030] Furthermore, "RT Maintenance RP1** (3 choices)" corresponding to winning number 4 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated); if the first stopped reel is the left reel M51, replay 01, replay 02, or replay 03, which do not result in a transition to the RT state, will be stopped and displayed, and if the first stopped reel is the middle reel M52 or the right reel M53, replay 04, which may result in a transition from the RT state "RT1" to "RT0", will be stopped and displayed. Furthermore, "RT Maintenance RP*1* (3 choices)" corresponding to winning number 5 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated); if the first stopped reel is the middle reel M52, replay 03, which does not result in a transition to the RT state, is stopped and displayed, and if the first stopped reel is the left reel M51 or the right reel M53, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is stopped and displayed. Furthermore, "RT Maintenance RP**1 (3 choices)" corresponding to winning number 6 is a condition device in which the replay role that is stopped and displayed can differ depending on whether the first stopped reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated); if the first stopped reel is the right reel M53, replay 01 or replay 03, which do not result in a transition to the RT state, are stopped and displayed, and if the first stopped reel is the left reel M51 or the middle reel M52, replay 04, which may result in a transition from the RT state "RT1" to "RT0", is stopped and displayed.

[0031] Also, "Push Order Bell 123" to "Push Order Bell 321", which correspond to winning numbers 7 to 12, are condition devices that can change the winning small role depending on which of the six reel stopping orders is selected. For example, "left reel M51:1, middle reel M52:2, right reel M53:3", and in the case of "123", it means that the reels should be pressed in the order of "left reel M51 → middle reel M52 → right reel M53". For example, in the case of "Winning-A1" (winning number 7), if the reels are pressed in the order of "123" = "left → middle → right" (correct pressing order), the symbol combination "Winning 01", which can win the maximum number of 11 game medals, will be displayed. Note that "123" in "Push Order Bell 123" indicates the pressing order (reel stopping order) that can win the maximum number of medals for that winning number. Furthermore, if the reels are stopped in a push order other than the one that can obtain the maximum number of coins, that is, if the push order is not correct, one coin will be paid out, and by configuring it in this way, it is possible to create multiple game states with different profit rates for the player, such as navigating the push order for the replay role or the push order for the bell in AT-related states such as "AT state" (displaying the push order that will result in the highest profit on the push order display device D270), and not navigating the push order in AT-related states such as "normal game state." The AT-related states will be described later.

[0032] In addition, the "Common Bell" corresponding to the winning number 13 can win 11 game medals, which is the maximum number of medals won, regardless of which of the winning numbers 04 to 07 stops. In other words, it is a condition device that can win the maximum profit regardless of the order in which you press the buttons, and is sometimes called the "Order-independent Bell." In addition, the "Watermelon A" corresponding to the winning number 15 is configured to make it easy to line up three watermelons (either Watermelon A or Watermelon B) in parallel lines. For example, the winning number 60 in Figure 9, 14, is three Watermelon A's lined up in the middle of each reel. Furthermore, "Watermelon B," corresponding to winning number 16, is configured to facilitate the alignment of three watermelons (either Watermelon A or Watermelon B) in a diagonal line. For example, winning number 66 in FIG. 9 results in three watermelons aligned diagonally downward to the right, such as Watermelon B on the top row of the left reel M51, Watermelon B on the middle row of the middle reel M52, and Watermelon A on the bottom row of the right reel M53. Furthermore, "BB Medium Weak Rare Minor Symbol (Diagonal Bell Alignment)," corresponding to winning number 17, is a conditional device that allows three bells to line up on an active line. As will be described in detail later, this is a conditional device that executes an AT addition lottery when won during BB. Furthermore, "BB Medium Strong Rare Minor Symbol (V-shaped Bell Alignment)," corresponding to winning number 18, is a conditional device that allows bells to stop and be displayed on the top row of the left reel M51, the middle row of the middle reel M52, and the top row of the right reel M53. As will be described in detail later, this is a conditional device that executes an AT addition lottery when won during BB.

[0033] Next, in the "bonus winning information" field, a numerical value from 0 to 3 is assigned to each winning number. In the first embodiment, the winning number that does not include a bonus (BB combination) has the bonus winning information set to 0, and as for the winning numbers that include a bonus (BB combination), the bonus winning information for the winning number (19) that includes 1 type BB-A is set to 1, the bonus winning information for the winning numbers (20 to 23) that include 1 type BB-B is set to 2, and the bonus winning information for the winning numbers (24 to 27) that include 1 type BB-C is set to 3. By storing the bonus winning information in the main control board M, it is possible to store information regarding whether or not a BB has been formed and which BB combination has been won. The details of the bonus winning information will be described later.

[0034] Next, in the "prize winning / replay winning information" field, a numerical value from 0 to 18 is assigned to each winning number. In the first embodiment, winning numbers that do not include a replay role or a small role (winning number 0 corresponding to a miss and winning numbers 19, 20, 24 corresponding to a bonus) have a prize winning / replay winning information of 0, and winning numbers that include a replay role or a small role have prize winning / replay winning information of 1 to 18 assigned to each condition device. By storing the prize winning / replay winning information in the main control board M, it is possible to store information regarding which replay role or small role has been won. Details of the prize winning / replay winning information will be described later.

[0035] Next, in the "effect group number" field, a number between 0 and 11 is assigned to each winning number. By transmitting the effect group number from the main control board M to the sub-control board S, the sub-control board S can determine the effect to be executed. Details of the effect group number will be described later.

[0036] Next, in the "Ball Payout Group Number" field, a number between 0 and 13 is assigned to each winning number. The main control board M stores the ball payout group number, and by using the stored ball payout group number when executing a lottery related to the AT (for example, an AT lottery or an AT add-on lottery), the program and data capacity for executing the lottery process related to the AT can be reduced. Note that even if a condition device with a ball payout group number of 0 wins, the AT lottery and the AT add-on lottery will not be executed. On the other hand, if a condition device with a ball payout group number other than 0 wins, the AT lottery or the AT add-on lottery can be executed. Note that the details of the ball payout group number will be described later. Also, even if a condition device with a ball payout group number of 0 wins, the AT lottery or the AT add-on lottery can be executed. In such a configuration, it is preferable to configure the lottery result to always be a loss (non-winning) when a condition device with a ball payout group number of 0 wins and the AT lottery or the AT add-on lottery is executed.

[0037] Next, Figure 11 is a list showing the lottery probability (also called winning rate or winning probability) of the winning number (also called condition device number or winning role) and bonus (also called BB or BB role) for the small role and replay role in the first embodiment determined by the role lottery means. In the same figure, the winning rate of the winning number is illustrated.

[0038] First, we will explain the lottery probability in "RT0," "RT1," and "RT2" when the BB is not activated. In the first embodiment, the appearance rate (lottery probability) of winning combinations (especially replay combinations) can vary depending on the RT state. The "replay combination" (the total appearance rate of all replay combinations) is higher in "RT1" than in other RT states. Furthermore, "REPLAY04" (a so-called "falling replay combination" that can be displayed as a stop symbol for winning numbers 4 to 6 when the mode is "RT1" and no bonus is won, and when a symbol combination corresponding to the replay combination is displayed as a stop symbol, the mode transitions to "RT0"). It is mainly won in "RT1" and almost never appears in "RT0." In "RT2," "REPLAY04" can appear as a stop symbol for winning numbers 4 to 6, but the RT state does not transition even when "REPLAY04" is displayed as a stop symbol. Furthermore, when "REPLAY 04" is displayed as a stopped symbol in "RT1," a fall effect (e.g., "Sorry" displayed on the effect display device S40) is executed, which indicates that the reel has transitioned to "RT0," i.e., that the RT state has fallen. Alternatively, when "REPLAY 04" is displayed as a stopped symbol in "RT0," a fall effect may not be executed. By configuring in this way, even though "REPLAY 04" is displayed as a stopped symbol, the player can recognize that they have won the BB because the fall effect was not executed, thereby increasing the excitement of the game. Furthermore, in such a configuration, the sound effect output when "REPLAY 04" is displayed as a stopped symbol may be different from the sound effect output when a replay role other than "REPLAY 04" (e.g., "REPLAY 01," which does not result in a transition to the RT state) is displayed as a stopped symbol. This configuration makes it easier for the player to recognize that "REPLAY 04" has been displayed as a stopped symbol. In addition, there are states related to AT where push order navigation does not occur (for example, "normal game state", sometimes referred to as non-AT game state) and states related to AT where push order navigation can occur (for example, "AT in-state", In both cases, the game may remain in "RT1" when the player is in the AT gaming state (sometimes referred to as the "AT gaming state"). In this case, when a winning number that may transition (fall) from "RT1" to "RT0" is selected, the game may be configured not to output a special sound effect indicating the possibility of the RT state falling based on the operation of the start lever D50 in the non-AT gaming state. This makes it possible to transition the gaming state without informing the player that there is a possibility of falling to "RT0" in the non-AT gaming state. On the other hand, in the AT gaming state, the game may be configured to output a special sound effect indicating the possibility of the RT state falling based on the operation of the start lever (and to notify the player of a push order navigation in which a replay symbol that will not cause the RT state to fall is displayed as a stop). This allows the player to be careful not to fall into the RT state and to operate the stop button D40 after the special sound effect is announced. Furthermore, "Replay 05," which can be displayed with winning numbers 2 or 3 (a replay role that can notify a player of a win in the AT addition lottery when displayed in the AT state), mainly appears in "RT1" and rarely appears in other RT states. The transitions in the RT state associated with the display of these replay role symbol combinations will be described later. As described later, in the first embodiment, the push order navigation system, which notifies the player of the most advantageous reel stop order, is configured to be executed by the push order display device D270 and the performance display device S40. The probability of the replay can be changed as needed. In the first embodiment, the bonus is configured to overlap with a minor role, overlapping with some of the watermelon A, watermelon B, and cherry. Specifically, winning numbers 21-23 and winning numbers 25-27 are condition devices in which the bonus and the minor role overlap.

[0039] Also, in a situation where the "RT2" mode is selected, the BB has been won, and the BB has not yet been activated. Therefore, if the BB role of winning numbers 20 and 24 (a single BB role that does not overlap with the small role, and is sometimes referred to as a single BB role or a single BB) is won, the new win of the BB role will be invalid, and only the win of the small role will be valid. Specifically, for example, in a situation where the "RT2" mode is selected (carried over) and the "Type 1 BB-A" of winning number 24 is won, the Type 1 BB-C of said winning number 24 will be invalid. In other words, the situation will be the same as if the "loser" of winning number 0 was won. Furthermore, the carried over Type 1 BB-A will continue to be a winning role. Furthermore, in the "RT2" situation, since the BB has been won and the BB has not yet been activated, if a win occurs on a condition device where the BB role overlaps with the small role of winning numbers 21-23 and winning numbers 25-27, the new win of the BB role will be invalid, and only the win of the small role will be valid. Specifically, for example, in the "RT2" situation, and a Type 1 BB-A has been won (carried over), if the "Type 1 BB-B + Prize-C" of winning number 21 is won, the Type 1 BB-B associated with the winning number 21 will be invalid, and only Prize-C will be valid. In other words, the situation is the same as when the "Prize-C" of winning number 14 is won. Note that the carried-over Type 1 BB-A will continue to be won. Note that overlap with the bonus role is not limited to the small role, and overlap with part of the replay role may also occur. For example, part of the replay role of winning numbers 4-6 may overlap with the bonus role. In this way, by overlapping the bonus with the condition device including the RT transition replay (a replay role that can cause the RT state to transition), there is a possibility that the bonus will be won even when the condition device including the RT transition replay is won, and even if the RT transition replay is stopped and displayed, the bonus will not be denied, so it is possible to give the player hope.In addition, when configured in this way, the RT state is controlled not to transition even if the RT transition replay is stopped and displayed.This allows the player to increase his interest in the game by noticing that the replay probability is low (he frequently wins a replay) even though the RT state should be transitioning (transitioning to an RT state with a relatively low replay probability), and thus the player may be more likely to win a bonus.

[0040] Next, the lottery probability in "Type 1 BB-A, B, C" when BB is activated will be described in detail. In the first embodiment, during BB operation, three small roles can be won: "Common bell" of winning number 13, "BB weak rare small role (diagonal bell alignment)" of winning number 17, and "BB strong rare small role (V-shaped bell alignment)" of winning number 18, and when "BB weak rare small role (diagonal bell alignment)" or "BB strong rare small role (V-shaped bell alignment)" is won during the operation of a BB that has been won in the "AT state", an AT addition lottery is executed (details will be described later).

[0041] The upper part of the figure illustrates the appearance rate of minor prizes when the setting value is 1. The appearance rate of the common bell (winning number 13) is uniform regardless of the RT state. However, as shown in the lower part of the figure, the appearance rate of the common bell varies depending on the setting value (six levels in this example). Specifically, the number of balls placed in setting 1 is 3204, the number of balls placed in setting 2 is 3404, the number of balls placed in setting 3 is 3604, the number of balls placed in setting 4 is 3904, the number of balls placed in setting 5 is 4204, and the number of balls placed in setting 6 is 4504. The appearance rate is configured to increase as the setting value increases. For example, if a player plays while counting the number of common bell appearances (number of wins), frequent wins of the common bell will allow the player to play with the expectation that the setting value for the gaming machine being used is relatively high. Furthermore, the higher the setting value, the higher the expected value per game, and the higher the setting value, the higher the payout rate. The appearance rate of the common bell is configured to differ depending on the setting value, but depending on whether the common bell is won, the AT lottery, AT additional lottery, and high probability state transition lottery described below will not be executed, so it is configured not to affect the AT state transition lottery (also called the AT lottery).

[0042] The middle section of the figure is a list of expected values ​​when push order navigation is enabled. The figure shows the average payout per game (the average number of medals paid out for winning small roles, also referred to as the expected number of gaming media obtained in one game) and the expected medal increase / decrease per game (the ratio of the number of medals paid out to the number of medals inserted when playing with a three-coin bet; if the expected value is greater than 1, the medals will increase, while if the expected value is less than 1, the medals will decrease). The average payout per game can be calculated as follows: "Total number of replay combinations (total number of combinations for winning numbers 1-6) × number of payouts for replay combinations (3 coins) + total number of small combinations (11 coin combinations) (small combination appearance rate) (total number of combinations for winning numbers 7-16) × number of payouts for small combinations (11 coin combinations) (11 coins) / total number of combinations (65536)." The expected medal increase / decrease per game can be calculated as follows: "Average number of payouts per game / number of medals inserted per game (3 coins)." The number of medals inserted per game (number of gaming media inserted to play one game) is three, and when the average payout per game is greater than three, the expected medal increase / decrease per game is greater than one. As shown in the figure, in the first embodiment, "RT1" has the largest expected medal increase / decrease per game. Note that the numerical values ​​in the figure do not take into account the increase or decrease in medals due to bonuses. In other words, if a game is played in a situation where push order navigation occurs (also referred to as when the game is played in the optimal operation mode or the advantageous operation mode), medals will increase in "RT1". Note that in "RT0" and "RT2", although not shown, in a situation where push order navigation does not occur, the expected increase or decrease in medals per game is a value smaller than 1, and medals will decrease.In the first embodiment, when push order navigation is provided in "RT0" or "RT2", the expected value of medal increase or decrease per game is greater than 1, but this is not limited to this, and the expected value of medal increase or decrease per game when push order navigation is provided in "RT0" or "RT2" may be configured to be less than 1. When a symbol combination that results in a replay role is stopped and displayed, the number of medals bet in the previous game (3 medals) is actually automatically bet, but when calculating the expected value of medal increase or decrease in the first embodiment, it is calculated assuming that 3 medals will be paid out. In addition, one game may be referred to as one game.

[0043] In addition, the average payout per game in each RT state is 3.511291504 when the RT state is "RT0," 4.737915039 when the RT state is "RT1," and 3.67137146 when the RT state is "RT2." The expected medal gain or loss per game in each RT state is 1.170430501 when the RT state is "RT0," 1.579305013 when the RT state is "RT1," and 1.223790487 when the RT state is "RT2." When push order navigation is enabled, the RT state "RT1" is the most advantageous RT state for players. These figures are for setting 1. It should be noted that the winning numbers and bonus lottery probabilities for the above-mentioned small roles and replay roles are merely examples, and for example, the expected medal increase / decrease value per play in "RT2" when BB is internally established (expected medal increase / decrease value when push order navigation is present) may be configured to be less than 1. By configuring it in this way, in a situation where push order navigation occurs and it is "RT2" (when BB is internally established), even if a bonus is not lined up in a game in which a bonus can be lined up, the number of medals held will gradually decrease, and it is possible to prevent strategies such as increasing the number of medals held by intentionally not lined up in a game in which a bonus can be lined up in a situation where push order navigation occurs and it is "RT2" (when BB is internally established). Specifically, it is preferable to design the probability of losing in "RT2" to be higher than the probability of winning all the small roles (prize-A1 to prize-I) that are won in "RT2", and it is preferable to determine the winning probability of the replay role so that it is designed in this way (if the winning probability of the replay role is designed to be high, the probability of losing will be lower accordingly, so it is preferable to design it so that the winning probability of the replay role is not too high).In addition, in "RT2" in this example, the winning probability of all the small roles combined is 18784 / 65536, the winning probability of all the replays combined is 12501 / 65536, and the probability of losing is 34251 / 65536 (see Figure 11), and it is designed so that the probability of losing is higher than the winning probability of all the small roles combined.

[0044] Also, as shown in FIG. 11, in the first embodiment, the appearance rate of 1 type BB-A is assigned the same number of 40 for all of settings 1 to 6. Also, the appearance rate of 1 type BB-C is assigned the same number of 160 for all of settings 1 to 6. In contrast, the appearance rate of 1 type BB-B is assigned 160 for setting 1, 180 for setting 2, and 190 for setting 3. 200 is assigned to setting 1, 220 to setting 2, 240 to setting 3, and 270 to setting 4. In other words, the appearance rate of Type 1 BB-B varies depending on the setting value. In this way, Type 1 BB-A and Type 1 BB-C function as BBs with no setting difference (Type 1 BB-A and Type 1 BB-C are sometimes referred to as BBs with no setting difference or bonuses without setting difference), while Type 1 BB-B functions as BBs with setting difference (Type 1 BB-B is sometimes referred to as BBs with setting difference or bonuses with setting difference). In addition, Type 1 BB-A, Type 1 BB-B, and Type 1 BB-C all have the same appearance rate regardless of the RT state (between "RT0" and "RT1"). Note that the appearance rates of Type 1 BB-A and Type 1 BB-C (combined) are the same regardless of the setting value, but the appearance rate of Type 1 BB-B (combined) differs depending on the setting value. Furthermore, the combined appearance rate of Type 1 BB-B is the same even if the setting value is different, but the appearance rate of each winning number may be configured to differ depending on the setting value, and even in such a case, Type 1 BB-B may be referred to as BB with setting difference.

[0045] Next, the electrical configuration of the slot machine P according to the first embodiment will be described with reference to the block diagram of FIG. 12. The slot machine according to the first embodiment is configured with a main control board M that controls the progress of the game, and a sub-control board S, a door board D, a slot board K, a power supply board E, a relay board IN, a setting key switch M20, a setting / reset button M30, and other components connected to each other so that data can be exchanged. The solid lines in the figure indicate the movement related to data exchange, and the dashed lines indicate the power supply route. The power supply route is not limited to this; for example, power may be supplied from the power supply board E to the relay board IN or the door board D without passing through the main control board.

[0046] The main control board M (sometimes referred to as the main control means, main board, main control means, main board, or main gaming unit) is the board that controls the overall progress of the game played on the reel-type gaming machine P. The main control board M is equipped with a main control chip C, which is equipped with a CPU C100 (sometimes referred to as the CPU MC), an internal ROM C110, an internal RAM C120, and other components that are connected via a bus to enable data exchange. The main control board M receives signals indicating the operation of the start lever D50 or other components from the door board D mounted on the front door DU, and outputs control commands (or control signals) to the sub-control board S, the door board D, the reel board K, and other components, thereby controlling the operation of these various boards. (For example, by outputting an instruction number (also referred to as a push order number, instruction information, or operation information) to the sub-control board S, the sub-control board S can execute push order navigation on the performance display device S40.)

[0047] Similarly to the main control board M, the sub-control board S (sometimes referred to as sub-control means, sub-board, sub-control means, sub-board, or sub-game section) is also equipped with a sub-control chip SC, which is provided with a CPU SC100, ROM, RAM, etc., and is configured to be connected via a bus so that data can be exchanged between them. Also connected to the sub-control board S are various LED lamps S10 (including a bet button lamp S50 and a stop button lamp S60), a speaker S20, a performance display device S40, a reel backlight (also referred to as a back lamp) S30, etc. The reel backlight S30 is a light provided inside each of the left reel M51, center reel M52, and right reel M53, which illuminates the patterns drawn on the reel surfaces from behind. The sub-control board S analyzes control commands received from the main control board M and outputs drive signals to various LED lamps S10, speakers S20, effect display devices S40, and reel backlights S30, thereby producing various effects. The reel backlights S30 in this example are equipped with multiple LEDs to allow players to individually identify nine areas: the top, middle, and bottom of the left reel; the top, middle, and bottom of the middle reel; and the top, middle, and bottom of the right reel. For example, the LED corresponding to the top of the left reel is illuminated while all other LEDs are off, allowing the player to identify that the top of the left reel is illuminated. The reel backlights S30 are also configured to implement a backlight effect (sometimes referred to as a "backlight effect") that indicates to the player that a specific symbol combination has been displayed by changing the illumination state of the reel backlights S30 when the specific symbol combination is displayed.

[0048] The door board D is provided with the above-mentioned insertion acceptance sensor D10s, the first insertion sensor D20s, the second insertion sensor D30s, a stop button D40 for stopping the spinning reel M50, a start lever D50 for starting the spinning of the reel M50, a settlement button D60 for paying out the accumulated game medals (credits) and inserted game medals and ending the game, various display panels D70 for displaying the game status (not shown, but the above-mentioned insertion number indicator light D210, start lever D50, etc.) The machine is connected to a number of display devices, including a credit count display D200, a favorable zone indicator YH, a door switch D80 for determining whether the front door is open or closed, resetting errors, and changing settings, and a blocker D100 for returning to the outlet D240 any medals (or other foreign objects) that are determined to be incompatible after being inserted. The door board D is also connected to the main control board M for data exchange. Therefore, when the start lever D50, stop button D40, or settlement button D60 on the front door DU is operated, a signal related to the operation is sent to the main control board M via the door board D. A signal indicating that the insertion acceptance sensor D10s has detected the passage of a medal is also sent to the main control board M via the door board D.

[0049] The reel board K is also connected to a reel motor K10 for rotating the reel M50 and a reel sensor K20 for detecting the rotational position of the reel M50. The reel board K drives the reel motor K10 while detecting the rotational position of the reel M50 using the reel sensor K20, thereby stopping the reel M50 at a predetermined stop position. In the first embodiment of the reel gaming machine, a so-called step motor (sometimes referred to as a stepping motor) is used for the reel motor K10. The step motor is set to 480 steps, which corresponds to one rotation of the reel M50. Each reel (left reel M51, center reel M52, right reel M53) is set with a predetermined number (e.g., 20 symbols) of approximately uniform size, and the number of steps corresponding to one symbol is set to 24 steps (=480 / 20). Furthermore, there is no problem with changing the number of steps and the number of symbols per reel revolution.

[0050] The medal payout device H is connected to the main control board M via the relay board IN, and performs an operation of paying out a predetermined number of game medals (for example, 10 medals) based on a control signal from the main control board M. The medal payout device H is connected to a first payout sensor H10s and a second payout sensor H20s that determine whether medals have been paid out normally and measure the number of game medals paid out, and a hopper motor H80 that rotates the disc H50.

[0051] The power consumed by these various control boards and boards is supplied from a power supply board E (a board that controls whether or not power is supplied using a power switch E10). In Figure 12, the dashed arrows indicate the way power is supplied from the power supply board E. As shown, power is supplied directly to the main control board M and sub-control board S from the power supply board E, and power is supplied to the various boards (door board D, reel board K, relay board IN) via the main control board M. A predetermined amount of AC voltage (e.g., 100V) is supplied to the power supply board E, and this power is converted to a specified DC voltage before being supplied to each control board and board.

[0052] Also connected to the main control board M are a setting key switch M20 used to execute a setting change device control process (to change settings), which will be described later, and a set / reset button M30 that can change setting values, reset errors, etc. The main control board M also has a reel control means that controls the rotation and stopping of the reels M50 (left reel M51, center reel M52, right reel M53), an AT lottery means that executes an AT transition lottery to transition to an "AT in progress state," which is a state related to the AT that is advantageous to the player, and an AT addition lottery that executes an AT addition lottery to increase the number of remaining AT games (or the counter value of the AT counter M60), which is the number of games that can be played in the "AT in progress state."

[0053] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processing performed by the main control board M in the first embodiment.

[0054] The flowchart is primarily composed of processing steps (shown as rectangles), decisions (shown as diamonds), flow lines (arrows), and terminals (shown as rounded rectangles) indicating start, end, return, etc. Furthermore, when details of a processing step are shown in another flowchart, the part that references that other flowchart is shown as a subroutine (shown as a rectangle with double lines on the left and right). Here, during the development stage of a gaming machine, gaming machines with different specifications are sometimes developed at the same time, and in this example, the main processing is configured so that subroutines (subroutines that are not normally used) that are executed in gaming machines with different specifications are not left, thereby preventing processing related to unused subroutines that are not normally executed from being executed due to noise or fraudulent activity.

[0055] First, FIG. 13 is a flowchart showing the flow of processing executed for the first time by the CPUC100 of the main control board M after the power to the slot machine P is turned on (or upon system reset or user reset). First, in step 1000, after the power to the slot machine P is turned on, in step 1002, the CPUC100 of the main control board M executes timer interrupt initialization (here, the timer interrupt is not started, but only the type of timer interrupt is set; in subsequent processing, once the timer interrupt is started, the flowchart related to the timer interrupt processing described below is executed periodically). Next, in step 1004, the CPUC100 of the main control board M executes serial communication settings (settings of speed, data length, data transmission method, etc.) as function settings for the main control chip C. Next, in step 1006, the CPUC100 of the main control board M calculates a checksum from the start address of the RAM area to the address immediately preceding the checksum area. Next, in step 1008, the CPUC100 of the main control board M checks the RAM area (for example, based on the calculated checksum and the checksum data stored in the checksum area, checks whether the data stored in the internal RAMC120 is correctly retained after power-off and power-off restoration), and generates power-off restoration data. Next, in step 1010, the CPUC100 of the main control board M checks the switch state of the setting key switch M20. Next, in step 1014, the CPUC100 of the main control board M determines whether the setting key switch M20 is off.

[0056] If the answer is Yes in step 1014, in step 1016, the CPU C100 of the main control board M refers to the on / off state of the power-off processing completed flag in the RAM (which is turned on in step 1004) and the checksum status of all RAM (the check result in step 1006), and determines whether the power-off recovery data in the RAM is normal. If the answer is Yes in step 1016, then in step 1020 the CPUC100 of the main control board M initializes the RAM area within the determined initialization range. Next, in step 1022, the CPUC100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved in the power-off processing (step 1902). Next, in step 1036, the CPUC100 of the main control board M references the RAM area and determines whether the data related to the setting values ​​in the RAM area is within the normal range (0 to 5 in this example). If the answer is Yes in step 1036, then in step 1038 the CPUC100 of the main control board M reads the input port. Next, in step 1040, the CPUC100 of the main control board M starts the timer interrupt set in step 1002. Next, in step 1042, the CPU C100 of the main control board M turns off the power-off processing completion flag, and returns to the processing at the time of power-off according to the restored stack pointer.

[0057] Also, if the answer is No in step 1016, the CPU C100 of the main control board M sets a backup error indication (for example, sets an error number in a register area) in step 1024. Next, in step 1300, the CPU C100 of the main control board M executes unrecoverable error processing, which will be described later.

[0058] Also, if the answer is No in step 1036, in step 1046, the CPU C100 of the main control board M sets (for example, in the register area) a setting value error display (for example, to be displayed on the payout number display device D270). Next, in step 1300, the CPU C100 of the main control board M executes the irrecoverable error processing described later.

[0059] Also, if the answer is No in step 1014, in step 1028, the CPU C100 of the main control board M refers to the on / off state of the power-off processing completion flag in RAM (which is set to On in step 1904) and the checksum status of all RAM (the check result in step 1006) to determine whether the power-off recovery data in RAM is normal. If the answer is Yes in step 1028, in step 1030, the CPU C100 of the main control board M determines and sets (for example, sets in the register area) the RAM initialization range to a predetermined range excluding the memory area in RAM that stores setting values ​​(setting value data), and proceeds to step 1034. The range not included in the RAM initialization range is not limited to the memory area that stores setting values ​​(setting value data), but also includes the total cumulative number of games in the "advantageous zone," the total cumulative number of games in the game zone (advantageous zone + normal zone), the calculated stay rate in the "advantageous zone," etc. By configuring in this way, it becomes possible to calculate and display the ratio of time spent in the "advantageous zone" during play (advantageous zone ratio). The calculation process for the advantageous zone ratio is configured to calculate the ratio when a unit game ends. The advantageous zone ratio is displayed when the gaming machine is turned on (for example, displayed on a 4-digit 7-segment display). A specific display format is to repeatedly display the following order at 5-second intervals: advantageous zone ratio → consecutive feature ratio per 6000 games → feature ratio per 6000 games → cumulative consecutive feature ratio → cumulative feature ratio. The consecutive feature ratio is the "number of payouts when RB is activated / total payouts", and the feature ratio is the "number of payouts when RB, CB, or SB is activated / total payouts". On the other hand, if the answer is No in step 1028, in step 1032, the CPUC100 of the main control board M determines and sets (for example, sets in the register area) the initialization range of the RAM to a specific range that includes the memory area that stores the setting values ​​(setting value data) in the RAM, and proceeds to step 1034. Next, in step 1034, the CPUC100 of the main control board M executes initialization of the RAM area within the initialization range determined in step 1030 or step 1032.Next, in step 1100, the CPU C100 of the main control board M executes a setting change device control process, which will be described later.

[0060] Although not shown, it is preferable to configure the temporary storage area (RAM area, etc.) mounted on the main control board M so that its initial value (value at the start of processing) is not a value that will result in the execution of a special game (to prevent the special game from being executed by mistake if the process for determining whether or not to execute the special game is executed due to noise or fraudulent activity immediately after the program processing starts). Also, although not shown, when storing random numbers such as winning random numbers in the RAM area of ​​the main control board M, it is preferable to secure a dedicated storage area and configure the byte that stores information related to the random number to store only information related to the random number (not to store other information such as various timer values) (to prevent information related to the random number from being overwritten by noise, etc., when manipulating other data stored in the same byte).

[0061] Next, FIG. 14 is a flowchart of the setting change device control process, also referred to as the setting change mode, which is a subroutine of step 1100 in FIG. 13. First, in step 1102, the CPU C100 of the main control board M sets a stack pointer (initializes it to the starting address of the process). Next, in step 1104, the CPU C100 of the main control board M activates a timer interrupt. Next, in step 1106, the CPU C100 of the main control board M determines whether the setting value (setting value data) in the RAM area is within the normal range (0 to 5 in this example). Note that if the setting value (setting value data) is managed as 1 to 6, it is necessary to initialize the RAM and return the setting value to "1" when it becomes "0." Therefore, in this example, by managing the normal range of the setting value (setting value data) as 0 to 5, it is possible to eliminate the need for correction processing of the setting value (setting value data) after initializing the RAM (processing of steps 1106 and 1108), thereby shortening the processing time and reducing the processing capacity. If the answer is Yes in step 1106, in step 1108, the CPU C100 of the main control board M sets the setting value (setting value data) to a predetermined value (for example, 0 = the value most disadvantageous to the player) and proceeds to step 1110. On the other hand, if the answer is No in step 1106, it also proceeds to step 1110. Next, in step 1110, the CPU C100 of the main control board M displays on the error display LED (e.g., the payout number display device D270) that the setting change device is operating (e.g., "88" which lights up all segments), displays the setting value on the setting display LED (not shown) (the display related to the setting value is a number obtained by adding 1 to the setting value (setting value data) stored in RAM), and proceeds to step 1112. As mentioned above, the payout number display device D270 is also used to notify the push order. Because it is configured in this way, for example, if a malfunction has occurred in some of the 7-segment LEDs (some segments cannot be lit), incorrect information may be displayed when notifying the push order.To prevent such a situation, by lighting up all 7 segments of the payout number display device D270 to "88" while the setting change device is operating, it is possible to check whether the 7 segments are malfunctioning and prevent the player from being disadvantaged. Furthermore, as a configuration for displaying the setting value (setting value data), a RAM storage area for displaying the setting value may be provided, which stores data obtained by adding 1 to the setting value (setting value data) in the storage area for storing the setting value, and the setting value may be displayed by referring to this storage area. Although not shown, after executing the processing of step 1110, a process is executed to send a command to the sub-control board S indicating that the setting change mode has been entered.

[0062] Next, in step 1112, the CPU C100 of the main control board M determines whether the set / reset button M30 has been switched from off to on. If the answer is Yes in step 1112, then in step 1114 the CPU C100 of the main control board M adds 1 to the current setting value (setting value data) (if the setting value (setting value data) exceeds 5 as a result of the addition, the setting value (setting value data) becomes 0), and proceeds to step 1116. Note that if the answer is No in step 1112, then the CPU C100 of the main control board M also proceeds to step 1116. Next, in step 1116, the CPU C100 of the main control board M determines whether the start lever D50 has been switched from off to on. If the answer is No in step 1116, then the CPU C100 proceeds to step 1112, and the processing of steps 1112 to 1116 is looped. If the answer is Yes in step 1116, then in step 1118 the CPU C100 of the main control board M determines whether the setting key switch M20 has switched from on to off. If the answer is No in step 1118, then the processing of step 1118 is looped. On the other hand, if the answer is Yes in step 1118, then in step 1120 the CPU C100 of the main control board M displays on the error display LED (not shown) that the operation of the setting change device has ended, erases the display of the setting value (setting value data) on the setting display LED (not shown), and proceeds to the game progress control processing of step 1200. Although not shown, after executing the processing of step 1120, processing is executed to send a command to the sub-control board S side indicating that the setting change mode has been terminated.

[0063] Next, FIG. 15 is a flowchart of the unrecoverable error processing related to the subroutine of step 1300 (and called in other flowcharts) in FIG. 13. First, in step 1302, the CPUC100 of the main control board M disables interrupts (the flowchart related to the timer interrupt processing, described later, is not executed thereafter). Next, in step 1304, the CPUC100 of the main control board M sets the output port address and the number of output ports. Next, in step 1306, the CPUC100 of the main control board M turns off the output ports (0 to 6 in this example, which are display outputs to various LEDs and drive outputs to various motors). Next, in step 1308, the CPUC100 of the main control board M sets the next port output address (repeating this process sequentially stops display outputs to various LEDs and drive outputs to various motors). Next, in step 1310, the CPUC100 of the main control board M determines whether output to each output port has ended. If the answer is Yes in step 1310, then in step 1312 the CPU C100 of the main control board M will display the set error (some kind of error occurred when this process was executed), repeat the execution of this process, and when the power supply voltage drops a reset signal is input, terminating the process (i.e., an infinite loop will be entered, and no operations to prompt a return will be accepted). If the answer is No in step 1310, then the process proceeds to step 1306. The processes of steps 1306 to 1310 are processes to clear the output to the LED and motor (however, external output signals are not cleared, so it is possible to output information about the error and the game progress at the time the error occurred to the hall computer).

[0064] Next, FIG. 16 is a flowchart of the game progress control process (first page) relating to the subroutine of step 1200 in FIG. 14. First, in step 1202, the CPU C100 of the main control board M sets a stack pointer (initializing it with the starting address of the process). Next, in step 1203, the CPU C100 of the main control board M sets data in the RAM area necessary for the game (for example, the upper limit number of bets, the effective winning line, etc.). Note that step 1203 also includes processing to set data ("0" data to clear the RAM address) for clearing the data used in the previous game (for example, the condition device number (winning number), the effect group number, the instruction information) used in the previous game. Note that the condition device number, the effect group number, the instruction information, etc. are not cleared, and the number selected when the next game is executed is overwritten. Next, in step 1204, the CPUC100 of the main control board M sets the RT state (for example, "RT0") for the game (the RT state determined in step 1704 of FIG. 27 is set). Next, in step 1205, the CPUC100 of the main control board M sets a command (a command to the sub side) relating to the RT state set in step 1204. Note that the process of setting the RT state may be executed in step 1704 of FIG. 27. Also, a command (a command to the sub side) relating to the RT state may be set in step 1704. Also, when transmitting the RT state to the sub side, it is not necessary to transmit it all the time, and it may be configured so that the RT state is transmitted to the sub side only when the gaming zone is a "favorable zone". Next, in step 1206, the CPU C100 of the main control board M sets the state of the AT in the game (for example, "AT in progress state") (step 1420, step 1429 of FIG. 21, step 1435, step 1439, step 1443 of FIG. 22, step 1444-3, step 1444-4 of FIG. 23). Next, in step 1207, the CPU C100 of the main control board M sets a command (a command to the sub-side) regarding the state of the AT set in step 1206. In addition, the process of setting the state of the AT may be executed in step 1416, step 1428 of FIG. 21, step 1438 of FIG. 22, or step 1444-1 of FIG. 23. In addition, when transmitting the state of the AT to the sub-side, it is not necessary to transmit it all the time, and it may be configured to transmit the state of the AT to the sub-side only when the game zone is a "favorable zone". Next, in step 1208, the CPU C100 of the main control board M sets the play area (for example, the "advantageous area") for the game (setting the play area determined in steps 3510, 3516, and 3520 of FIG. 31). Next, in step 1208-1, the CPU C100 of the main control board M sets a command (a command to the sub-side) related to the play area set in step 1208. Next, in step 1209, the CPU C100 of the main control board M determines whether the medal payout device H is not full of medals.Specifically, it is equipped with a medal auxiliary tank HS (details will be described later) that stores medals that have overflowed from the medal payout device H, and determines whether or not current is conducting through two fullness detection electrodes DE (details will be described later) that can enter the medal auxiliary tank HS (if current is conducted through the medals, it is determined to be full). If Yes in step 1209, proceed to step 1218.

[0065] On the other hand, if the answer is No in step 1209, then in step 1210 the CPU C100 of the main control board M turns on the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value equivalent to ON). Next, in step 1212, the CPU C100 of the main control board M displays an error number corresponding to the medal full error on a 7-segment LED (for example, the storage display LED or the number of medals acquired LED). Next, in step 1214, the CPU C100 of the main control board M determines whether the medal full error has been resolved (for example, whether the current is not conducted by the two full detection electrodes provided on the medal auxiliary tank HS and the set / reset button M30 has been pressed). If the answer is Yes in step 1214, then in step 1216 the CPU C100 of the main control board M turns off the medal full error flag (for example, updates the medal full error flag area in the RAM area with a value equivalent to OFF), and proceeds to step 1218. On the other hand, if the answer is No in step 1214, the process proceeds to step 1212. Next, in step 1218, the CPU C100 of the main control board M permits the insertion of medals (the insertion operation will be automatically executed in the next game after the replay role), and proceeds to the next process (the process of step 1220). Here, in step 1218, the blocker D100 is turned on (the process formed by the medal flow path). Specifically, if a replay role was achieved in the previous game, the blocker D100 is turned on under the condition that the current number of accumulated credits is less than a predetermined value (50 in this example). In other words, if the current number of accumulated credits is equal to the predetermined value, the blocker D100 is not turned on. On the other hand, if a replay role was not achieved in the previous game, the blocker D100 is turned on regardless.By configuring it in this way, even if a replay role is established, if the number of accumulated credits (credits) has not reached a predetermined value, game medals can be inserted, and the player can play rhythmically (without feeling uncomfortable) even when the player is in an RT state (for example, "RT1") in which the probability of winning a replay role is higher than in RT states such as "RT1", or when a replay role that is difficult to tell from the outside is stopped (a replay disguised as a minor role: a symbol combination such as bell-bell-bell on an invalid line or a cherry stopped on the left reel) has stopped.

[0066] Next, FIG. 17 is a flowchart of the game progress control process (second page) related to the subroutine of step 1200 in FIG. 16. First, in step 1220, the CPU C100 of the main control board M determines whether or not game medals have been bet or saved (no credits exist). If the answer is Yes in step 1220, in step 1221, the CPU C100 of the main control board M determines whether or not the setting value display condition is met (for example, the condition is met when the door switch D80 and the setting key switch M20 are all on). If the answer is Yes in step 1221, in step 1222, the CPU C100 of the main control board M displays the setting value on the setting display LED (not shown, but this may also be the payout number display device D270, the credit number display device D200, or the insertion number indicator light D210) (transition to setting confirmation mode), and transitions to step 1221 on the condition that the setting key switch M20 is turned off. When the transition conditions for the setting change mode are met, the CPU 100 executes a process for sending a command to the sub-control board S side indicating that the setting change mode should be started, and when the termination conditions for the setting change mode are met, the CPU 100 executes a process for sending a command indicating that the setting change mode should be terminated. If the answer is No in step 1220 or step 1221, in step 1224, the CPU 100 of the main control board M executes management related to the insertion and settlement of game medals. Next, in step 1225, the CPU 100 of the main control board M checks the number of game medals that can be accepted. Next, in step 1226, the CPU 100 of the main control board M determines whether the blocker D100 is on. If the answer is Yes in step 1226, in step 1227, the CPU C100 of the main control board M determines whether the first input sensor D20s or the second input sensor D30s is on (in the first embodiment, there are two input sensors for detecting the insertion of medals, and when the first input sensor D20s or the second input sensor D30s is on, it is determined that one game medal has been accepted).If the answer is Yes in step 1227, then in step 1230 the CPU C100 of the main control board M determines whether the first insertion sensor D20s and the second insertion sensor D30s are off (if the first insertion sensor D20s or the second insertion sensor D30s turns on and then the first insertion sensor D20s and the second insertion sensor D30s turn off, it is determined that the received one game medal has passed through the first insertion sensor D20s and the second insertion sensor D30s). If the answer is Yes in step 1230, then in step 1231 the CPU C100 of the main control board M determines that the insertion of one normal game medal has been received. Although not shown, after step 1231, the CPU C100 of the main control board M determines whether the credits are at the upper limit (50 in this example) and the number of bets is at the maximum (3 in this example), and if it determines Yes, it controls the blocker D100 to be OFF (a state in which no medal flow path is formed). If the result is No in step 1230, the processing of step 1230 is repeated, and if the result is No in step 1226 or step 1227, it proceeds to step 1232.

[0067] Next, in step 1232, the CPU C100 of the main control board M determines whether the settlement button D60 has been operated. If the answer is Yes in step 1232, then in step 1233, the CPU C100 of the main control board M determines whether there are any remaining credits or betted game medals. If the answer is Yes in step 1233, then in step 1234, the CPU C100 of the main control board M turns on a hopper drive flag (a flag in the RAM area that is turned on when the hopper motor H80 is being driven) and executes the payout of one game medal. Next, in step 1236, the CPU C100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (in the first embodiment, there are two payout sensors for detecting the payout of medals, and when the first payout sensor H10s or the second payout sensor H20s is on, it is determined that the payout operation of one game medal is being performed). If the answer is Yes in step 1236, the process proceeds to step 1247. Although not specified in the flowchart, if the previous game was a replay role, only the remaining number of credits will be subject to settlement.

[0068] On the other hand, if the answer is No in step 1236, then in step 1241 the CPU C100 of the main control board M determines whether a predetermined time (e.g., 5 seconds) has elapsed since the hopper was driven (after the timing of the processing in step 1234). Specifically, it determines whether the situation in which it is determined that no medals have been dispensed has continued for a predetermined time despite the hopper drive signal being sent to the hopper motor H80 (the hopper motor H80 is rotating). If the answer is Yes in step 1241, then in step 1242 the CPU C100 of the main control board M turns on the medal empty error flag (e.g., updates the medal empty error flag area with a value equivalent to ON). Next, in step 1244, the CPU C100 of the main control board M executes a medal empty error display. Next, in step 1245, the CPU C100 of the main control board M determines whether the medal empty error has been released (e.g., whether the set / reset button M30 has been pressed). If the answer is Yes in step 1245, in step 1246, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value equivalent to OFF), and proceeds to step 1247. On the other hand, if the answer is No in step 1245, proceeds to step 1244.

[0069] Next, in step 1247, the CPU C100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (if the first payout sensor H10s or the second payout sensor H20s turns on and then the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of one game medal that was being paid out has been completed). If the answer is Yes in step 1247, in step 1248, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1233. If the answer is No in step 1241 or step 1247, the process proceeds to step 1236.

[0070] On the other hand, if the answer is No in step 1232 or step 1233, the CPU C100 of the main control board M determines in step 1251 whether the start lever D50 is valid (for example, the specified number of game medals to start the game have been inserted) and whether the start lever D50 has been operated. If the answer is Yes in step 1251, the CPU C100 of the main control board M determines in step 1253 whether the set value in the RAM area is within the normal range (in this example, 0 to 5 ) is determined. If the answer is Yes in step 1253, then in step 1254, the CPU C100 of the main control board M obtains a random number and turns off the blocker D100, and then proceeds to the next process (processing of step 3600). On the other hand, if the answer is No in step 1253, then in step 1256, the CPU C100 of the main control board M sets a setting value error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes unrecoverable error processing. Note that if the answer is No in step 1251, then proceeds to step 1220.

[0071] Next, FIG. 18 is a flowchart of the game progress control process (third page) related to the subroutine of step 1200 in FIG. 16. First, in step 3600, the CPU C100 of the main control board M executes the internal lottery execution process described below. Next, in step 1259, the CPU C100 of the main control board M determines whether the current AT state is a state in which an AT addition lottery can be executed. Here, in this example, the AT states in which an AT addition lottery can be executed are the "AT state," the "addition specialization state," the "specialization precursor state," and the "advantageous BB state." In "advantageous BB internal play," the AT counter value can be greater than 0, but the AT addition lottery is not executed. This is to prevent a situation in which a player intentionally not matching the BB symbol combination during "advantageous BB internal play" would be advantageous to the player. Furthermore, the system may be configured so that an AT addition lottery can be executed during "play within an advantageous BB." In such a configuration, even if the AT addition lottery is won during "play within an advantageous BB," it may not be notified immediately, but rather, when the BB ends, it may be notified that the AT addition lottery has been won, or the number of remaining AT games after the number of AT games has been added.

[0072] If the answer is Yes in step 1259, then in step 1500 the CPUC100 of the main control board M executes the game count addition execution process, which will be described later, and proceeds to step 1400. On the other hand, if the answer is No in step 1259, then proceeds to step 1400 as well. This game count addition execution process can perform the lottery using different lottery tables depending on the state of the AT, but it is preferable that the lottery probability does not differ depending on the setting value (the lottery is performed using the same lottery table). Next, in step 1400, the CPUC100 of the main control board M executes the AT state transition control process, which will be described later. Next, in step 1450, the CPUC100 of the main control board M executes the condition device number management process, which will be described later.

[0073] Here, the states related to the AT in this example will be listed and described in detail (also shown in the AT state transition diagram in Figure 30). (1) The "low probability state" is a state in which the AT has not been won (the right to transition to the "AT state" has not been acquired), and the bonus role has not been won. Note that the "low probability state" is the so-called "normal state," and is therefore sometimes referred to as the "normal state." (2) The "normal BB internal play" is a state in which the BB role has been won in the "low probability state," and the BB role has not been awarded, and the AT lottery has not been won. (3) The "normal BB state" is a state that is executed when the symbol combination corresponding to the BB role is stopped and displayed in a situation in which the BB role has been won in the "low probability state," and the AT lottery has not been won, or when the symbol combination corresponding to the BB role is stopped and displayed in the "normal BB internal play." (4) The "high probability state" refers to a state in which the player has not won the AT lottery (has not acquired the right to transition to the "AT state") and has not won a bonus role. This state is more likely to win the AT than the "low probability state" described above. As described below, if a new "high probability state" is entered, the player is not transitioned to the "low probability state" until the number of high probability games has elapsed. (5) The "AT state" refers to a state in which the AT (push order navigation) is performed and the number of remaining AT games (AT counter value) is subtracted. Even if the AT counter value reaches 0, if the player wins the continuation lottery described below, a predetermined value is set in the AT counter and the "AT state" continues. (6) The "specialized precursor state" refers to a state in which the player has acquired the right to transition to the "addition-specialized state," in which the number of AT games is relatively more likely to be added than in the "AT state." (7) The "addition-specialized state" refers to a state in which the number of AT games is relatively more likely to be added than in the "AT state." (8) "Playing during advantageous BB" is a state in which the BB role is won in the "high probability state", "AT state", "specialized premonition state" or "specialized additional state", and the BB role has not won. (9) "Playing during waiting BB" is a state in which the BB role is won in the "low probability state", and the AT lottery is won by the BB role, and the BB role has not won.(10) The "advantageous BB state" refers to a state that is executed when a BB combination is won and a symbol combination corresponding to the BB combination is displayed in a "high probability state," "AT state," "specialized precursor state," or "additional specialization state," or when a symbol combination corresponding to the BB combination is displayed in a "advantageous BB internal play." Alternatively, the "low probability state" refers to a state that is executed when a BB combination is won, the BB combination is won in the AT lottery by the BB combination, and a symbol combination corresponding to the BB combination is displayed in a "standby BB internal play." (12) The "revival possibility effect state" refers to a state related to the AT that is entered when the AT counter value becomes 0 and the continuation lottery described below is not won. In the "revival possibility effect state," the revival lottery described below is executed, and if the revival lottery is won, the game transitions to the "AT internal state" (a predetermined value is set in the AT counter). If the revival lottery is not won, the game transitions to the "low probability state."

[0074] Next, in step 1550, the CPUC100 of the main control board M starts the rotation of all reels, as described below, and proceeds to step 1261-1. Next, in step 1261-1, the CPUC100 of the main control board M determines whether or not there has been a request to create a pull-in point (requested to determine the stop positions of the spinning left reel M51, center reel M52, and right reel M53, and is requested as appropriate depending on the stop order and the stop positions of the other reels). If the answer is Yes in step 1261-1, then in step 1262, the CPUC100 of the main control board M creates a pull-in point and proceeds to step 1263. On the other hand, if the answer is No in step 1261-1, then the CPUC100 also proceeds to step 1263. Thus, in the "BB internal game," even if the stop buttons are not pressed in the correct order to pay out 11 coins in a game in which the push order bell is won (for example, in the case of prize-winning-A1, the stop buttons are not pressed in the order "left → center → right") (if the reels are stopped in an incorrect order), the reel stop control (hereinafter referred to as "reel stop control" or simply "stop control") is configured to win a symbol combination that will pay out 11 coins. Next, in step 1263, the CPU C100 of the main control board M checks whether reel stop is acceptable. Next, in step 1264, the CPU C100 of the main control board M determines whether any of the stop buttons (left stop button D41, center stop button D42, right stop button D43) have been operated. If the answer is Yes in step 1264, then in step 1265 the CPU C100 of the main control board M determines the stop position of the reel corresponding to the operated stop button (for example, the left reel M51 corresponds to the left stop button D41). On the other hand, if the answer is No in step 1264, then the process also proceeds to step 1266. Next, in step 1266, the CPU C100 of the main control board M executes an all-reel stop check process. Next, in step 1267, the CPU C100 of the main control board M determines whether all reels (left reel M51, center reel M52, right reel M53) have stopped. If the answer is Yes in step 1267, then in step 1268 the CPU C100 of the main control board M compares the symbol stop position data in RAM with the internal winning combination stop possible position data.Next, in step 1269, the CPU C100 of the main control board M determines whether the displayed symbol combination is normal (if it does not match the winning combination determined by the internal lottery, it is determined to be abnormal). The determination of whether the displayed symbol combination is normal in step 1269 is based on whether the reel stop control based on the operation of the stop button was completed normally. Even if the stop button is operated in a manner that allows the winning combination to be won in a game in which a winning combination has been won, and the actual stopped reel position is abnormal (the winning combination determined by the internal lottery does not appear to the player to have stopped), if the reel stop control is completed normally by the processing within the gaming machine, the payout of game medals based on the winning combination is executed. If the answer is Yes in step 1269, the process proceeds to step 1274. On the other hand, if the answer is No in step 1269, the CPU C100 of the main control board M sets a display determination error display (for example, sets it in a register area) in step 1270. Next, in step 1300, the CPU C100 of the main control board M executes unrecoverable error processing. On the other hand, if the answer is No in step 1267, the process proceeds to step 1261-1.

[0075] Next, in step 1274, the CPU C100 of the main control board M executes a payout process for game medals due to a win. Next, in step 1275, the CPU C100 of the main control board M determines whether or not a win has occurred that will result in the payout of game medals {if the game medals acquired through the win exceed the maximum number of credits (50 in this example), the payout of game medals is executed}. If the answer is Yes in step 1275, in step 1276, the CPU C100 of the main control board M turns on the hopper drive flag (a flag that is turned on when the hopper motor H80 is being driven) and executes the payout of one game medal. Next, in step 1277, the CPU C100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (if the first payout sensor H10s or the second payout sensor H20s is on, it determines that the payout operation of one game medal is being performed). If the answer is Yes in step 1277, the process proceeds to step 1286.

[0076] On the other hand, if the answer is No in step 1277, then in step 1279 the CPU C100 of the main control board M determines whether a predetermined time (e.g., 5 seconds) has elapsed since the hopper was driven (after the timing of processing step 1276). If the answer is Yes in step 1279, then in step 1280 the CPU C100 of the main control board M turns on the medal empty error flag (e.g., updates the medal empty error flag area in the RAM area with a value equivalent to on). Next, in step 1281, the CPU C100 of the main control board M displays the medal empty error on the 7-segment LED. Next, in step 1282, the CPU C100 of the main control board M determines whether the medal empty error has been released (e.g., whether the set / reset button M30 has been pressed). If the answer is Yes in step 1282, in step 1283, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value equivalent to OFF), and proceeds to step 1286. On the other hand, if the answer is No in step 1282, proceeds to step 1281.

[0077] Next, in step 1286, the CPU C100 of the main control board M determines whether the first dispensing sensor H10s and the second dispensing sensor H20s are off (the first dispensing sensor H10 (When the first payout sensor H10s or the second payout sensor H20s turns on and then the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of the one game medal that was being paid out has been completed.) If the answer is Yes in step 1286, the CPU C100 of the main control board M turns off the hopper drive flag in step 1288 and proceeds to step 1290. If the answer is No in step 1279 or step 1286, the process proceeds to step 1277. Next, in step 1290, the CPU C100 of the main control board M determines whether the payout corresponding to the winning (the winning for which the answer was Yes in step 1275) has been completed. If the answer is Yes in step 1290, the process proceeds to step 3400. If the answer is No in step 1286, the process proceeds to step 1277; if the answer is No in step 1275, the process proceeds to step 3400; and if the answer is No in step 1290, the process proceeds to step 1276.

[0078] Next, in step 3400, the CPUC100 of the main control board M executes the remaining game count management process, which will be described later. Next, in step 1700, the CPUC100 of the main control board M executes the RT state transition control process, which will be described later. Next, in step 1750, the CPUC100 of the main control board M executes the AT state start control process, which will be described later. Next, in step 3500, the CPUC100 of the main control board M executes the game section transition control process, which will be described later. Next, in step 1293, the CPUC100 of the main control board M executes game end processing (e.g., clearing the number of bets, game state transition processing, etc.) and proceeds to the next process (processing of step 1202).

[0079] Next, FIG. 19 is a flowchart of the internal lottery execution process related to the subroutine of step 3600 in FIG. 18 in the first embodiment. First, in step 3602, the CPU C100 of the main control board M sets an internal lottery table (a table used when executing an internal lottery, which stores winning numbers and numbers to be compared with the acquired random number) and proceeds to step 3604. Next, in step 3604, the CPU C100 of the main control board M acquires the winning number associated with the set internal lottery table address. It should be noted that winning information for prize winning and replay can be generated from the winning number. Furthermore, when a bonus and a small combination are won simultaneously, or when a bonus and a replay combination are won simultaneously, both winning information for prize winning and replay and bonus winning information can be generated from the winning number. Specific generation processing will be described later. Next, in step 3606, the CPU C100 of the main control board M acquires the number of repetitions associated with the set internal lottery table address. Here, the number of repetitions refers to the number of consecutive winning numbers with the same payout group number and the same number of placements for comparison with the acquired random number, and is pre-stored in the ROM of the main control board M. For example, payout group number 2 includes nine winning numbers 4 through 12. The three consecutive winning numbers 4 through 6, which are the push order replay role, have the same number of placements, and the six consecutive winning numbers 7 through 12, which are the push order bell role, have the same number of placements. Therefore, the number of repetitions for the push order replay role is three, and the number of repetitions for the push order bell role is six. Note that the lottery table used when winning numbers 4 through 6, which are the push order replay role, and the lottery table used when winning numbers 7 through 12, which are the push order bell role, are acquired are configured as a single lottery table. Next, in step 3608, the CPU C100 of the main control board M acquires the payout group number associated with the set internal lottery table address and proceeds to step 3610.

[0080] Next, in step 3610, the CPU C100 of the main control board M acquires setting value data. Next, in step 3612, the CPU C100 of the main control board M acquires designated address data. Next, in step 3614, the CPU C100 of the main control board M determines whether or not the internal lottery has been won (whether or not the acquired random number exists in the internal lottery table searched this time). If the answer is Yes in step 3614, it has been determined that the internal lottery has been won, so the CPU C100 does not perform a determination (lottery) for the subsequent internal lottery table address and proceeds to the next process (processing of step 1259). On the other hand, if the answer is No in step 3614, in step 3616, the CPU C100 of the main control board M updates the number of repetitions. Next, in step 3618, the CPU C100 of the main control board M determines whether or not there are any remaining repetitions. If the answer is Yes in step 3618, the process proceeds to step 3610, and the process of steps 3610 to 3618 is repeated until the remaining number of repetitions is exhausted or the internal lottery is won. If the answer is No in step 3618, in step 3620, the CPU C100 of the main control board M updates the internal lottery table address (updates it to the address related to the next payout group number), and proceeds to step 3604 to execute the process from step 3604 onwards. The specific process of the internal lottery will be described later.

[0081] Next, FIG. 20 is a flowchart of the game number addition execution process related to the subroutine of step 1500 of FIG. 18 in the first embodiment. First, in step 1502, the CPU C100 of the main control board M determines whether the state related to the AT is "AT state," "specialized precursor state," or "addition specialized state." If the answer is Yes in step 1502, in step 1504, the CPU C100 of the main control board M determines whether the payout group number related to the game is the payout group number (in this example, 1, 3) related to the payout role during AT (a winning number that can add to the remaining number of AT games in the "AT state," which in this example is Replay-B, Replay-C, and Win-D). If the answer is Yes in step 1504, proceed to step 1514. Also, if the answer is No in step 1502, in other words, if the state regarding the AT is a favorable BB state, then in step 1512, the CPUC100 of the main control board M determines whether the payout group number for the game in question is a payout group number (in this example, 5, 6) for a BB add-on role (a winning number that can add to the number of remaining AT games in a "favorable BB state", in this example, winning -H, winning -I). If the answer is Yes in step 1512, proceed to step 1514, and if the answer is No in step 1512, proceed to step 1518. Also, if the answer is No in step 1504, then in step 1506, the CPUC100 of the main control board M determines whether the state regarding the AT is a "add-on specialized state". If the answer is Yes in step 1506, then in step 1508 the CPU C100 of the main control board M determines whether the payout group number for the game in question is the payout group number (in this example, 2, 13) for the special added role (a winning number that can add to the number of remaining AT games in the "specialized added state" and does not add to the number of remaining AT games in the "AT state", in this example, it is Replay-A, Replay-D1 to D3, Winning-A1 to A6). If the answer is Yes in step 1508, then proceed to step 1514. If the answer is No in step 1506 or step 1508, then proceed to step 1518.

[0082] Next, in step 1514, the CPU C100 of the main control board M refers to the winning-time additional game number lottery table and determines the number of AT additional games based on the payout group number for that game (for example, it determines whether the latched random number value falls within a range in the lottery table shown in the margin). Note that determining the number of AT additional games is also referred to as executing an AT additional lottery. Next, in step 1516, the CPU C100 of the main control board M adds the determined number of AT additional games to the counter value of the AT counter M60 and sets the AT counter value after the addition in the AT counter M60. Next, in step 1517, the CPU C100 of the main control board M sets a command related to the determined number of AT additional games (this is a command to the sub-control board S; by receiving this command, the sub-control board S can recognize whether the AT game number has been added and how many games have been added), and proceeds to step 1518. In addition, in the case of payout group numbers 7 to 11, which are payout group numbers related to winning numbers that include a bonus (winning numbers 19 to 27), a lottery for AT (AT lottery, AT additional lottery) can also be held.

[0083] Here, the lottery table shown outside the figure is an example of a lottery table for the number of additional games when winning, and in the first embodiment, when an additional role when winning is won in some of the states related to the AT in which the push order navigation is executed (in this example, "AT state", "specialized precursor state", "addition specialized state", "advantageous BB state"), the number of additional AT games is determined by lottery from "0" to "300" based on the payout group number related to the game, and the determined value is added to the counter value of the AT counter M60. Furthermore, if "0" is determined, the number of remaining AT games will not increase (if "0" is determined, it may be referred to as not winning the AT add-on lottery).

[0084] In addition, the average value (expected value) of the number of AT added games when an additional role is won at the time of winning is the value shown in the figure, and the specific calculation method, when the winning role is Watermelon A, can be calculated as follows: {Number of places placed (600) × Number of AT added games (0) + Number of places placed (100) × Number of AT added games (10) + Number of places placed (300) × Number of AT added games (30) + Number of places placed (24) × Number of AT added games (100)} / Total number of places placed (1024) = 12.1 (games).

[0085] Next, if the winning role is Replay-B or Replay-C, it can be calculated as follows: {Number of places (500) x Number of AT added games (0) + Number of places (200) x Number of AT added games (50) + Number of places (300) x Number of AT added games (100) + Number of places (24) x Number of AT added games (300)} / Total number of places (1024) = 46.1 (games).

[0086] Next, if the winning combination is Replay-A or Replay-D1 to D3, or Winning-A1 to A6, it can be calculated as follows: {Number of Places (300) x Number of AT Add-on Games (10) + Number of Places (600) x Number of AT Add-on Games (30) + Number of Places (124) x Number of AT Add-on Games (50)} / Total Number of Places (1024) = 26.61 (games). Note that if the winning combination is Replay-A or Replay-D1 to D3, or Winning-A1 to A6, the number of AT games will only be added if the AT status is "specialized add-on status."

[0087] Next, if the winning role is a weak rare role in the BB, it can be calculated as follows: {Number of places (800) × Number of AT added games (0) + Number of places (100) × Number of AT added games (10) + Number of places (100) × Number of AT added games (30) + Number of places (24) × Number of AT added games (100)} / Total number of places (1024) = 6.3 (games).

[0088] Next, if the winning role is a strong rare role in BB, it can be calculated as follows: {Number of places (300) × Number of AT added games (0) + Number of places (300) × Number of AT added games (30) + Number of places (400) × Number of AT added games (50) + Number of places (24) × Number of AT added games (300)} / Total number of places (1024) = 35.4 (games).

[0089] In the first embodiment, when the AT addition lottery is executed, the average number of AT addition games can be different depending on the type of winning combination, but the average number of AT addition games is configured not to differ depending on the setting value. Here, when the AT addition lottery is configured to be executed based on the winning number, for example, when the same process is executed as the AT addition lottery for the winning number 7 and the winning number 8, a process to determine whether the winning number is 7 or 8 must be executed. However, by configuring the AT addition lottery to be executed based on the payout group number as in the first embodiment, when the same processing is executed for the AT addition lottery for winning numbers 7 and 8, it is possible to execute the processing for the AT addition lottery for either winning number 7 or winning number 8 simply by determining whether the payout group number is 2.

[0090] Returning to the explanation of the flowchart, next, in step 1518, the CPU C100 of the main control board M determines whether the winning number for the game in question (or this may be determined from the prize winning / replay winning information, or the ball payout group number, etc.) is the winning number for Replay-B (a reverse push white 7 replay, which is a replay in which stopping the machine with a reverse push can cause the white seven to align with the invalid line). If the answer is Yes in step 1518, in step 1520, the CPU C100 of the main control board M determines whether the number of AT games was added by Replay-B, in other words, whether the number of AT games added as a result of winning Replay-B was not 0. If the answer is Yes in step 1520, in step 1522, the CPU C100 of the main control board M sets a reverse push instruction command (a command to the sub-control board S, which executes an effect instructing the white seven to align with the invalid line by reverse pushing ("right → center → left")), and proceeds to step 1526. On the other hand, if the answer is No in step 1520, then in step 1524 the CPU C100 of the main control board M sets a reverse push avoidance command (a command to the sub-control board S, which instructs a push order other than reverse push ("right → center → left") and executes an effect to prevent the white sevens from lining up on the invalid line), and proceeds to step 1526. Note that if the answer is No in step 1518, then proceeds to step 1526 as well. Next, in step 1526, the CPU C100 of the main control board M determines whether the winning number for the game in question (or this may be determined from the winning information for winning prizes and replays, or the payout group number, etc.) is a replay-C (a push-in-order black 7 replay, which is a replay in which the black sevens can be aligned in a straight line on the invalid line by stopping the pushes in order). If the answer is Yes in step 1526, in step 1528, the CPU C100 of the main control board M determines whether the number of AT games was added due to replay-C, in other words, whether the number of AT games added due to winning replay-C was not 0.If the answer is Yes in step 1528, then in step 1530 the CPU C100 of the main control board M sets a sequential push instruction command (a command to the sub-control board S, which will execute an effect instructing the player to press buttons in order ("left → center → right") to align black sevens on an invalid line), and proceeds to the next process (the process of step 1400). On the other hand, if the answer is No in step 1528, then in step 1532 the CPU C100 of the main control board M sets a sequential push avoidance command (a command to the sub-control board S, which will instruct the player to press buttons in an order other than "left → center → right") to execute an effect instructing the player not to align black sevens on an invalid line), and proceeds to the next process (the process of step 1400). Note that if the answer is No in step 1526, then the process also proceeds to the next process (the process of step 1400). In the first embodiment, the sub-control board S is configured to send reverse push instruction commands, reverse push avoidance commands, forward push instruction commands, and forward push avoidance commands, and the sub-control board S receives these commands, thereby enabling the sub-control board S to execute effects related to push order navigation. However, this is not limited to this, and when the AT addition lottery is won, a command indicating that the AT addition lottery has been won and related to the number of AT addition games (for example, a command related to the number of AT addition games related to the processing of step 1517) may be sent to the sub-control board S, and when the sub-control board S receives this command, the sub-control board S may determine the timing of execution of effects related to push order navigation and the presentation style. As an example, in a game in which Replay-B is won, the sub-control board S may be configured to select and execute a presentation mode instructing reverse pressing in the game in which the command is received (a game in which the number of AT games is added), or the sub-control board S may be configured not to execute a presentation instructing reverse pressing in the game in which the command is received, but to execute a presentation instructing a press order that will result in a 7-line on an invalid line in a game in which a specified condition is subsequently met (for example, winning a specific replay role (for example, Replay-B or C)).Alternatively, in a game in which Replay-B is won and the sub-control board S receives the command (a game in which the number of AT games is added), the effect of instructing reverse pressing is not executed, and an AT game number addition effect (an effect in which the display relating to the number of remaining AT games displayed on the effect display device S40 increases, for example, "+30G") may be executed in a game that satisfies a predetermined condition (for example, after a predetermined number of games (a continuous effect may be executed at the same time, in which case it is the final game of the continuous effect)). In this example, the effect display device S40 also It is configured to be able to display a display relating to the number of remaining AT games, and the display and the number of remaining AT games stored on the main control board side may be the same or different.In addition, in a game in which Replay-B is won and the sub-control board S side receives the command (a game in which the number of AT games is added), an example of a case in which the effect of instructing reverse pressing is not executed and the effect of adding the number of AT games is executed in a game that satisfies the predetermined conditions thereafter is when the sub-control board S side is executing a special effect (for example, a predetermined continuous effect) that encourages the winning of a bonus (a bonus (Because the probability of winning Replay-B within the bonus is low (including 0%), if the push order that allows for 7s is announced, the player will realize that they have not won the bonus) When the sub-control board S is executing a special effect, for example. The information that the sub-control board S uses to determine that the main control board M has won the AT addition lottery and that the number of remaining AT games has been added is (1) information about the number of remaining AT games is sent from the main control board M to the sub-control board S after the AT addition lottery. After that, the sub-control board S receives the information about the number of remaining AT games sent last time. (2) A command regarding the number of AT add-on games obtained as a result of the AT add-on lottery on the main control board M side is sent to the sub-control board S side. In addition, if the AT add-on lottery is not won, a command indicating that the AT add-on lottery was not won is sent to the sub-control board S side, and when the sub-control board S side receives this command, the sub-control board S side may be configured to determine the presentation style for the presentation related to the push order navigation.As an example, in a game in which Replay-B is a winning combination, the sub-control board S may be configured to select and execute a presentation mode instructing a center press (operating the center stop button as the first stop, in a press order that avoids lining up 7s) in the game in which the sub-control board S received the command (a game in which the number of AT games was not added). Note that the main control board M executed an AT addition lottery, but the information by which the sub-control board S determines that the number of remaining AT games was not added is (1) information regarding the number of remaining AT games sent from the main control board M to the sub-control board S after the AT addition lottery. Then, the sub-control board S calculates the difference between the information regarding the number of remaining AT games sent last time and the information regarding the number of remaining AT games sent this time, and determines the number of additional AT games won in the AT addition lottery (if the value obtained by subtracting the information regarding the number of remaining AT games sent this time from the information regarding the number of remaining AT games sent last time is 1, it is determined that the player did not win the AT addition lottery), and (2) sends a command to the sub-control board S to the effect that the number of additional AT games is 0 as a result of the AT addition lottery on the main control board M side.

[0091] Next, FIG. 21 is a flowchart (first page) of the AT state transition control process related to the subroutine of step 1400 in FIG. 18 in the first embodiment. First, in step 1402, the CPU C100 of the main control board M determines whether the current AT state is a state in which an AT lottery can be executed. In the first embodiment, the only AT state in which an AT lottery can be executed is the "high probability state." Winning a BB in the "high probability state" causes a transition to the "advantageous BB internal gameplay." Then, winning a BB role causes a transition to the "advantageous BB state." When the executed BB ends, a transition to the "AT state" occurs, and the AT counter is set to the initial value of 50 AT games. Winning a BB in the "low probability state" causes a transition to the "normal BB internal gameplay" and does not result in a transition to the "AT state." However, this is not limited to this. A configuration may also be adopted in which a BB role is used as a trigger to win the AT lottery when a BB is won in the "normal game state." In this configuration, if a BB is won in the "normal gaming state" and the BB role triggers the AT lottery, the game will transition to "advantageous BB internal gameplay," and then, by lining up the BB, the game will transition to the "advantageous BB state." Note that, in the internal state where a BB is won in the "normal gaming state" but the BB is not lined up, the game zone may be the "advantageous zone" or the "standby zone." If the answer is Yes in step 1402, in step 1404, the CPU C100 of the main control board M determines whether the condition device for the game is an AT lottery role (in this example, a first-class BB-A or first-class BB-C, which is a BB role with no setting difference). Note that, in the first embodiment, both the winning numbers for a single BB with no setting difference (winning numbers 19 and 24) and the winning numbers for a BB with no setting difference and a minor role overlap (winning numbers 25, 26, and 27) are AT lottery roles. If the answer is Yes in step 1404, in step 1406, the CPU C100 of the main control board M determines the state of the AT for the next game onwards to be "advantageous BB internal play" and proceeds to step 1410. Also, if the answer is No in step 1402 or step 1404, proceeds to step 1410.In the first embodiment, the AT winning rate (whether you can win or not) for the AT lottery is configured to differ when the state related to the AT is different, but when the state related to the AT is the same, the AT winning rate for the AT lottery is the same even if the setting value is different (if you win BB in the "high probability state", you will always win the AT regardless of the setting value = then you will transition to the "AT in progress state").

[0092] Next, in step 1410, the CPU C100 of the main control board M determines whether the state of the AT for the next game and beyond has not been determined. If the answer is Yes in step 1410, in step 1412, the CPU C100 of the main control board M determines whether the current state of the AT is a "low probability state." If the answer is Yes in step 1412, in step 1414, the CPU C100 of the main control board M determines whether the condition device for the game is a state promotion role (a small role that can transition from a "low probability state" to a "high probability state" when won; in this example, a cherry). If the answer is Yes in step 1414, in step 1416, the CPU C100 of the main control board M executes a high-probability state transition lottery that is won with a predetermined probability (in this example, 1 / 2, which can be changed as long as it is not different from the set value). Next, in step 1418, the CPU C100 of the main control board M determines whether the executed high-probability state transition lottery was won. If the answer is Yes in step 1418, in step 1420, the CPU C100 of the main control board M determines the state regarding the AT from the next game onwards to be a "high probability state" and proceeds to step 1430.

[0093] If the answer is No in step 1412, then in step 1424, the CPU C100 of the main control board M determines whether the current state of the AT is a "high probability state." If the answer is Yes in step 1424, then the In step 1426, the CPU C100 of the main control board M determines whether the counter value of the high probability obstacle counter KHc is 1 (this is the final game of the high probability obstacle state, and the 10th game since the "high probability state" was entered). If the answer is Yes in step 1426, in step 1428, the CPU C100 of the main control board M determines whether the low probability transition condition is met. Here, in the first embodiment, when the state related to the AT is the "high probability state", the game zone is the "advantageous zone", and when the game zone is the "advantageous zone", the "advantageous zone" is configured not to end unless the push order navigation is executed one or more times or the "advantageous zone" continues for a predetermined number of games (1500 games in this example) (in other words, even if the low probability state transition lottery is won, the "high probability state" is configured not to end if the low probability transition condition is not met because the push order navigation has not been executed one or more times). In addition, if the BB role is won during the "advantageous zone" and the BB is executed, the "advantageous zone" may be configured to end at any timing even if the push order navigation has not been executed even once during the "advantageous zone." If the answer is Yes in step 1428, in step 1429, the CPU C100 of the main control board M determines the state regarding the AT for the next game onwards to be the "low probability state," and proceeds to step 1430. Here, the low probability transition condition is satisfied when the push order navigation has been executed once. In addition, if push order roles (winning roles that differ depending on the reel stopping order and result in different profit rates for the player) are set as roles with a maximum payout of 8 coins and roles with a maximum payout of 11 coins, the low probability transition condition may be set as the push order navigation for the role with the larger maximum payout of 11 coins having been executed once. Furthermore, if the answer is No in step 1410, step 1414, step 1418, step 1424, step 1426, or step 1428, the process also proceeds to step 1430. In this way, in the first embodiment, when a new transition to a "high probability state" occurs, the high probability obstacle counter KHc is set to 10 games, which are high probability obstacle games, and the process is configured not to transition to a "low probability state" until the counter value reaches 0.It should be noted that this type of lottery method is merely one example, and for example, it may be configured so that the low probability state transition lottery is not executed for 10 games after transitioning to the "high probability state" (staying in the "high probability state" is guaranteed), and after those 10 games have elapsed, a lottery to transition from the "high probability state" to the "low probability state" is executed with a predetermined probability (for example, 1 / 20) for each game. Note that the AT lottery role (low probability AT lottery role, high probability AT lottery role) and state promotion role have the same winning probability for all setting values.

[0094] Next, Fig. 22 is a flowchart (second page) of the AT state transition control process related to the subroutine of step 1400 in Fig. 18 in the first embodiment. First, in step 1430, the CPU C100 of the main control board M determines whether the current AT state is "AT in progress." If the answer is Yes in step 1430, in step 1431, the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is equal to or greater than a predetermined value (4 in this example). Here, in the first embodiment, when the state regarding the AT is the "AT in progress state" and the AT counter value is 4 or more, in other words, when the number of games remaining in the AT is 4 or more, there is a 1 / 2 probability when winning watermelon B that the player will acquire the right to transition to the "add-on specialized state" and transition to the "specialized precursor state", whereas when the state regarding the AT is the "AT in progress state" and the AT counter value is 3 or less, in other words, when the number of games remaining in the AT is 3 or less, even if the player wins watermelon B, no lottery (sometimes called a specialized state transition lottery) is executed to acquire the right to transition to the "add-on specialized state", and the player will not transition to the "specialized precursor state" or the "add-on specialized state". However, without being limited to this, the system may be configured so that even if the AT counter value is 3 or less, a lottery (sometimes called a specialized state transition lottery) can be held in which the player wins watermelon B and gains the right to transition to the ``add-on specialized state'', and if the system is configured in this way and the player wins the lottery in which the player wins watermelon B and gains the right to transition to the ``add-on specialized state'' when the AT counter value is 3 or less, the system may be configured so that the player can enter (or transition to) the ``specialized precursor state'' or ``add-on specialized state'' from the game next after winning the lottery, or the system may be configured so that the player can enter (or transition to) the ``specialized precursor state'' or ``add-on specialized state'' when the AT counter value reaches a predetermined value (for example, 1 or 0), or the system may be configured so that the player can enter (or transition to) the ``specialized precursor state'' or ``add-on specialized state'' after a predetermined number of games have been played since the game in which the lottery was won. Furthermore, when transitioning to the "add-on specialized state," it is not necessarily necessary to go through the "specialized precursor state," and it may be configured, for example, to transition directly from the "AT in progress state" to the "add-on specialized state."If the answer is Yes in step 1431, then in step 1432 the CPU C100 of the main control board M determines whether the condition device for the game in question is a specialized transition role (a small role that can execute a lottery to acquire the right to transition to the "additional specialized state", in this example, watermelon B). If the answer is Yes in step 1432, then in step 1433 the CPU C100 of the main control board M executes a specialized state transition lottery that has a predetermined probability of being won (in this example, 1 / 2). Next, in step 1434, the CPU C100 of the main control board M determines whether the executed specialized state transition lottery was won. If the answer is Yes in step 1434, then in step 1435 the CPU C100 of the main control board M determines the state for the AT from the next game onwards to be the "specialized precursor state", and proceeds to step 1444-1. On the other hand, if the answer is No in step 1431, then in step 1436 the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is 1 (if the AT counter value is 1, it is the final AT game). If the answer is Yes in step 1436, then in step 1437 the CPU C100 of the main control board M executes a continuation lottery with a predetermined probability (2 / 3 in this example) of winning. Next, in step 1438, the CPU C100 of the main control board M determines whether the executed continuation lottery was won. If the answer is Yes in step 1438, then in step 1439 the CPU C100 of the main control board M determines the state regarding the AT from the next game onwards to be "AT in progress state" and proceeds to step 1444-1 (the AT counter is set to the AT initial game number (50 in this example) to satisfy the AT state transition enablement condition). On the other hand, if the answer is No in step 1438, then in step 1443, the CPU C100 of the main control board M determines the state of the AT for the next game onwards to be the "state for displaying whether or not revival is possible" and proceeds to step 1444-1. It should be noted that if the answer is No in step 1430, step 1432, step 1434 or step 1436, then the process also proceeds to step 1444-1. Thus, in the first embodiment, a continuation lottery is executed in the final game of the AT, and if the continuation lottery is won, the AT counter M60 is again set to the initial value of 50 games. In other words, if the number of AT games added is not taken into consideration, the gameplay is such that the AT of 50 games per set continues to loop at 2 / 3.The timing of the continuation lottery is not limited to the final game of the AT, and for example, the continuation lottery may be configured to be executed in the first game of the AT (the first game that newly enters the "AT in progress" state or the first game after the initial value is set in the AT counter M60). By configuring it in this way, whether or not the next set (the AT related to the winning of the continuation lottery) will be executed (whether or not the AT will continue) has already been determined in the "AT in progress" state, so the effects during the AT can be made different between when the continuation lottery is won and when it is not won; for example, when the continuation lottery is won, the background music can be changed (such as a song playing) when the counter value of the AT counter M60 is 1 or more (during the execution of the AT), or an effect can be executed that confirms that the continuation lottery has been won.

[0095] Next, FIG. 23 is a flowchart (third page) of the AT state transition control process related to the subroutine of step 1400 of FIG. 18 in the first embodiment. First, in step 1444-1, the CPU C100 of the main control board M determines whether the current state related to the AT is a state for revival possibility presentation. If the answer is Yes in step 1444-1, in step 1444-2, the CPU C100 of the main control board M determines whether the condition device related to the game is a revival role (a role that can transition to the "AT state" in the next game by winning in the "revival possibility presentation state", in other words, a role that can bring back the AT). Here, in the first embodiment, the revival role is a role that includes any of watermelon A, watermelon B, cherry, and bonus role (only BB role without setting difference, BB role with setting difference is not included), and when the condition device related to the game is a revival role, it is said to have won the revival lottery. If the answer is Yes in step 1444-2, then in step 1444-3, the CPU C100 of the main control board M determines the state of the AT from the next game onwards to be the "AT in progress state" and proceeds to step 1445. Here, the AT initial game number (50 in this example) is set in the AT counter to satisfy the AT state transition condition. On the other hand, if the answer is No in step 1444-2, then in step 1444-4, the CPU C100 of the main control board M determines the state of the AT from the next game onwards to be the "low probability state" and proceeds to step 1445. Note that if the answer is No in step 1441-1, then proceeds to step 1445. In this way, in the first embodiment, even if it is the final game of the AT and the continuation lottery is not won, the system transitions to the "revival possibility effect state", and if the revival lottery is won in the "revival possibility effect state", the system transitions to the "AT in progress state" from the next game. Furthermore, although the "state for displaying whether or not a revival is possible" is a "favorable zone," lotteries related to the AT (AT addition lotteries, continuation lotteries, etc.) are not executed in the "AT in progress state," and the system is configured so that a revival lottery can be executed, and the manner in which lotteries related to the AT are executed differs between the "AT in progress state" and the "state for displaying whether or not a revival is possible."

[0096] Next, in step 1445, the CPU C100 of the main control board M determines whether the state related to the AT for the next game onwards has not been determined. If the answer is Yes in step 1445, in step 1446, the CPU C100 of the main control board M determines whether the state transition condition for the AT has been met (for example, as shown in FIG. 30, this is met when 10 premonition games have been played in the "specialized premonition state"). If the answer is Yes in step 1446, in step 1447, the CPU C100 of the main control board M determines the state related to the AT for the next game onwards and proceeds to step 1448 (for example, as shown in FIG. 30, when the premonition games have been played in the "specialized premonition state", the "additional specialization state" is determined). Note that even if the answer is No in step 1445 or step 1446, the process proceeds to step 1448. Next, in step 1448, the CPU C100 of the main control board M sets a high probability obstacle counter value command (in this example, a command to the sub side, a command related to the current high probability obstacle counter value, in other words, the number of remaining games for which a high probability state is guaranteed), and proceeds to step 1449-1. Next, in step 1449-1, the CPU C100 of the main control board M determines whether the state related to the AT from the next game onwards will be determined to be "advantageous BB internal play". If the answer is Yes in step 1449-1, in step 1449-2, the CPU C100 of the main control board M clears the counter value of the high probability obstacle counter KHc to zero, and proceeds to the next process (processing of step 1450). Note that even if the answer is No in step 1449-1, the CPU C100 of the main control board M proceeds to the next process (processing of step 1450).

[0097] still, In the first embodiment, the AT winning rate is configured to differ depending on the lottery state, and if you win the BB role (BB role with no setting difference) in the "low probability state", you will not win the AT transition lottery (and then you will not transition to the "AT in progress state"), whereas if you win the BB role (BB role with no setting difference) in the "high probability state", you will win the AT transition lottery (and then you will transition to the "AT in progress state"). However, this is not limited to this, and if condition device A, which is a predetermined condition device, is the AT lottery role and the states related to the AT, which is the "advantageous zone", are configured to have "high probability state A" and "high probability state B", then if you win condition device A in "high probability state A", you have a 1 / 10 chance of winning the AT transition lottery, and if you win condition device A in "high probability state B", you have a 1 / 2 chance of winning the AT transition lottery. Furthermore, if the AT transition lottery is won, the AT state will transition to an "AT preparation state," which is a preparation state until transitioning to an "AT in progress state," and then the state may be configured to transition to the "AT in progress state" when a specified termination condition (for example, 10 games have passed since transitioning to the "AT preparation state") is met.

[0098] Next, FIG. 24 is a flowchart of the condition device number management process related to the subroutine of step 1450 of FIG. 18 in the first embodiment. First, in step 1451, the CPU C100 of the main control board M determines whether the current play zone is a "profitable zone." If the answer is Yes in step 1451, in step 1452, the CPU C100 of the main control board M sets a command related to the winning / replay winning information (a command on the sub-control board S side, for example, a command related to the winning / replay winning information related to the game). Next, in step 1454, the CPU C100 of the main control board M determines whether the condition device related to the game is a push order role (a condition device in which the winning role differs depending on the push order, for example, Win-A1, etc.). If the answer is Yes in step 1454, in step 1458, the CPU C100 of the main control board M determines the instruction number (also called the push order number) for the game based on the winning and replay winning information for the game, and stores the instruction number in a RAM address for storing the instruction number (an address different from the RAM address for displaying the push order navigation). The instruction number is information related to the push order, and in this example, it is determined by the main control board M and sent to the sub-control board S (details will be described later). Furthermore, by receiving the instruction number, the sub-control board S can display the push order navigation on the performance display device S40. Note that the instruction number is determined even when the push order navigation is not executed (although not shown, the instruction number is reset to its initial value by clearing the instruction number). Note that when a push order guessing game is executed, a predetermined instruction number (e.g., AX) dedicated to the push order guessing game may be determined. Next, in step 1460, the CPU C100 of the main control board M executes a push order navigation display on the push order display device D270 based on the instruction number related to the game (see Figure 34 for a display image of the push order navigation display on the main control board side). Next, in step 1466, the CPU C100 of the main control board M sets (for example, sets in the register area) a command (a command to the sub-side) related to the instruction number determined in step 1458, and proceeds to step 1472 (see Figure 34 for a display image of the push order navigation display on the sub-control board side).In this example, the display of the reel stop order that will provide the player with the highest profits on the push order display device D270 and the effect display device S40 is referred to as push order navigation, displaying a push order navigation display, etc. In the first embodiment, the push order navigation is displayed based on the instruction number. For example, the push order of "left → center → right" is displayed as "=1" on the push order display device D270, and is displayed as "=1" in both the push order bell and the push order replay. This is not limited to this, and different display modes may be used when the push order navigation of "left → center → right" is displayed on the push order display device D270 in a game related to the push order bell and when the push order navigation of "left → center → right" is displayed on the push order display device D270 in a game related to the push order replay. In other words, the number of types of display modes of the push order navigation displayed on the push order display device D270 may be configured to be the same as the number of types of winning information for prizes and replays.

[0099] Also, if the answer is No in step 1451 or step 1454, in step 1468, the CPU C100 of the main control board M performs a masking process on the winning / replay winning information for that game and stores the masked information at a predetermined address in RAM. Here, if the winning / replay winning information for that game is transmitted to the sub-control board S and the winning / replay winning information is recognized through fraudulent activity, the highly profitable push order (reel stop order) for that game will be recognized. Therefore, in this example, the winning / replay winning information for that game is masked (a process that keeps the winning / replay winning information (especially information related to the push order) secret) before being transmitted to the sub-control board S, thereby preventing the highly profitable push order from being recognized. In the first embodiment, the method of masking is such that multiple pieces of winning prize / replay winning information (prize / replay winning information having similar roles is suitable, for example, multiple pieces of winning prize / replay winning information that can stop and display a symbol combination that becomes a replay role in which the RT state transitions depending on the push order) are treated as one effect group number (for example, winning prize / replay winning information 4 to 6 are treated as effect group 4), and the effect group number is sent to the sub-control board S. In addition, the method of masking is not limited to this, and for example, it may be configured so that new winning prize / replay winning information after masking is provided after the provided winning prize / replay winning information (0 to 18 in this example). In such cases, it is also desirable to configure the system so that multiple pieces of existing winning / replay winning information, such as the effect group number, are treated as a single piece of winning / replay winning information, and the winning / replay winning information after masking is set up (for example, winning / replay winning information 4-6 is set as winning / replay winning information 19 (newly established winning / replay winning information), which is the winning / replay winning information after masking). Furthermore, if it is determined that the game is one in which operation information (push order navigation) is to be notified based on the AT status, etc., on the main control board M, the winning / replay winning information is sent to the sub-control board S, and in games in which operation information is not to be notified, the effect group number may be sent to the sub-control board S. In this configuration, a command related to the instruction number may or may not be sent to the sub-control board S.

[0100] Next, in step 1470, the CPU C100 of the main control board M sets (for example, sets in a register area) a command (a command to the sub-side) relating to the effect group number after executing the mask process, and proceeds to step 1472. Next, in step 1472, the CPU C100 of the main control board M sets (for example, sets in a register area) a command (a command to the sub-side) relating to bonus winning information (which enables the sub-side to recognize whether or not a bonus has been won), and proceeds to the next process (the process of step 1550). Note that in the first embodiment, the system is configured to derive prize / replay winning information and bonus winning information from the winning number, and the derivation method will be described later. Also, as shown in the lower part of the figure, examples of the push order navigation display are configured as follows: in the "AT state", (1) if a fall replay role is included → a push order that does not stop and display a fall replay role is navigated, (2) in the case of a bell (1-coin role or 11-coin role) → a push order that will result in the largest number of payouts is navigated, etc. In this way, in the first embodiment, when the gaming zone is an "advantageous zone", it is configured to be able to send to the sub-control board S winning information for winning and replay (a number that can identify the type of winning role and the most advantageous push order for the player) and instruction numbers (a number that can identify the most advantageous push order for the player), while when the gaming zone is a "normal zone", it is configured to be able to send to the sub-control board S a performance group number (a number that can only identify the outline of the winning role). In other words, in the "advantageous zone", the winning information for the game, including winning information for replays in which the game outcome and the player's profit will differ depending on the button press order, can be sent directly to the sub-control board S, whereas in a game zone that is not the "advantageous zone", the winning information for the game in question is not sent, and in the case of winning information for replays in which the game outcome and the player's profit will differ depending on the button press order, a presentation group number that conceals the information regarding the button press order is sent to the sub-control board S.

[0101] In addition, when the gaming zone is not a "favorable zone," etc., the main control board M executes masking processing to determine an effect group number when transmitting the winning / replay winning information determined by the main control board M to the sub-control board S, and then transmits the effect group number to the sub-control board S. The effect group number is a number assigned to the winning / replay winning information grouped by the winning / replay winning information for winning roles with similar roles (for example, a replay role that includes a falling replay role, a push order bell, etc.). By executing masking processing (a process that keeps the winning / replay winning information (especially information related to the push order) secret) on the winning / replay winning information for the game before transmitting it to the sub-control board S, it is possible to prevent information related to the winning / replay winning information from being recognized through fraudulent activity, and thus preventing a highly profitable push order (reel stop order) for the game from being recognized.

[0102] Next, FIG. 25 is a flowchart of the reel rotation start preparation process related to the subroutine of step 1550 in FIG. 18 in the first embodiment. First, in step 1552, the CPU C100 of the main control board M determines whether the timer value of the minimum game interval timer M70 (decrement timer) is 0. Here, the minimum game interval timer M70 is a timer that measures the time (4.1 seconds in this example) that must be ensured from a certain game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). If the answer is Yes in step 1552, in step 1554, the CPU C100 of the main control board M sets the timer value of the minimum game interval timer M70 to a new minimum time (sometimes referred to as the minimum game time, 4.1 seconds in this example) and starts it. On the other hand, if the answer is No in step 1552, the CPU C100 of the main control board M executes an infinite loop process. Next, in step 1556, the CPU C100 of the main control board M clears information related to the reel stop order and the push order for the completed game. Next, in step 1558, the CPU C100 of the main control board M clears information related to the reel stop state and the pull-in point creation request for the completed game. Next, in step 1560, the CPU C100 of the main control board M initializes the symbol stop position data for the completed game. Next, in step 1562, the CPU C100 of the main control board M sets an output request for the reel spin start standby time for the game. Next, in step 1564, the CPU C100 of the main control board M sets a reel control command for the game and proceeds to the next process (processing of step 1260). In other words, the processes of steps 1562 and 1564 enable the sub-control board S to send a command indicating that the reels will start spinning.

[0103] Next, Figure 26 is a flowchart of the remaining game number management process related to the subroutine of step 3400 in Figure 18 in the first embodiment. First, in step 3402, the CPUC100 of the main control board M determines whether the current game zone is an "advantageous zone." Note that, as will be described in detail later, an "advantageous zone" is one of the game zones, and when the state related to the AT is an "AT in progress state," This is a game zone that is likely to be set in game situations that are advantageous to the player, such as when the player is in a "favorable zone." If the answer is Yes in step 3402, in step 3404, the CPU C100 of the main control board M subtracts 1 from the counter value of the advantageous zone remaining game number counter YKc-1 (a decrement counter that is set to an initial value of 1500, which is the maximum number of games that can be played in the "favorable zone," and which can be subtracted for each game during the "favorable zone" period).

[0104] Next, in step 3408, the CPU C100 of the main control board M determines whether the current AT state is "AT in progress." If the answer is Yes in step 3408, the CPU C100 of the main control board M decrements the AT counter value by 1 in step 3410. Next, in step 3412, the CPU C100 of the main control board M determines whether the AT state is a high probability state. If the answer is Yes in step 3412, the CPU C100 of the main control board M decrements the counter value of the high probability failure counter KHc by 1 in step 3414, and proceeds to the next process (processing of step 1700). Note that even if the answer is No in step 3402, step 3408, or step 3412, the process proceeds to the next process (processing of step 1700). Thus, in the first embodiment, when the push order navigation system displays the "AT in progress" state, the AT counter value is decremented every game. However, when the "Advantageous BB state," "Playing in Advantageous BB state," "Specialized Premonition state," or "Add-on Specialization state" is displayed, the AT counter value is not decremented even when the game is being played. That is, when the "AT in progress" state transitions to the "Specialized Premonition state" while the AT counter value remains (i.e., 1 or more), the AT counter value can be maintained while transitioning from the "AT in progress" state to the "Specialized Premonition state" to the "Add-on Specialization state." Furthermore, even when the AT state is the "AT in progress" state, if a winning number including a bonus combination is determined during that game, the AT counter value can be prevented from being decremented by 1. In this case, for example, the AT counter value stored in the RAM of the main control board M is not decremented, but the remaining AT game count displayed on the performance display device S40 controlled by the sub-control board S may be controlled to be decremented.For example, if a game is executed and a bonus is won when the AT counter value is "30" and the number of remaining AT games displayed on the effect display device S40 is "30", the AT counter value will remain at "30", or will store "30 + α", which is the value obtained by adding the value "α" obtained by the AT add-on lottery for that game.However, when the start lever D50 is operated, the number of remaining AT games displayed on the effect display device S40 may be displayed as "29", or "29 + α", which is the value obtained by adding the value "α" obtained by the AT add-on lottery (note that the "α" obtained by the add-on lottery may not be announced during the game in question, but may be announced in a specific game after that game (at the start of bonus play, during bonus play, at the end of bonus play, or in a game that meets specified conditions after the end of bonus play)). The number of remaining AT games displayed on the effect display device S40 can be configured to be decremented by one for each play, even during "games within advantageous BBs," and the number of remaining AT games can be decremented for each play until an effect suggesting a bonus has been confirmed (e.g., a bonus confirmation screen) is output. This configuration prevents the player from immediately realizing that a bonus has been won when a bonus is won in a state where push order navigation, such as an "AT state," can be executed. In other words, after the winning numbers, including a bonus combination, are determined, a series of consecutive effects spanning multiple plays that tease whether or not a bonus has been won can be executed using the effect display device S40, etc., to enhance the excitement of the game. Furthermore, the number of remaining AT games displayed on the effect display device S40 after the bonus game has ended can be controlled to display "30," or a value greater than "30" if the result of an AT addition lottery is announced and an additional bonus has been won.Furthermore, if a game is executed and a bonus is won when the AT counter value is "1" and the number of remaining AT games displayed on the effect display device S40 is "1," the display relating to the number of remaining AT games displayed on the effect display device S40 becomes "0," but this state is maintained and a continuous effect spanning multiple games is executed to tease whether or not the bonus has been won, and if a game is executed when the AT counter value is "1" and the number of remaining AT games displayed on the effect display device S40 is "1," and a winning number (or winning number / replay winning information, or payout group number) that can execute an AT addition lottery is won, and the AT addition lottery is not won, the number of AT games becomes "0" and the number of AT games displayed on the effect display device S40 becomes "0." Also, when the number of remaining AT games is small, the probability of executing a continuous effect may be set lower (including 0%) than when the number of remaining AT games is large.

[0105] Next, FIG. 27 is a flowchart of the RT state transition control process related to the subroutine of step 1700 in FIG. 18 in the first embodiment. First, in step 1702, the CPU C100 of the main control board M determines whether the RT state transition enabling condition is satisfied in the game. Here, in the first embodiment, the RT state transition enabling condition is configured to be satisfied by executing RAM clear (initializing RAM), displaying the stop of replay (in this example, displaying the stop of replay 04), and winning, starting, and ending BB. If the answer is Yes in step 1702, in step 1704, the CPU C100 of the main control board M determines whether the RT state transition is possible and the RT state for the next game and thereafter based on the satisfied RT state transition enabling condition (see the RT state transition diagram in FIG. 28), and proceeds to the next process (processing of step 1750). Note that if the answer is No in step 1702, the CPU C100 of the main control board M also proceeds to the next process (processing of step 1750). In the first embodiment, the RT state transition control process is executed after all reels have stopped, but when transitioning to "RT1", the transition timing may be when the lever is turned on. The timing of transitioning the RT state (storing the RT number in RAM) can be determined as appropriate.

[0106] Next, FIG. 28 is an RT state transition diagram in the first embodiment. In the first embodiment, there are four RT states: "RT0" to "RT2" and "Type 1 BB-A, B, C." The RT state transition occurs when the conditions indicated by the arrows in the diagram are met. A specific example of the RT state transition is when the RT state is "RT1," RAM initialization is performed, or when replay 04 is displayed as stopped. When replay 04 is displayed as stopped, specifically, when "replay-D1" is selected in the "RT1" state, if the left stop button is operated as the first stop, replays 01 to 03 are displayed as stopped, and "RT1" is maintained as the RT state. On the other hand, when "replay-D1" is selected in the "RT1" state, if the center stop button or right stop button is operated as the first stop, replay 04 is displayed as stopped, and the RT state transitions from "RT1" to "RT0."

[0107] Also, when the RT state is "RT0" or "RT1", if you win the BB role and do not win the BB role in the game in which you won (the condition device related to Type 1 BB-A, B, C is activated), the RT state will transition to "RT2". Also, if you win the BB role in "RT2" (Type 1 BB-A, B, C is activated), it will transition to "Type 1 BB-A, B, C". Also, if the BB ends in "Type 1 BB-A, B, C" (the activation of Type 1 BB-A, B, C is completed), it will transition to "RT1". Furthermore, if the BB is won when the AT state is in the "low probability state," and the BB ends, the RT state will transition to "RT1," which is highly profitable for the player; however, since the AT state is a state in which push order navigation does not occur, when "Replay-D1~D3" is won, stopping the reels in an incorrect push order (the first stop is one of three options: left button, middle button, and right button; one of the three options is the correct push order, and replays other than Replay 04 are displayed as stopped; two of the three options are incorrect push orders, and Replay 04 is displayed as stopped), will result in a transition from "RT1" to "RT0." In addition, if the AT state is "high probability state", "AT state", "specialized precursor state" or "addition specialized state", BB is won, and when BB ends, the RT state will transition to "RT1", which is highly profitable for the player, and the AT state is a state in which push order navigation occurs, so even when "Replay-D1~D3" is won, Replay 04 will navigate to the correct push order that does not display a stop, so "RT1" can be maintained.

[0108] Next, FIG. 29 is a flowchart of the AT state start control process related to the subroutine of step 1750 in FIG. 18 in the first embodiment. First, in step 1752, the CPU C100 of the main control board M determines whether the AT state transition enabling condition is satisfied in the game. The AT state transition enabling condition is satisfied, for example, when (1) the BB with no setting difference that was won in the "high probability state" ends, (2) the continuation lottery is won, or (3) the revival lottery is won. If the answer is Yes in step 1752, in step 1754, the CPU C100 of the main control board M sets the AT initial game number (50 in this example, the number of games from which subtraction begins after the transition to the "AT state") in the AT counter M60 in response to the new transition to the "AT precursor state," and proceeds to step 1756. If the answer is No in step 1752, the CPU C100 of the main control board M also proceeds to step 1756. Next, in step 1756, the CPU C100 of the main control board M determines whether the current AT state is not a high probability state. If the answer is Yes in step 1756, in step 1758, the CPU C100 of the main control board M determines whether the AT state for the next game is a high probability state. If the answer is Yes in step 1758, in step 1760, the CPU C100 of the main control board M sets the number of high probability obstacle games (10 in this example) in the high probability obstacle counter and proceeds to the next process (processing of step 3500). Note that even if the answer is No in step 1756 or step 1758, the process proceeds to the next process (processing of step 3500). Furthermore, after winning the BB in the "high probability state" and transitioning to "advantageous BB internal play", if the BB is won and the state transitions to the "advantageous BB state", and the number of AT games is added in the "advantageous BB state", when the BB ends and the state transitions from the "advantageous BB state" to the "AT in progress state", the initial value set in the AT counter will exceed 50. Specifically, if the number of AT games is added by 30 in the "advantageous BB state" and then the state transitions to the "AT in progress state", the AT counter will be set to 80 (initial value 50 + added 30).In this case, if an effect is performed to notify the player that 30 games have been added in the "advantageous BB state," it is desirable to notify the player at the start of the "AT state" that the initial number of AT games is 80 games. However, as an alternative notification method, instead of performing an effect to notify the player that 30 games have been added in the "advantageous BB state," the initial value of 50 games is presented to the player at the start of the "AT state," and then an effect is performed to notify the player that 30 games have been added during the AT (for example, immediately after the start of the "AT state" or when the number of remaining AT games on the effect display device S40 is low). By doing this, the player cannot clearly grasp whether the number of AT games has been added in the "advantageous BB state," or how many games have been added, and therefore, it is possible to increase the interest in the addition effect that suddenly occurs for unknown reasons during the AT (a state in which push order navigation may occur). In the example, the AT initial game number is set in the AT counter M60 in step 1754, but the execution timing of the process of setting the AT initial game number is not limited to that of this example, and the AT initial game number may be set in the AT counter M60 at the timing of executing the AT state transition control process of step 1400 described above. Also, the number of games set in the AT counter M60 (AT initial game number) is configured to be subtracted from the time when the game after the BB ends (the state related to the AT becomes "AT in progress state") (subtraction does not start during the BB). Also, the counter value of the AT counter M60 is configured to be stored in the memory area of ​​the RAM of the main control board M.

[0109] Next, Figure 30 is an AT state transition diagram in the first embodiment. In the first embodiment, there are ten AT-related states: "low probability state," "playing during normal BB," "normal BB state," "high probability state," "AT state," "specialized precursor state," "addition-specialized state," "playing during advantageous BB," "advantageous BB state," and "revival possibility effect state." The AT-related state transition occurs when the conditions indicated by the arrows in the figure are met. For example, if you win watermelon B in the "AT state" and win the specialized state transition lottery, which has a 1 / 2 chance of winning, you will transition to the "specialized precursor state." In addition, if 10 games have passed (consumed) since transitioning to the "specialized precursor state," you will transition to the "addition-specialized state." The three AT states, "low probability state," "playing during normal BB," and "normal BB state," are set as "normal zones." The seven AT states, "high probability state," "AT state," "specialized precursor state," "add-on specialized state," "playing during favorable BB," "favorable BB state," and "revival possibility effect state," are set as "favorable zones." In other words, even if the seven AT states that constitute the "favorable zone" are transitioning (shifting), if 1,500 games have elapsed without being set to the "normal zone," the "favorable zone" will be forcibly terminated and set to the "normal zone." Furthermore, even if the push order navigation is displayed in the "AT state," "specialized precursor state," or "add-on specialized state," which are the notification game states, the game state will be maintained even if replay 04 is stopped and displayed.

[0110] As mentioned above, when in the "AT state", if the counter value of the AT counter M60 is 0 and the continuation lottery is not won, the state will be the "resurrection possibility effect state". If the revival lottery is won in the "resurrection possibility effect state", the state will return to the "AT state" again. On the other hand, if the revival lottery is not won in the "resurrection possibility effect state", the state will transition to the "low probability state", changing from the "advantageous zone" to the "normal zone".

[0111] When a BB with no setting difference (Type 1 BB-A or Type 1 BB-C) is won in the "high probability state", the BB with no setting difference is activated, and the "advantageous BB state" ends, the state will transition to the "AT state". Also, when a BB with no setting difference (Type 1 BB-A or Type 1 BB-C) is won in the "AT state", the BB with no setting difference is activated, and the "advantageous BB state" ends, the state will transition to the "AT state". Furthermore, when a BB with no setting difference (Type 1 BB-A or Type 1 BB-C) is won in the "revival possibility performance state", the BB with no setting difference is activated, and the "advantageous BB state" ends, the state will transition to the "AT state" (because the revival lottery is won). Furthermore, when a BB with setting difference (Type 1 BB-B) is won in the "Revival possibility performance state", the BB with setting difference is activated, and the "advantageous BB state" ends, if the BB with setting difference is the winning number associated with a single BB role (winning number 20), the state will enter a "low probability state" after the BB ends (because the BB with setting difference role will not trigger a win in the revival lottery), and if the BB with setting difference is the winning number that overlaps with a rare role (winning numbers 21 to 23), the state will enter an "AT in progress state" after the BB ends (because the rare role will trigger a win in the revival lottery).

[0112] In addition, if you are in the "advantageous zone" and in the "high probability state," you will win a BB with setting difference (Type 1 BB-B), and when the BB with setting difference is activated and the "advantageous BB state" ends, you will transition to the "high probability state."

[0113] In addition, the state related to AT to transition to after the end of the "advantageous BB state" is the state related to the AT when a BB is won, which is either the "AT state", "specialized precursor state", or "add-on specialized state" after the end of a BB that is won during the AT ("AT state", "specialized precursor state", "add-on specialized state") (for both BB with setting difference and BB without setting difference), and after the end of a BB without setting difference that is won during a non-AT ("high probability state"), it transitions to the "AT state". Also, after the end of a BB with setting difference that is won during a non-AT ("high probability state"), it transitions to the "high probability state".

[0114] The AT state is not limited to that of the first embodiment. For example, the AT lottery may be executed by winning a predetermined winning number in a "low probability state" or a "high probability state." Winning the AT lottery transitions to a "premonition state," and after 16 to 32 games, the state transitions to an "AT state." In such a configuration, the AT lottery may be executed by winning the predetermined condition device, and if the AT lottery is not won, the state transitions to a "false premonition state," and after 16 to 32 games, the state transitions to a "low probability state" or a "high probability state." Furthermore, a "standby section" different from the "advantageous section" and the "normal section" may be provided as a game section. For example, if a game is designed such that an AT lottery is executed by winning a "cherry," if a "BB + cherry" combination (BB and cherry overlap) is won and the AT lottery is won, the state inside the BB until the "BB" of the "BB + cherry" is won may be configured as a "standby section." In this way, by providing a "standby section," in the case where a BB is won in the "low probability state" and the AT lottery is not won, and in the case where a BB is won in the "low probability state" and the AT lottery is won, the advantageous section indicator YH is turned off during the period until the BB symbol combination is complete (until the advantageous section indicator lights up), so it is possible to provoke the player into wondering whether or not they have won the AT lottery. Also, when a BB is won in the "addition specialized state," it may be configured so that the "addition specialized state" resumes after the BB ends, and in such a configuration, during the BB, a different AT addition lottery is executed as a BB won in the "addition specialized state" from a BB won in the "AT during state" (for example, it may be configured so that it is easier to win the AT addition lottery than a BB won in the "AT during state," and the number of games per AT game addition is relatively greater). In addition, if a BB is won in the "specialized precursor state", the state may be configured to transition to the "addition specialized state" after the BB ends, and if configured in this way, the AT addition lottery may be executed during the BB in the same way as for a BB won in the "addition specialized state".

[0115] Next, FIG. 31 is a flowchart of the game zone transition control process related to the subroutine of step 3500 in FIG. 18 in the first embodiment. First, in the first embodiment, there is a game zone as a zone related to the game state, and there are two game zones: a "normal zone" that is relatively low-profit for the player, and a "profitable zone" that is relatively high-profit for the player. To explain the flowchart, first, in step 3508, the CPU C100 of the main control board M determines whether the game zone related to the game is a "normal zone." If the answer is Yes in step 3508, in step 3510, the CPU C100 of the main control board M determines the game zone for the next game and thereafter as a game zone corresponding to the current AT state and the current game situation, and proceeds to step 3528. On the other hand, if the answer is No in step 3508, in other words, if the game zone is a "profitable zone," then in step 3514, the CPU C100 of the main control board M determines whether the counter value of the advantageous zone remaining game number counter YKc-1 is 0, in other words, whether the "profitable zone" has reached the maximum number of games that can be continued. If the answer is Yes in step 3514, then in step 3515, the CPU C100 of the main control board M clears all information related to the AT (thereby, the AT counter value becomes 0, and the number of games spent in the "specialized premonition state" also becomes 0). On the other hand, if the answer is No in step 3514, then in step 3518, the CPU C100 of the main control board M determines whether any advantageous zone end condition has been met. Here, any advantageous zone end condition is an end condition for the "profitable zone" other than when the counter value of the advantageous zone remaining game number counter YKc-1 becomes 0, such as when the AT counter value becomes 0 or when the push order navigation has been executed a predetermined number of times. If the answer is No in step 3518, that is, if any of the conditions for ending the advantageous zone are met, the process proceeds to step 3515. In this way, in the first embodiment, when the "advantageous zone" ends and the "normal zone" is set from the next game onwards, all information related to the AT (information relating to the number of games the AT continues, the number of games remaining in the AT, etc.) is cleared, so the conditions for entering the "advantageous zone" again in the subsequent "normal zone" will not be relaxed.The AT-related information cleared by the processing of step 3515 (processing at the end of the favorable zone) includes the counter value of the YKc-1 counter for the number of games remaining in the favorable zone and a flag indicating the game status. This information is also cleared by clearing the RAM when the settings are changed. However, while clearing the RAM when the settings are changed also clears information related to the "condition device related to the continuous operation device of the bonus item (BB)," the "RT state," and the number of stored coins, the processing of step 3515 (processing at the end of the favorable zone) does not clear information related to the "condition device related to the continuous operation device of the bonus item (BB)," the "RT state," and the "number of stored coins." Thus, the RAM clear range when the settings are changed differs from the clear range at the end of the "favorable zone" (e.g., when the processing of step 3515 is executed). The RAM clear when the settings are changed may be configured to retain the "condition device related to the continuous operation device of the bonus item (BB)" and the "RT state." The addresses of the range cleared at the end of the "favorable zone" are continuous. By making the addresses in the range to be cleared when the "advantageous period" ends consecutively in this way, clearing can be done with a simple process of specifying the first address to be cleared during the clearing process and the range of addresses to be cleared. Furthermore, when the "advantageous period" ends, a command indicating that the "advantageous period" has ended is sent from the main control board M to the sub-control board S. However, even if the sub-control board S receives this command, it is configured not to erase the game history, such as information indicating that it was an "advantageous period" or information regarding how many games have been played in the "AT state." However, when RAM is cleared when changing settings, the game history on the sub-control board S, such as information indicating that it was an "advantageous period" or information regarding how many games have been played in the "AT state," will also be erased.

[0116] Furthermore, when the "favorable zone" ends because the counter value of the counter YKc-1 for the number of games remaining in the favorable zone becomes 0, (1) if the current AT state is a "high probability state," the AT state will become a "low probability state" in the next game, (2) if the current AT state is "playing during favorable BB," the AT state will become "playing during normal BB" in the next game, (3) if the current AT state is a "favorable BB state," the AT state will become a "normal BB state" in the next game, and (4) if the current AT state is an "AT state," "specialized precursor state," "addition specialized state," or "state for showing whether or not revival is possible," the AT state will become a "low probability state" in the next game (because the information related to the AT is cleared).

[0117] Next, in step 3516, the CPU C100 of the main control board M The game zone after the game is set to the "normal zone." Next, in step 3517, the CPU C100 of the main control board M turns off the advantageous zone indicator YH because the "advantageous zone" has ended, and proceeds to step 3528. Note that the advantageous zone indicator YH is configured to be turned off when the "advantageous zone" ends and is set to the "normal zone." However, the specific timing of the light-off is not limited to the timing of the first embodiment. For example, the advantageous zone indicator YH may be configured to be turned off when a gaming medal is inserted for a game that ends the "advantageous zone" and transitions to the "normal zone." In other words, it is sufficient that the advantageous zone indicator YH is turned off before the start lever D50 is operated, which allows the next game to start. On the other hand, if the answer is Yes in step 3518, in step 3520, the CPU C100 of the main control board M determines the game zone after the next game to be the "advantageous zone" and proceeds to step 3528.

[0118] Next, in step 3528, the CPU C100 of the main control board M determines whether it has been decided to set a new "advantageous zone" in the next game (whether it has been decided to set the "normal zone" to the "advantageous zone"). If the answer is Yes in step 3528, then in step 3530, the CPU C100 of the main control board M sets a predetermined value to the advantageous zone remaining game number counter YKc-1. Note that the predetermined value set to the advantageous zone remaining game number counter YKc-1 is a fixed number (1500 in this example) that is common to all setting values. Next, in step 3534, the CPU C100 of the main control board M turns on the advantageous zone indicator YH and proceeds to the next process (processing of step 1293). Note that even if the answer is No in step 3528, the CPU C100 also proceeds to the next process (processing of step 1293). In the first embodiment, the lighting process of the advantageous zone indicator YH is executed at the timing of step 3534, but the lighting timing of the advantageous zone indicator YH is not limited to this, and the lighting timing of the advantageous zone indicator YH may be set appropriately within the period from the timing of operating the start lever in the game before it becomes the new "advantageous zone" (the game in the "normal zone") to the timing when it becomes possible to insert game medals in the game that will become the new "advantageous zone" (if the game before it becomes the new "advantageous zone" is a game related to replay, to the timing when operation of the start lever in the game that will become the new "advantageous zone" becomes valid).

[0119] 32 is a flowchart of the timer interrupt process related to the subroutine of step 1600 in the first embodiment. The process of this subroutine is configured to be started when a timer interrupt is started in the process of step 1040 or step 1104, and thereafter to be executed periodically at a predetermined time interval (T in this example, but a time of about 2 ms is set, for example).

[0120] First, in step 1602, the CPUC100 of the main control board M executes processing at the start of an interrupt (e.g., backing up data held in registers within the CPUC100, checking the input port for the power-off detection signal, etc.). Next, in step 1604, the CPUC100 of the main control board M determines whether or not a power-off has currently been detected (during this interrupt processing). If the answer is No in step 1604, in step 1900 the CPUC100 of the main control board M executes the power-off processing described below. On the other hand, if the answer is Yes in step 1604, in step 1606 the CPUC100 of the main control board M starts timer measurement (updating various timers managed by software). Next, in step 1608, the CPUC100 of the main control board M generates input port data and stores the data (updating the storage area for each input port data in the RAM area). Here, input port data refers to information related to the detection of the settlement button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power failure detection signal, deposit acceptance sensor D10s, first deposit sensor D20s, second deposit sensor D30s, first dispensing sensor H10s, second dispensing sensor H20s, etc. (i.e., whether or not these operating components are operated and the sensor detection status are sampled at interrupt intervals T).

[0121] Next, in step 1610, the CPU C100 of the main control board M references the input port data in the RAM area and switches the door switch flag and setting key switch flag on and off depending on the sampling results of each input port data (for example, if the switch state of the door switch D80 is continuously on over multiple samplings, by turning on the door switch flag, it is possible to detect that the front door DU is in an open state without being affected by noise). Next, in step 6100, the CPU C100 of the main control board M executes reel drive control processing (processing related to the control of the drive of the reel M50, which will be described in detail later) for all reels (left reel M51, center reel M52, right reel M53). Next, in step 1612, the CPU C100 of the main control board M references the AT counter M60 and determines whether the counter value is greater than 0. If the answer is Yes in step 1612, then in step 1613 the CPU C100 of the main control board M displays the number of remaining AT games (number of AT games) on the AT counter value display device D280, and proceeds to step 1614. Note that if the answer is No in step 1612, then proceeds to step 1614 as well. Note that if the AT counter value display device D280 controlled by the main control board M is not provided, then the processing of steps 1612 and 1613 is unnecessary. Next, in step 1614, the CPU C100 of the main control board M outputs output data to the output port. Here, the output data is data for driving the reels M50, blockers D100, etc. Next, in step 1616, the CPU C100 of the main control board M determines whether all error flags are off (although not shown, all error-related flags such as the inserted medal backflow error flag, inserted medal number error flag, inserted medal retention error flag, inserted abnormality error flag, payout abnormality error flag, payout medal retention error flag, door switch flag, etc. are off). If the answer is Yes in step 1616, in step 1618, the CPU C100 of the main control board M sets (for example, sets in the register area) an error no-detection command (a command to the sub side indicating that no error has been detected) and proceeds to step 1622.On the other hand, if the answer is No in step 1616, in step 1620, the CPU C100 of the main control board M sets (e.g., sets in a register area) an error detection command (a command to the sub-side indicating that an error has been detected) and proceeds to step 1622. Note that in step 1620, information regarding the error (currently occurring error) corresponding to the error flag that is on is transmitted to the sub-side. The error non-detection command may be set only when the error is released from a state in which an error occurred (only when it is determined that the flag has been turned off), or the setting process for the information may not be executed when no error is detected (step 1618 may be omitted). Furthermore, the error detection command may be set only when an error occurs from a state in which no error has occurred, or may be set when the type of error changes from a state in which a first error (e.g., an inserted medal retention error) to a second error (e.g., a paid medal retention error).

[0122] Next, in step 1622, the CPUC100 of the main control board M transmits a control command (a command on the sub-side) (for example, if it has been set in the register area in step 1618 or step 1620, the set control command will be transmitted). Here, the commands transmitted to the sub-control board S include a command relating to the start lever operation timing (transmitted immediately after the start lever is operated), a command relating to the timing of accepting the stop of the first reel (transmitted immediately after the stop button is operated as the first stop), a command relating to the timing of accepting the stop of the second reel (transmitted immediately after the stop button is operated as the second stop), a command relating to the timing of accepting the stop of the third reel (transmitted immediately after the stop button is operated as the third stop), a command relating to the timing of accepting the stop of all reels (transmitted immediately after the stop button is operated as the third stop), a command relating to the timing of the stop display symbol (transmitted immediately after the stop button is operated as the display symbol stop), a command relating to winning information on winning and replay (transmitted immediately after the start lever is operated), a command relating to the timing of the operation of the first reel (transmitted immediately after the stop button is operated as the first stop), a command relating to the timing of the operation of the second reel (transmitted immediately after the stop button is operated as the second stop), a command relating to the timing of the operation of the third reel (transmitted immediately after the stop button is operated as the third ... Commands include commands related to bonus winning information (sent immediately after the start lever is operated), commands related to the RT status (sent between the time when all reels stop and the start of the next game), commands related to the AT status (sent between the time when all reels stop and the start of the next game), high probability counter value commands (sent immediately after the start lever is operated), commands related to the number of remaining AT games (sent between the time when all reels stop and the start of the next game, or immediately after the start lever is operated), and commands related to the game zone (sent between the time when all reels stop and the start of the next game). Next, in step 1624, the CPU C100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the slot machine P to an external hall computer, etc.). Error information output by the external signal includes, but is not shown, door open errors, abnormal deposit errors, abnormal payout errors, and deposit acceptance sensor retention errors. In addition, the door open error is configured to occur when the front door DU is opened and the door switch flag is turned on, and the deposit reception sensor retention error is configured to occur when the deposit reception sensor detects a game medal being retained.Next, in step 1626, the CPUC100 of the main control board M outputs output data for an LED (such as a 7-segment LED lamp) (for example, lighting up a specific 7-segment LED unit among multiple 7-segment LED units, thereby lighting up a specific segment of the 7-segment) (so-called dynamic lighting). Next, in step 1628, the CPUC100 of the main control board M executes the LED lighting mode (for example, changing the LED lighting color). Note that step 1628 does not have to be executed. Next, in step 1630, the CPUC100 of the main control board M executes software random number management processing (such as updating random number values ​​managed by software). Next, in step 1632, the CPUC100 of the main control board M acquires internal information register data (the internal information register has an area where an abnormality flag bit is set if an abnormality occurs in the random number generation circuit). Next, in step 1634, the CPU C100 of the main control board M determines whether the frequency of the random number update clock is normal (whether an abnormality flag bit indicating an abnormal frequency is set). Specifically, the abnormality flag bit is set when the frequency of the random number update clock falls below a predetermined value. If the answer is Yes in step 1634, in step 1636, the CPU C100 of the main control board M determines whether the update status of the built-in random number is normal (whether an abnormality flag bit indicating an abnormality in the update status is set). If the answer is Yes in step 1636, in step 1638, the CPU C100 of the main control board M executes interrupt termination processing and proceeds to the next processing (processing of step 1602). On the other hand, if the answer is No in step 1634 or step 1636, in step 1640, the CPU C100 of the main control board M sets an internal random number error indication (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes the unrecoverable error processing described above.

[0123] Next, FIG. 33 shows a flowchart of the reel drive control process according to the subroutine of step 6100 in FIG. 32 in the first embodiment. 25. In this process, although the process for one reel is illustrated, it should be noted that processes corresponding to the left reel M51, center reel M52, and right reel M53 are executed. First, in step 6102, the CPUMC of the main control board M determines whether the timing for starting the reel spinning standby state (for example, the timing after execution of the process of step 1564 in FIG. 25) has been reached. If the answer is Yes in step 6102, in step 6104, the CPUMC of the main control board M updates the reel drive state to the reel spinning standby state, and proceeds to step 6106. On the other hand, if the answer is No in step 6102, the process also proceeds to step 6106.

[0124] Next, in step 6106, the CPUMC of the main control board M determines whether the timing for starting the reel acceleration state has arrived (the timing when the reel rotation start waiting state ends and the reel acceleration process begins to be executed, for example, the timing for executing the process of step 1260 in FIG. 18). If the answer is Yes in step 6106, then in step 6108, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6110, the CPUMC of the main control board M executes the reel acceleration process and proceeds to step 6112. Note that if the reels are stopped, this process will cause the reels to start spinning. On the other hand, if the answer is No in step 6106, then the process also proceeds to step 6112.

[0125] Next, in step 6112, the CPUMC of the main control board M determines whether the current reel drive state is the reel acceleration state. If the answer is Yes in step 6112, then in step 6114, the CPUMC of the main control board M determines whether the end timing of the reel acceleration state has been reached (for example, the timing when all interrupt processes equivalent to the "interrupt execution count" in the reel acceleration state in Figure 35, which will be described later, have been executed). If the answer is Yes in step 6114, then in step 6116, the CPUMC of the main control board M updates the reel drive state to the reel constant speed state. Next, in step 6118, the CPUMC of the main control board M executes reel constant speed maintenance processing, and proceeds to step 6120. Note that even if the answer is No in step 6112 or step 6114, the process proceeds to step 6120.

[0126] Next, in step 6120, the CPU MC of the main control board M determines whether the current reel drive state is the constant reel speed state. If the answer is Yes in step 6120, in step 6122, the CPU MC of the main control board M determines whether the reel sensor has detected an index provided on the reel (the reel corresponding to the processing of this subroutine) since the constant reel speed state was entered (after the processing of step 6116 was executed). Here, although not shown, each reel is provided with one index (or two or more). The index is provided, for example, in a convex shape on the circumferential surface of the reel, and is used to detect whether the reel has passed a predetermined position or whether it has made one rotation. Each index is detected by the reel sensor. The reel sensor signal is electrically connected to the main control board M. When the reel sensor detects (turns off) an index, the input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If the answer is Yes in step 6122, it is determined that the reel rotation speed has become constant, and the process proceeds to step 6130. On the other hand, if the answer is No in step 6122, the CPU MC of the main control board M determines in step 6124 whether a predetermined time (for example, the time value required to execute interrupt processing 400 times) has elapsed since the reel drive state became the reel constant speed state. If the answer is No in step 6124, it is determined that the reel rotation speed has become constant, and the process proceeds to step 6130. In this way, in this example, it is configured so that it can be determined whether the reel rotation speed has normally become constant by the reel sensor detecting an index within a predetermined time after the reel drive state became the reel constant speed state. In this example, the specified time is the time required to execute 400 interrupt processes (400 interrupt processes are configured to rotate 400 steps), which is longer than the time required for the reel to rotate once (one revolution) when the reel rotation speed is constant (for example, one rotation of the reel is 336 steps, and the time required to execute 336 interrupt processes).By configuring it in this way, regardless of the distance between the index and the reel sensor at the time when the reel drive state becomes a constant speed state (the distance from when the reel rotates until the index is detected by the reel sensor), if the reel rotation speed is constant, the reel sensor will be able to detect the index within the specified time (the time value required to execute the interrupt process 400 times) after the reel drive state becomes a constant speed state.

[0127] Returning to the explanation of the flowchart, if the answer is Yes in step 6124, then in step 6126 the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6128, the CPUMC of the main control board M executes a reel re-acceleration process, and proceeds to processing in step 6130. Thus, in this example, if the reel sensor does not detect an index within a predetermined time (for example, the time value required to execute the interrupt process 400 times) after the reel drive state has changed to the reel constant speed state, the reel drive state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as in the reel acceleration process) is executed. Note that even if the answer is No in step 6120, the process proceeds to processing in step 6130. Furthermore, the reel re-acceleration process does not have to be the same process as the reel acceleration process described above, and the reel re-acceleration process and the reel acceleration process may differ in the combination of phases to be excited by the stepping motor and the number of times the interrupt process is executed for each combination of excited phases.

[0128] Next, Figure 34 is a flowchart of the reel rotation stop processing related to the subroutine of step 6200 in Figure 32 in the first embodiment. First, in step 6106, the CPUMC of the main control board M determines whether the timing for starting the reel deceleration standby state has arrived (the timing at which the reel constant speed state ends; for example, it is determined that the timing for starting the reel deceleration standby state has arrived due to operation of the stop button). If the answer is Yes in step 6130, then in step 6132 the CPUMC of the main control board M updates the reel drive state to the reel deceleration standby state, and proceeds to step 6134. On the other hand, if the answer is No in step 6130, then the CPUMC also proceeds to step 6134.

[0129] Next, in step 6134, the CPUMC of the main control board M determines whether the current reel drive state is a reel deceleration standby state. If the answer is Yes in step 6136, the CPUMC of the main control board M determines whether the timing to end the reel deceleration standby state (the timing to start executing the reel deceleration process) has been reached. If the answer is Yes in step 6136, in step 6138, the CPUMC of the main control board M starts decelerating the reel (reel deceleration process). Next, in step 6140, the CPUMC of the main control board M updates the reel drive state to a reel deceleration state and proceeds to processing of step 6142. Note that even if the answer is No in step 6134 or step 6136, the CPUMC proceeds to processing of step 6142.

[0130] Next, in step 6142, the CPUMC of the main control board M determines whether the current reel drive state is a reel deceleration state. If the answer is Yes in step 6142, then in step 6144, the CPUMC of the main control board M determines whether the timing to end the reel deceleration state (the timing to end execution of the reel deceleration process) has been reached. If the answer is Yes in step 6144, then in step 6146, the CPUMC of the main control board M updates the reel drive state to a reel stop state and proceeds to the next process (the process of step 1612). Note that even if the answer is No in step 6142 or step 6144, the process proceeds to the next process (the process of step 1612).

[0131] Next, referring to FIG. 35, the rotational operation of the reel M50 of the slot machine according to this embodiment will be described in detail. The slot machine according to this embodiment starts the rotation of the stepping motor when the start lever D50 is operated. Once the reel rotation speed reaches a constant speed, the constant speed is maintained. (When the reel drive state becomes a constant reel speed state, a reel constant speed maintenance process is executed, but the rotation speed may not actually reach the constant speed.) Then, when one of the stop buttons is operated, the reel (stepping motor) corresponding to the operated stop button is stopped. Here, the stepping motor is a four-phase stepping motor having four phases, Φ0, Φ1, Φ2, and Φ3 (although it does not necessarily have to be a four-phase stepping motor). Rotation is controlled by switching the excited phase and exciting the stepping motor in one-two phases. That is, by cyclically changing the drive pulse data (combination of excited phases), the stepping motor can be rotated in the forward direction. In the figure, the "excited phase" column indicates which of Φ0 to Φ3 is designated to be excited (details will be described later).

[0132] As shown in the "Reel Rotation Speed ​​Image" in the upper part of the figure, the stepping motor's drive state from start to stop is divided into six states, and the stepping motor is controlled according to a drive pattern corresponding to each state. The drive states include a "reel stop state," a "reel rotation start standby state," a "reel acceleration state," a "reel constant speed state," a "reel deceleration standby state," and a "reel deceleration state." In the "reel rotation speed image," the vertical axis represents the reel rotation speed, increasing upward, while the horizontal axis represents time, increasing rightward. The example shown in the figure illustrates a case where no reel rotation failure occurs; this does not apply if the reel rotation failure occurs due to factors such as holding the reel by hand or loss of synchronization (the occurrence of a reel rotation failure will be discussed later).

[0133] The "reel stopped state" indicates the state in which the reel is stopped. When the "reel stopped state" is in effect, the reel is stationary and all four phases of the stepping motor are not excited.

[0134] Next, in the "reel stop state," the start lever D50 is operated at the timing indicated by (1) in the figure, and the reel drive state is updated to the "reel spin start standby state." Here, the "reel spin start standby state" refers to a state in which the reel drive state waits from the operation of the start lever D50 until the stepping motor starts accelerating (reel acceleration process). This standby period is the period from the time the reel drive state became the "reel stop state" to the "reel acceleration state." For example, if the time is measured from the time the reel drive state became the "reel acceleration state" in the previous game, and the start lever D50 for the current game is operated before the minimum game time (approximately 4.1 seconds) has elapsed, the state will enter the "reel spin start standby state."

[0135] Next, at timing (2) in the figure, the reel drive state is updated from the "reel spin start waiting state" to the "reel acceleration state." Here, the "reel acceleration state" is a state in which the reels are accelerating from a stationary state to reach a constant speed. In this example, the acceleration state ends (the reel drive state is updated to the "reel constant speed state") when the timer interrupt process is executed 220 times ("100+60+30+15+8+4+2+1=220"; see the number of interrupt executions in the reel acceleration state in the lower left of the figure). Next, at timing (3) in the figure, in other words, the "reel acceleration state" will end with one more timer interrupt process execution. At this timing, the reel rotation speed reaches a constant speed. Note that at this timing, the reel drive state remains in the "reel acceleration state." Next, at timing (4) in the figure, the reel drive state is updated from the "reel rotation start standby state" to the "reel acceleration state," and the timer interrupt process is executed 220 times, thereby updating the reel drive state to the "reel constant speed state." In this way, in this example, after the reel rotation speed reaches a constant speed, the reel drive state remains in the "reel acceleration state" for one timer interrupt process. In other words, the reel acceleration state is configured to execute only one interrupt process for the final excitation phase combination of "φ3, φ0" in the "reel acceleration state." This excitation mode is the same as the "reel constant speed state," in which one interrupt process is executed for each excitation phase combination (assuming no abnormal reel rotation occurs). This configuration allows for stable execution of the acceleration process until the reel rotation speed reaches a constant speed.

[0136] Here, the bottom part of the figure is a "step motor excitation image." The figure illustrates an example of a step motor excitation image when the reel drive state is a "reel acceleration state," and an example of a step motor excitation image when the reel drive state is a "reel constant speed state." First, the step motor excitation image when the reel drive state is a "reel acceleration state" will be described in detail with reference to the bottom left part of the figure. Note that "exciting phases" refers to a combination of exciting phases, and "number of interrupt executions" refers to the number of times interrupt processing is executed to cause excitation with that combination of exciting phases. In this example, when the reel acceleration process is executed, the step motor (stepping motor) is excited 220 times by timer interrupt processing, and the step motor (stepping motor) is excited by executing interrupt processing as follows: (KA) 100 times at "φ0" → (KB) 60 times at "φ0, φ1" → (KC) 30 times at "φ1" → (KD) 15 times at "φ1, φ2" → (KE) 8 times at "φ2" → (KF) 4 times at "φ2, φ3" → (KG) 2 times at "φ3" → (KH) 1 time at "φ3, φ0" (The number of times the interrupt processing is executed is merely an example and may be changed.) Thus, in this example, when the reel acceleration process is executed, the number of times the interrupt processing is executed for each exciting phase combination is gradually decreased.

[0137] Next, the step motor excitation image when the reel drive state is the "constant reel speed state" will be described in detail with reference to the lower right of the figure. In this example, when the reel is in the constant reel speed state (when the constant reel speed maintenance process is being executed), the step motor (stepping motor) is excited by repeatedly executing the following interrupt process: (TA) one interrupt process at "φ0" → (TB) one interrupt process at "φ0, φ1" → (TC) one interrupt process at "φ1" → (TD) one interrupt process at "φ1, φ2" → (TE) one interrupt process at "φ2" → (TF) one interrupt process at "φ2, φ3" → (TG) one interrupt process at "φ3" → (TH) one interrupt process at "φ3, φ0" → (TA) one interrupt process at "φ0" → (TB) one interrupt process at "φ0, φ1" → ... In this way, in this example, when the reel constant speed maintenance process is being executed, the number of times that the interrupt process is executed for each combination of one excited phase is set to one.

[0138] Next, when the reel drive state is in the "reel constant speed state," the stop button corresponding to one of the reels is operated at the timing of (5) in the figure, and the reel drive state is updated to the "reel deceleration standby state." Here, the "reel constant speed state" is a state in which the reel rotation speed is constant (a state in which the combination of excitation phases is switched for each interrupt process), and the "reel deceleration standby state" refers to the state from when the stop button is operated by the player until the stop control is started (in the reel deceleration standby state, the reels slip corresponding to the number of slip frames occurs). The duration of this drive state is determined based on the timing of the operation of the stop button.

[0139] Next, at timing (6) in the figure, the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state," and the reels begin to decelerate. When the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state," specific phases of the stepping motor continue to be excited for a predetermined time to stop the rotation of the reels; as an example, four-phase excitation is performed, in which all four phases are excited. Then, after the predetermined time of excitation, at timing (7) in the figure, the reel drive state is updated from the "reel deceleration state" to the "reel stopped state," and the reels come to a stop.

[0140] As described above, the slot machine of this example is configured so that if the reel sensor does not detect an index within a predetermined time (for example, the time value required to execute the interrupt process 400 times) after the reel drive state has become the reel constant speed state, the reel drive state is updated again to the reel acceleration state and the reel re-acceleration process (the excitation mode of the stepping motor is the same as in the reel acceleration process) is executed.Therefore, when the reel drive state is the reel acceleration state, in other words, while the reel acceleration process is being executed, it is not determined whether the reel acceleration has been executed normally. In addition, whether the reel acceleration was performed normally, in other words, whether the reel is at a constant speed (whether a reel rotation malfunction has occurred), is determined by the processing of step 6124 (determined a predetermined time after the reel drive state is updated to the reel constant speed state), but if the processing of step 6124 determines that the reel is not at a constant speed (a reel rotation malfunction has occurred) because the reel sensor did not detect the index, then the reel re-acceleration processing is executed, i.e., the reel acceleration processing is executed again from the beginning. In this way, by configuring the reel acceleration process so that it does not determine whether reel acceleration was performed normally during execution of the reel acceleration process, even if a reel spin malfunction occurs during execution of the reel acceleration process, if the reel spin malfunction is subsequently resolved and the reel rotation speed is able to reach a constant speed through the remaining reel acceleration process until execution of the reel acceleration process is completed, the reel sensor detects an index within a predetermined time after the reel drive state is updated to the constant reel speed state, and the reel constant speed maintenance process is executed without executing the reel re-acceleration process. This makes it less likely that a situation will occur in which the player is unable to play (i.e., unable to operate the stop button) due to the execution of the reel re-acceleration process. Furthermore, by configuring the reel acceleration process so that it does not execute the process of determining whether reel acceleration was performed normally during execution of the reel acceleration process, the amount of data required for processing related to reel rotation can be reduced. Note that, with this configuration, if a reel spin malfunction occurs during execution of the reel acceleration process, the gaming machine of this example will act as follows.

[0141] <Action 1> The system is configured to operate as described above: Reel rotation starts → Reel drive state is updated to reel acceleration state → Reel acceleration process is executed → Reel acceleration process is completed → Reel drive state is updated to reel constant speed state → Reel constant speed maintenance process is executed → Reel rotation failure occurs during execution of reel constant speed maintenance process → Reel rotation failure is detected → Reel re-acceleration process is executed. Note that a reel rotation failure refers to a case where reel acceleration is not performed normally due to a component provided near the reel, such as the reel window D160, impeding reel rotation (e.g., the reel rubbing against the reel window D160), or loss of synchronism occurring. In this way, by configuring the system to execute the reel re-acceleration process even when a reel rotation failure occurs during execution of the reel constant speed maintenance process, the game can proceed smoothly.

[0142] <Action 2> The system is configured to operate as follows: Reel rotation begins → Reel drive state is updated to reel acceleration state → Reel acceleration process is executed → Reel rotation failure occurs during execution of reel acceleration process → Reel acceleration process is continued → Reel acceleration process is terminated → Reel drive state is updated to reel constant speed state → Reel constant speed maintenance process is executed → Reel rotation failure is detected → Reel re-acceleration process is executed. In this way, even if a reel rotation failure occurs during execution of the reel acceleration process, by configuring the system to execute the reel re-acceleration process if a reel rotation failure is subsequently detected, game play can proceed smoothly. Furthermore, as described above, even if a reel rotation failure occurs during execution of the reel acceleration process, the system continues to execute the reel acceleration process, and ends execution of the reel acceleration process after executing the reel acceleration process the same number of interrupts as when no reel rotation failure occurs. This configuration makes it possible to easily reach a constant reel rotation speed without executing the reel re-acceleration process, for example, when a reel rotation failure occurs immediately after the start of execution of the reel acceleration process.

[0143] <Action 3> The system is configured to function as follows: Reel rotation begins → Reel drive state is updated to reel acceleration state → Reel acceleration process is executed → Power off process is executed during execution of reel acceleration process → Power is restored from power off → Reel acceleration process is continued (unprocessed reel acceleration process is executed) → Reel rotation failure occurs during execution of reel acceleration process → Reel acceleration process is continued (unprocessed reel acceleration process is executed) → Execution of reel acceleration process is completed → Reel drive state is updated to reel constant speed state → Reel constant speed maintenance process is executed → Reel rotation failure is detected → Reel re-acceleration process is executed. In this way, even if power off process is executed during execution of reel acceleration process, the reel acceleration process is continued after power is restored, and then the reel re-acceleration process is executed if the reel sensor does not detect an index within a predetermined time after updating the reel drive state to the reel constant speed state, thereby allowing game play to proceed smoothly. Furthermore, if a power-off process is executed while a reel acceleration process is being executed, the reel acceleration process will continue after the power is restored, and if the reel sensor detects an index within a predetermined time after the reel drive state is updated to a constant reel speed state, the reel re-acceleration process will not be executed. By configuring it in this way, it is possible to prevent situations in which the player is unable to continue playing (is unable to operate the stop button) due to the reel re-acceleration process. The power-off process is sometimes referred to as a power-off process.

[0144] <<Action after operating the final stop button>> The slot machine of this example is configured so that the final reel (the reel that has rotated to the end, also called the third reel) stops after the final stop button (third stop button) is operated, and if a winning symbol combination is displayed, the payout of game medals can be executed, but the action related to the payout of game medals may also be configured as follows.

[0145] <Action 1> The reels start spinning as a game in which a winning combination has been won → The reel drive state is updated to a constant speed state → A process for maintaining the constant speed state is executed → The acceptance of the stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → The third stop button is operated to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A power outage occurs → The third reel moves (spins) to the position where it is displayed as stopped → The power outage is detected → A process for when the power is out is executed → The power is restored → The reel displays a symbol combination corresponding to the winning combination stopped → A process for paying out game medals is executed. It may be configured to operate as described above. By doing so, in a game in which a small combination such as the aforementioned common bell, which can be won if won, regardless of the timing of operation of the stop button, is won, even if a power outage occurs in the gaming facility immediately after the stop operation of the third stop button is accepted, regardless of the planned stop position of the third reel (even if the number of sliding symbols is at its maximum), it is possible to configure so that the movement (spin) to the planned stop position is completed before the power outage is detected. Also, if a symbol combination (for example, a common bell) that constitutes a winning combination is displayed after power is restored, it is possible to normally execute the payout of game medals, making it difficult for a player to suffer any disadvantage.

[0146] <Action 2> The reels start spinning as a game in which a winning combination has been won → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The acceptance of the stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → The third stop button is operated to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A reel rotation malfunction occurs → The third reel cannot move (spin) to the intended stop position as seen by the player → A pattern corresponding to the winning combination appears on the reel as seen by the player Although the combination is not displayed as stopped, the judgment process of step 1269 judges that the symbol combination is normal (this is the case when it is judged that the reel stop control based on the operation of the stop button has been completed normally; for example, in a game in which a bell role is won, the symbol combination corresponding to the bell role, which is the winning role, is not displayed as stopped on the reels from the player's perspective, but stop control for stopping the symbol combination corresponding to the bell role is executed normally by processing within the gaming machine in response to the player's operation of the stop button) → Processing related to the payout of game medals is executed It may be configured to function as described above. With this configuration, even if a reel spin malfunction occurs immediately after the third stop button is pressed and the reels do not display a symbol combination corresponding to a winning combination from the player's perspective, if the gaming machine's internal processing wins a winning combination and the operation of the stop button corresponding to each reel (left reel, center reel, right reel) is accepted at a timing when the symbol combination corresponding to the winning combination can be displayed, and if the stop control for displaying the symbol combination corresponding to the winning combination is executed normally, the payout of game medals can be executed, thereby minimizing the player's disadvantage. The timing of the reel spin malfunction is not limited to the above example. This can be applied to any case where a reel spin malfunction occurs between the second reel's display and the execution of the process related to the payout of game medals, resulting in the reel corresponding to the third stop not being able to stop at its intended stop position (this can also be applied to the reel spin malfunction described below). Note that the above action 2 illustrates an action in a game in which a winning combination is won.That is, if no reel rotation malfunction occurs, the following action will occur (it may be configured so that similar action will occur if no rotation malfunction or power outage occurs in other actions as well): The reels start spinning as a game in which a winning combination has been won → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → Acceptance of stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → The third stop button is operated to stop the third reel (operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → The third reel moves to the intended stop position as seen by the player → The third reel moves to the intended stop position as seen by the player The symbol combination corresponding to the winning role is displayed on the reels, and the determination process in step 1269 determines that the symbol combination is normal → executes processing related to the payout of game medals. Note that the winning role in the above-mentioned or below-mentioned action may be a winning role that can be won regardless of the timing of operating the stop button in the winning game (for example, a common bell), or a winning role that may or may not be won depending on the timing of operating the stop button in the winning game (for example, watermelon A, watermelon B, cherry). Furthermore, in a game in which a predetermined winning role is won in a predetermined game state, if there is no reel rotation malfunction or power outage and the symbol combination corresponding to the predetermined winning role is stopped and displayed, a back lamp effect corresponding to the predetermined winning role is executed as an effect in which the reel backlights (sometimes called back lamps) flash (sometimes called back lamp effect). In this case, even if there is a reel rotation malfunction in a game in which the predetermined winning role is won in the predetermined game state and the symbol combination corresponding to the predetermined winning role is not stopped and displayed, the back lamp effect corresponding to the predetermined winning role may be executed.Furthermore, this action has been exemplified as a case where the reel corresponding to the third stop is unable to stop at the intended stop position, but is not limited to this and may also be applied to a case where the reel corresponding to the first stop is unable to stop at the intended stop position due to a reel rotation failure, or a case where the reel corresponding to the second stop is unable to stop at the intended stop position due to a reel rotation failure (similarly applicable to other actions).

[0147] <Action 3> The reels start spinning as a game in which a winning combination has been won → The reel drive state is updated to a constant speed state → A process for maintaining a constant speed state is executed → Acceptance of the stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → A power outage occurs and the stable supply of power to the gaming machine is stopped → The third stop button is operated to stop the third reel (operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A power outage is detected → A process for maintaining a power outage is executed → The third reel cannot move (spin) to the intended stop position as seen by the player → The third reel cannot move (spin) to the intended stop position as seen by the player However, the determination process in step 1269 determines that the symbol combination is normal (this is the case when it is determined that the reel stop control based on the operation of the stop button has been completed normally; for example, in a game in which a bell role is won, the symbol combination corresponding to the bell role, which is the winning role, is not stopped on the reels from the player's perspective, but the stop control for stopping the symbol combination corresponding to the bell role is executed normally by the processing inside the gaming machine in response to the player's operation of the stop button) → The process related to the payout of game medals is executed.It may be configured to function as described above. Furthermore, the timing of detecting a power outage, the timing when a power outage occurs and the supply of power to the gaming machine is stopped, the timing when the judgment process of step 1269 determines that the pattern combination is normal, and the timing when power is restored are not limited to the above timings, and it is sufficient that the timing of detecting a power outage, the timing when a power outage occurs and the supply of power to the gaming machine is stopped, the timing when the judgment process of step 1269 determines that the pattern combination is normal, and the timing when power is restored exist during the period from when the second reel displays stopped to when the processing related to the payout of gaming medals is executed, and all of these are applicable when a power outage occurs and the reel corresponding to the third stop button is unable to stop at the intended stop position (the same applies to actions including power outages as exemplified below).With this configuration, even if a power outage occurs immediately before (or immediately after) the stop operation of the third stop button is accepted and the symbol combination corresponding to the winning role cannot be stopped and displayed on the reels from the player's perspective, if the internal processing of the gaming machine wins a winning role and accepts operation of the stop buttons corresponding to each reel (left reel, center reel, right reel) at a timing when the symbol combination corresponding to the winning role can be stopped and displayed, and if the stop control for stopping and displaying the symbol combination corresponding to the winning role is executed normally, the payout of game medals can be executed after the power is restored (payout of game medals includes not only payout from the discharge port by driving the hopper, but also an increase in the display (number of credits) on the credit number display device), making it possible to configure the system so that the player is less likely to suffer any disadvantage. Note that the timing when the power outage occurs and the supply of power to the gaming machine is stopped is sometimes referred to as the timing when the power outage occurs. Furthermore, in a game in which a predetermined winning combination is won in a predetermined gaming state, if a reel rotation malfunction or power outage does not occur and a symbol combination corresponding to the predetermined winning combination is stopped and displayed, and if a back lamp effect corresponding to the predetermined winning combination is executed as an effect in which the reel backlights (sometimes referred to as back lamps) flash (sometimes referred to as back lamp effect), the back lamp effect corresponding to the predetermined winning combination may also be executed if a power outage occurs in a game in which the predetermined winning combination is won in the predetermined gaming state and the symbol combination corresponding to the predetermined winning combination is not stopped and displayed. Furthermore, although this action has been exemplified as a case in which the reel corresponding to the third stop fails to stop at the scheduled stop position due to a power outage, it is not limited to this, and may also be applied to a case in which the reel corresponding to the first stop fails to stop at the scheduled stop position due to a power outage, or a case in which the reel corresponding to the second stop fails to stop at the scheduled stop position due to a power outage (it can be similarly applied to other actions).In this example, "power supply to the gaming machine is stopped" and "stable power supply to the gaming machine is stopped" do not mean that the power supplied to the gaming machine is zero, but may mean that the power supplied to the gaming machine is less than the power supplied when the gaming machine is operating due to a power outage or the like, or that the power supply to the gaming machine is cut off.

[0148] <Action 4> The reels start spinning as a losing game → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The acceptance of the stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → The third stop button is operated to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A reel rotation malfunction occurs → The third reel cannot move (spin) to the intended stop position as seen by the player → The reel is displayed as a winning combination as seen by the player The corresponding symbol combination is displayed as stopped, but the judgment process of step 1269 judges that the symbol combination is normal (this is the case when it is judged that the reel stop control based on the operation of the stop button has been completed normally; for example, in a game resulting in a loss, the symbol combination corresponding to the loss is not displayed as stopped on the reels as seen by the player, but the stop control for displaying the symbol combination corresponding to the loss is executed normally by the processing inside the gaming machine in response to the player's operation of the stop button) → The payout of game medals is not executed. It may be configured to function as described above. By configuring it in this way, in a game where the result of the winning combination lottery is a miss, even if a reel rotation malfunction occurs immediately after the stop operation of the third stop button is accepted, and a symbol combination corresponding to a winning combination is displayed on the reel as seen by the player, the internal processing of the gaming machine will result in a miss, and the operation of the stop button corresponding to each reel (left reel, center reel, right reel) will be accepted at the timing when a symbol combination corresponding to a miss can be displayed, and if the stop control for displaying a symbol combination corresponding to a miss is normally executed, it is possible to configure the machine so that payout of game medals is not executed even if a symbol combination corresponding to a winning combination is displayed, making it a fair gaming machine and a gaming machine that does not cause unintended disadvantages to the gaming facility. Note that the above-mentioned action 4 is not limited to misses only. It should be noted that this method can also be applied to a case where, for example, a reel rotation failure occurs and a symbol combination corresponding to a bell is stopped and displayed in a game in which a bell is not won (a game in which a replay role is won, a game in which a watermelon is won, etc.). In such a case, the symbol combination stopped and displayed as seen by the player is a symbol combination that is inconsistent with the internal lottery result due to the rotation failure, but since the determination process of step 1269 determines that the symbol combination is normal, a display determination error (an unrecoverable error) does not occur (it is not determined that a display determination error has occurred).

[0149] <Action 5> The reels start spinning as a losing game → The reel drive state is updated to a constant speed state → A process for maintaining a constant speed state is executed → Acceptance of the stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → A power outage occurs and the supply of power to the gaming machine is stopped → The third stop button is operated to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A power outage is detected → A process for when the power is out is executed → The third reel cannot move (spin) to the intended stop position as seen by the player → The player When viewed from the player's perspective, the reels are displayed with a symbol combination corresponding to a winning combination stopped, but the judgment process of step 1269 judges that the symbol combination is normal (when it is judged that the reel stop control based on the operation of the stop button has been completed normally; for example, in a game resulting in a loss, the reels do not display a symbol combination corresponding to a loss as viewed from the player's perspective, but the stop control for displaying a symbol combination corresponding to a loss is normally executed by the processing inside the gaming machine in response to the player's operation of the stop button) → power is restored → game medals are not paid out.It may be configured to operate as described above. By configuring it in this way, in a game where the result of the winning combination lottery is a loss, the power-off processing is executed immediately after the stop operation of the third stop button is accepted, and even if the symbol combination corresponding to the winning combination is displayed stopped on the reels as seen by the player, the internal processing of the gaming machine determines it to be a loss, and the operation of the stop button corresponding to each reel (left reel, center reel, right reel) is accepted at a timing when the symbol combination corresponding to the loss can be displayed stopped, and if the stop control for displaying the symbol combination corresponding to the loss is executed normally, the payout of gaming medals is not executed even if the symbol combination corresponding to the winning combination is displayed stopped, making it possible to make it a fair gaming machine and to make it a gaming machine that does not cause unintended disadvantages to the gaming facility.It should be noted that the above-mentioned action 5 is not limited to only misses, but can also be applied, for example, to a case where a reel rotation failure occurs and a symbol combination corresponding to a bell is stopped and displayed in a game in which a bell is not won (a game in which a replay role is won, a game in which a watermelon is won, etc.). In such a case, the symbol combination stopped and displayed as seen by the player is a symbol combination that is inconsistent with the internal lottery result due to the rotation failure, but since the determination process of step 1269 determines that the symbol combination is normal, a display determination error (an unrecoverable error) does not occur (it is not determined that a display determination error has occurred).

[0150] <Action 6> The reels start spinning as a losing game → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The acceptance of the stop button is enabled → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → The third stop button is operated to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A reel rotation malfunction occurs → The third reel cannot move (spin) to the intended stop position as seen by the player → A symbol combination corresponding to a bonus role (for example, a BB role) appears on the reel as seen by the player is displayed as stopped, but the judgment process of step 1269 judges that the symbol combination is normal (when it is judged that the reel stop control based on the operation of the stop button has been completed normally; for example, in a game where the bonus role is not won and the game is a loss, the symbol combination corresponding to the bonus role is displayed on the reels as seen by the player, but the stop control for displaying the symbol combination corresponding to the loss is executed normally by the processing inside the gaming machine in response to the player's operation of the stop button) → The bonus does not start, and the freeze at the start of the bonus is not executed It may be configured to function as described above. By configuring it in this way, in a game in which the result of the role lottery is a loss, even if a reel rotation malfunction occurs immediately after the stop operation of the third stop button is accepted and a symbol combination corresponding to a bonus role is displayed stopped on the reels as seen by the player, the internal processing of the gaming machine will result in a loss, and the operation of the stop button corresponding to each reel (left reel, center reel, right reel) will be accepted at a timing when a symbol combination corresponding to a loss can be displayed stopped, and if the stop control for displaying a symbol combination corresponding to a loss is executed normally, the bonus will not start even if a symbol combination corresponding to a bonus role is displayed stopped, making it possible to make it a fair gaming machine and to make it a gaming machine that does not cause unintended disadvantages to the gaming facility.It should be noted that the above-mentioned action 6 is not limited to misses, but can also be applied, for example, when a reel spin failure occurs and a symbol combination corresponding to a bonus role is stopped and displayed in a game in which a bonus role has not been won (not within a bonus role) and the bonus role has not been won (a game in which a replay role has been won, a game in which a watermelon has been won, etc.). Note that the above-mentioned action 6 illustrates an example of an action in a game in which a bonus role has not been won. That is, if a reel spin failure does not occur, the following action will occur (this is also applicable to other actions in which a spin failure and power outage do not occur). The reels start spinning → the reel drive state is updated to a constant speed state → constant speed state maintenance processing is executed → acceptance of the stop button is enabled → the first stop button is operated to stop the first reel → the first reel is displayed as stopped → the second stop button is operated to stop the second reel → the second reel is displayed as stopped → the third stop button is operated to stop the third reel (operation of the third stop button is accepted) → the reel drive state is updated to a reel deceleration state → the third reel moves to the intended stop position as seen b...

Claims

[Claim 1] The front door of the gaming machine has at least a max bet button lamp, a stop button lamp, a game start lamp, a 1 bet lamp, and a 2 bet lamp, In a situation where at least the max bet button lamp and the stop button lamp are lit and the game is not in progress, and the power supply to the gaming machine is cut off due to a predetermined power interruption event, the maximum bet button lamp is configured to change from lit to unlit, followed by the stop button lamp changing from lit to unlit. In a situation where at least the game start lamp and the stop button lamp are lit and the game is not in progress, and the power supply to the gaming machine is interrupted due to a predetermined power outage event, the game start lamp is configured to change from lit to unlit, and then the stop button lamp changes from lit to unlit. When the power supply to the gaming machine is cut off due to a predetermined power interruption event while at least the 1st bet lamp, the 2nd bet lamp, and the stop button lamp are lit and the game is not in progress, the system is configured such that the 1st bet lamp goes from lit to unlit, and then the 2nd bet lamp goes from lit to unlit, and then the stop button lamp goes from lit to unlit. A gaming machine characterized by the following features.