Gaming machine

The gaming machine's dual control system with command storage and generation enhances game control and enjoyment by managing command transmission and navigation assistance, addressing the lack of engagement in conventional machines.

JP2026088531APending Publication Date: 2026-05-29SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2024-11-19
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective game control mechanisms to enhance player engagement and enjoyment.

Method used

The gaming machine incorporates a first control means and a second control means that utilize command storage and generation information to manage game control, including command type data and parameters, enhancing game control through command transmission and navigation assistance.

Benefits of technology

This configuration improves the gaming experience by providing enhanced game control and enjoyment through strategic command management and navigation assistance.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a gaming machine that can perform appropriate game control. [Solution] A command transmitted from the main control means to the sub-control means is composed of multiple types of information, including command type data indicating the type of command and a predetermined number of parameters. The main control means has a control command storage buffer capable of temporarily storing the value of the command to be transmitted to the sub-control means, and determination data indicating whether or not the parameters 1 to 6 stored in the control command storage buffer are parameters used by the sub-control means. When transmitting a command to the sub-control means, the determination data is referenced, and for parameters used by the sub-control means, the value of the parameter stored in the control command storage buffer is transmitted, and for parameters not used by the sub-control means, undefined data "0" is transmitted.
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Description

Technical Field

[0001] The present invention relates to gaming machines such as slot machines and pachinko machines.

Background Art

[0002] Conventionally, gaming machines include slot machines (rotary gaming machines), pachinko machines, arrangement ball gaming machines, jan ball gaming machines, etc. Among these types of gaming machines, there is, for example, a slot machine as shown in Patent Document 1.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In conventional gaming machines, various devices have been made to enhance the gaming performance and improve the interest of the game, and to perform appropriate game control. However, there is still room for further improvement.

[0005] An object of the present invention is to provide a gaming machine capable of performing appropriate game control.

Means for Solving the Problems

[0006] The present invention has the following features. In the description of the following feature configurations, an example of the corresponding configuration in the embodiments described later is shown in parentheses.

[0007] The gaming machine according to the present invention comprises a first control means (for example, a main control means in the third embodiment) and a second control means (for example, a sub-control means in the third embodiment) that performs control based on a command transmitted from the first control means, wherein the command is composed of a plurality of types of information including command type data indicating the type of command and a predetermined number of parameters, the first control means has a command storage means (for example, a control command storage buffer in the third embodiment) capable of temporarily storing the command type data and the values ​​of the predetermined number of parameters of a command to be transmitted to the second control means, and command generation information for each type of command that indicates which parameters are used and which are not used in the second control means for a predetermined number of parameters stored in the command storage means, and when transmitting a command to the second control means, the command generation information (for example, judgment data in the third embodiment) is referred to, and the values ​​of the parameters stored in the command storage means are transmitted for the parameters used in the second control means from among the values ​​of the predetermined number of parameters stored in the command storage means, and undefined data indicating that the parameters are undefined is transmitted for the parameters not used in the second control means. [Effects of the Invention]

[0008] The gaming machine with the above configuration can enhance the enjoyment of the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of a slot machine according to the first embodiment of the present invention. [Figure 2] This figure shows the arrangement of symbols on each reel in the slot machine of the first embodiment. [Figure 3] This figure shows the symbol combinations for bonus roles and re-play roles in the slot machine of the first embodiment. [Figure 4] This figure shows the combinations of symbols for small wins in the slot machine of the first embodiment. [Figure 5]This figure shows a list of condition devices in the slot machine of the first embodiment. [Figure 6] This figure shows a table of placements corresponding to the probability of winning a prize in the slot machine of the first embodiment. [Figure 7] This figure shows a table of placements corresponding to the probability of winning a prize in the slot machine of the first embodiment. [Figure 8] This flowchart shows the flow of game progress control processing in the slot machine of the first embodiment. [Figure 9] This figure shows the RT states and transition conditions between RT states in the slot machine of the first embodiment. [Figure 10] This figure shows the transitions in the game state in the slot machine of the first embodiment. [Figure 11] This figure shows the presentation of a normal game (with a specified number of 3 coins) in the slot machine of the first embodiment. [Figure 12] This diagram shows the presentation of the "Regular Bonus Game" in the slot machine of the first embodiment. [Figure 13] This figure shows the presentation of the "Big Bonus Game" in the slot machine of the first embodiment. [Figure 14] This figure shows the presentation of the "Big Bonus Game" in the slot machine of the first embodiment. [Figure 15] This diagram shows the presentation of the "Jack Game" in the slot machine of the first embodiment. [Figure 16] This figure shows the configuration and list of control commands transmitted from the main control means to the sub-control means in the slot machine of the third embodiment. [Figure 17] This is a conceptual diagram illustrating the flow of generating the control commands described above. [Figure 18] This figure shows the configuration of the control command storage buffer set in the RWM of the main control means of the slot machine in the third embodiment. [Figure 19] This figure shows the contents of the command determination table that is referenced when generating the control commands mentioned above. [Figure 20] It is a flowchart showing the content of the command set process executed when generating the above control command. [Figure 21] It is a flowchart showing the content of the command transmission process executed when generating the above control command. [Figure 22] It is a diagram showing a modified example of the command determination table referred to when generating the above control command. [Figure 23] It is a perspective view showing the structure of the left reel module in the slot machine of the third embodiment. [Figure 24] It is a timing chart showing the outline of the blinking control of the above back lamp. [Figure 25] In the slot machine of the third embodiment, it is a flowchart showing the content of the rotation start blinking control executed at the start of the rotation of the reel. [Figure 26] In the slot machine of the third embodiment, it is a flowchart showing the content of the rotation stop blinking control executed at the stop of the rotation of the reel. [Figure 27] It is a flowchart showing another form different from the above rotation start blinking control. [Figure 28] It is a flowchart showing another form different from the above rotation stop blinking control. [Figure 29] It is a flowchart showing another form different from the above rotation stop blinking control.

Embodiments for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the following explanation, "winning combination selection process" refers to the process of performing a selection act, such as a lottery (also called "winning combination selection"), using electronic devices, etc., to randomly select one winning number from a predetermined set of multiple winning numbers. Once one winning number is selected, the system is configured to determine one or more winning combinations (also called "acceptable combinations" or "winning combinations") or a losing outcome that are permitted to be achieved in accordance with the selected winning number. Note that the winning combination selection is also called "internal lottery" or "winning combination determination," and the "sen" in "lottery" and "winning" can also be written as "selection" or "lottery."

[0011] Furthermore, when we write "a winning combination is formed" or "a winning combination is formed," the term "formed" refers to the symbol combination that constitutes the winning combination (corresponding symbols) corresponding to the selected winning combination lottery result number (regardless of whether it is a winning combination that is given game value (a minor win) or a winning combination that does not pay out (a replay winning combination or a bonus winning combination)), and that is displayed in a predetermined stopping manner (for example, the manner in which they line up on the active line as described below). However, the timing of formation can be any appropriate timing, such as the time when the reel stop operation is performed at a time when it is possible to stop and display the winning combination of symbols on the active line, the time when the winning combination of symbols is stopped and displayed on the active line, the time when the slot machine identifies that the corresponding symbols of the winning combination have been stopped and displayed on the active line, or the time when the result of the identification is stored in the memory.

[0012] The types of game combinations mentioned above include bonus combinations (special combinations), minor combinations (winning combinations), and replay combinations. Bonus combinations are game combinations in which, when a bonus combination symbol stops and is displayed on an active payline, a bonus game (special game) will start from the next game. Minor combinations are game combinations in which, when a minor combination symbol stops and is displayed on an active payline, a predetermined amount of game value will be awarded according to the displayed symbol combination. Replay combinations are game combinations in which, when a replay combination symbol stops and is displayed on an active payline, the player can play the next game without betting any game value.

[0013] Furthermore, in the following description, the operation of pressing the 1-BET switch 22 or MAX-BET switch 23 by the player in order to make available a predetermined number of game values ​​necessary for playing the game from the game values ​​stored in the game value storage means (memory device for storing game values) provided inside the slot machine will be collectively referred to as a bet operation. Furthermore, this bet operation, along with the operation of pressing the counting button 21 described later, the tilting operation of the start lever (also referred to as the "start switch") 24, and the operation of pressing the stop switches (also referred to as the "stop button") 25a, 25b, and 25c by the player, will be collectively referred to as a game operation.

[0014] Furthermore, the term "inserting" a game medium into a slot machine is used to mean "making the game medium available for play," and in this embodiment, the terms "inserting" and "betting" are synonymous. The "objects used for play" are also referred to as "game mediums," and these game mediums include intangible objects such as data indicating game value stored on magnetic cards or contact / contactless IC cards. This game value may be represented by conceptual game tokens having the same value as actual game tokens, or by fictional or real currency units, or points that do not have any particular meaning. The game medium may also be a tangible object such as game tokens or so-called pachinko balls.

[0015] Furthermore, in slot machines that use game value as a game medium, "assignment of game value (game medium)" refers to the act of adding the assigned amount of game value to the total amount of game value stored in the slot machine's game value memory means (hereinafter referred to as "total game value"). The amount of game value shall be expressed as an integer, and unless otherwise specified, there shall be a one-to-one relationship between the numerical value representing the amount of game value and the numerical value representing the number of game tokens. For example, a game value of "3" shall be equivalent to 3 game tokens. The term "game value" may be replaced with the terms "score" or "game medium." In this case as well, the amount of score or game medium shall be expressed as an integer, and unless otherwise specified, there shall be a one-to-one relationship between the numerical value representing the amount of score or game medium and the numerical value representing the number of game tokens. Furthermore, when "game value" is expressed as "score" or "game medium," the aforementioned game value storage means may be expressed as total score storage means (when using the term "score") or total game medium storage means (when using the term "game medium"). In this case, the score storage means will store the total score, and the game medium storage means will store the total number of game media. Also, in a slot machine that uses game tokens as the game medium, the "number of game tokens dispensed" (also referred to as "number of tokens dispensed") refers to the number of game tokens dispensed to the player in one game. Furthermore, the act of dispensing game tokens includes the act of actually dispensing game tokens from the slot machine to the outside (also referred to as "actual dispensing") and the act of increasing the value stored electromagnetically as game tokens stored in the slot machine (also referred to as "storage addition dispensing").

[0016] Furthermore, pressing one of the stop switches while all reels are spinning is called the first stop operation. Pressing one of the two stop switches corresponding to the spinning reel while the remaining two reels are spinning is called the second stop operation. Finally, pressing the stop switch corresponding to the remaining reel while that reel is spinning is called the third stop operation. Therefore, in a slot machine with three reels, the first stop operation performed after all reels have started spinning is the first stop operation, the next stop operation is the second stop operation, and the last stop operation is the third stop operation.

[0017] "Push Navigation" refers to the process of notifying the player of the order and position to press the stop switch in order to assist in the formation of a winning combination selected by the role lottery (notifying the player of the advantageous way to operate the stop switch). Among the push navigations, those that assist (notify) the order in which to press the stop switch so that a specific combination of symbols can be aligned on an active line are called "Push Order Navigation." Also, those that assist in the position in which to press the stop switch so that a specific symbol can be stopped and displayed on an active line are called "Eye Press Navigation" (mainly performed by the sub-control means). Assisting the position of the stop switch can also be seen as assisting the player in the timing when they should operate the stop switch. Furthermore, when distinguishing push order navigations from the winning combinations they assist in forming, those that assist in the formation of a replay winning combination are called "RP Navigation" (RP is an abbreviation for replay), and those that assist in the formation of a winning combination (minor win) are called "Winning Combination Navigation." Furthermore, when distinguishing between push-button navigation sequences based on whether the push-button navigation is controlled by the main control means or the sub-control means, push-button navigation performed by the main control means is also referred to as "main-side push-button navigation" ("main-side RP navigation", "main-side prize-winning navigation", "main-side timing-based push-button navigation"). Push-button navigation performed by the sub-control means is also referred to as "sub-side push-button navigation" ("sub-side RP navigation", "sub-side prize-winning navigation", "sub-side timing-based push-button navigation") or "push-button navigation effect" ("RP navigation effect", "prize-winning navigation effect", "timing-based push-button navigation effect"). These terms are also collectively referred to as stop switch operation mode notification effects.

[0018] "AT game" refers to a game in which the aforementioned push-to-navigate instructions are given. Therefore, AT games are more advantageous for the player compared to non-AT games (regular games). The duration of an AT game can be determined by a predetermined number of games played, the number of times a winning instruction is given, or by a lottery to determine whether or not to continue the AT game.

[0019] The "advantageous section" is the period during which button press navigation can be performed. It is also the period during which information that can determine the button press order may be transmitted from the main control means, which controls the progress of the game, to the sub-control means, which controls the game's effects. In contrast, the "normal section" is the period during which button press navigation cannot be performed. It is also the period during which information that can determine the button press order may not be transmitted from the main control means to the sub-control means. During the advantageous section, it is possible to perform draws that change the state of the advantageous section (for example, a draw that changes the probability of winning the draw that determines whether or not to start AT gameplay) and processes that increase (add) the number of AT gameplay rounds during the advantageous section. Examples of states in the advantageous section include the normal state, the high probability state for AT draws, the AT state, and other states related to instruction functions. The maximum period during which one can stay in an advantageous section is capped at 2400 coins in net winnings during that section. When this limit is reached and the advantageous section ends, all information related to the advantageous section is cleared. Information related to the advantageous period includes the difference in the number of tokens played during that period and information related to AT (Automatic Trigger) games (for example, the number of AT games played, the probability of winning an AT game, and the number of rights (stock) to play AT games). In addition, the advantageous period can be terminated even before the difference in tokens during the advantageous period reaches the upper limit of 2400 tokens. In other words, the advantageous period can be terminated if any termination condition is met.

[0020] A "freeze" (also called a "freeze effect") is an effect in which the execution of predetermined control processes related to the progress of the game is delayed for a certain period of time. As freezes, there are two types that can be appropriately implemented: a freeze that occurs when the operation of the start lever 24 (described later) is accepted (also called a "reel rotation start freeze") and a freeze that occurs after all reels have stopped rotating (also called a "reel rotation stop freeze"). During the freeze period, the game cannot be effectively accepted by the player. In addition, a reel effect (also called a "reel effect") may be performed during the freeze period. Examples of reel effects include reel actions (movements in which the rotation speed and direction of rotation change as appropriate) that are unrelated to the player's game operations, and reels that stop and display a predetermined combination of symbols (winning combination) after they have rotated.

[0021] Furthermore, in the following explanation, "main game" refers to the actual gameplay in a slot machine, which becomes playable when game value is bet, and the game result is determined according to the pattern of symbols displayed when all reels stop. On the other hand, "simulated game performance" refers to a performance that is performed using each reel before the reels start spinning of the main game, triggered by the acceptance of the reel spinning start operation (tilting the start lever) of the main game after predetermined conditions have been met. In this performance, the reels spin, and when the stop switch corresponding to the spinning reel is stopped, the rotation of that reel stops (strictly speaking, it swings back and forth with a slight amplitude; hereinafter also referred to as "simulated stop" or "temporary stop") and the predetermined symbols are displayed. In addition, in the simulated game performance, as with the main game, the stop operation of the stop switch becomes possible only after the rotation speed of each reel has reached a constant speed (for example, about 80 rotations / minute).

[0022] The simulated game ends when a new reel rotation start operation (operation of the start switch) is performed while all reels are temporarily stopped, or when a predetermined time has elapsed (for example, 20 seconds after the end of the simulated game performance) without a new reel rotation start operation being performed. Then, the main game begins based on the reel rotation start operation in the main game that triggered the simulated game performance. For example, each reel starts rotating at a different timing or with a different acceleration, and once all reels have reached a constant speed, the stop operation for each reel in the main game becomes available. When the stop switch is operated in this state, the rotation of the reel corresponding to the stopped stop switch stops. At this time, reel stop control is performed according to the result of the role drawing that was triggered by the reel rotation start operation in the main game. In this specification, the terms "main game" and "simulated game performance" are used when it is necessary to clearly distinguish between them, and when there is no particular need to distinguish between them, the term "game" is used simply. Alternatively, after all reels have temporarily stopped, a freeze animation (slot machine animation) may be performed, and then the main game may begin. In this case, after the freeze animation has finished, the main game may begin with each reel starting to rotate at different timings or with different accelerations.

[0023] [First Embodiment] Figure 1 shows a slot machine (referred to as "Slot Machine 1") as a first embodiment of the gaming machine according to the present invention, and the basic configuration of this Slot Machine 1 will be described below with reference to Figure 1. Slot Machine 1 of this embodiment is a well-known so-called smart pachislo (smart slot), and is a slot machine that uses game value stored in an IC card inserted into a dedicated unit provided adjacent to Slot Machine 1 as the game medium. Here, the magnitude of the game value used as the game medium can be expressed as an integer value, and one unit of game value is equivalent to one game token in a slot machine that uses game tokens as the game medium. Therefore, below, the unit of game value may be expressed as "coins". For example, the quantity of one unit of game value may be expressed as "1 coin".

[0024] ≪Appearance of a slot machine≫ The slot machine 1 comprises a box-shaped casing (main body component) with an open front, and a front door 2 that is attached to the front opening of the casing so as to be openable and closable. As shown in Figure 1(A), the front of the front door 2 has an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a lower assembly 40 attached to it in order from top to bottom. <Upper Panel Assembly> In the center of the upper panel assembly 10, the display screen 11a of the image display device (also referred to as a "liquid crystal display device") 11, which is located on its back side, is positioned to face forward. Around its periphery are the first effect lamp 12, the second effect lamps 13a and 13b, and the third effect lamps 14a and 14b. A pair of fourth effect lamps 16a and 16b are positioned to the left and right of the display screen 11a, and an upper speaker 15a is positioned between the third effect lamp 14a and the fourth effect lamp 16a, and an upper speaker 15b is positioned between the third effect lamp 14b and the fourth effect lamp 16b.

[0025] <Intermediate Panel Assembly> (reel) The central part of the middle panel assembly 20 is provided with a display window W that faces the surfaces of three reels 3a, 3b, and 3c arranged side by side within the main housing. The left reel 3a, the middle reel 3b, and the right reel 3c are each configured to rotate by stepping motors. Each reel 3a, 3b, and 3c has a cylindrical shape and is composed of two ring-shaped frames arranged opposite each other at a predetermined distance apart, and a strip-shaped reel tape attached so as to wrap around the circumferential surfaces of these two reel frames. The reel tape has 20 designated pattern display areas, which are divided into 20 equal parts along its longitudinal direction (i.e., the circumferential surface of the reel), and one pattern is displayed in each pattern display area. Therefore, each of the reels 3a, 3b, and 3c displays 20 patterns. The types of patterns displayed on each reel will be explained in detail later.

[0026] (Display window and active lines) The display window W has an area that can display three consecutive symbols on each reel when each reel 3a, 3b, and 3c stops. As a result, when all reels stop, a total of nine symbols (3 symbols x 3 reels) are visible to the player. In the display window W, the position where the top symbol of the three consecutive symbols displayed when the reels stop is called the upper row, the position where the middle symbol is displayed is called the middle row, and the position where the bottom symbol is displayed is called the lower row. When the slot machine 1 controls the stopping of the spinning reels, it controls the reel stopping so that the three consecutive symbols on each reel stop and are displayed in the upper, middle, and lower positions within the display window W (positions indicated by dashed circles within the display window W in Figure 1).

[0027] The display window W has designated winning lines WL for determining whether a winning combination has been formed. If the combination of symbols displayed along the winning lines (more precisely, the activated winning lines) matches the symbol combination of any winning combination, then that winning combination has been formed. In this embodiment, the display window W has five designated winning lines: an upper line that crosses the upper position of each reel horizontally, a middle line that crosses the middle position of each reel horizontally, a lower line that crosses the lower position of each reel horizontally, an upward-sloping line that crosses the lower position of the left reel 3a, the middle position of the middle reel 3b, and the upper position of the right reel 3c, and an upward-sloping line that crosses the upper position of the left reel 3a, the middle position of the middle reel 3b, and the lower position of the right reel 3c.

[0028] Slot machine 1 has two types of games depending on the game state: one where the required number of bets is 3 (hereinafter also called "3-coin betting game") and another where the required number of bets is 2 (hereinafter also called "2-coin betting game") (details will be explained later). In the 3-coin betting game, there are five winning lines that are activated (hereinafter referred to as "active lines"): the upper line, middle line, lower line, downward-right line, and upward-right line (hereinafter these five active lines are collectively referred to as "5 lines"). In contrast, in the 2-coin betting game, there is only one active line: the downward-right line.

[0029] (Various switch groups) Below the display window W are a counting button 21, a 1-BET switch 22 for betting the value of one game, a MAX-BET switch 23 for betting the maximum bet allowance (also called the "specified number," for example, 3 game values) at once, a start lever 24 operated to start the rotation of all reels 3a, 3b, and 3c (reels are also called "spinning bodies"), and three stop switches 25a, 25b, and 25c for individually stopping the rotation of each reel 3a, 3b, and 3c.

[0030] The counting button 21 is a switch that is operated when transferring the game value (hereinafter simply referred to as "game value stored in slot machine 1") stored in the game value storage means (also referred to as the game medium count storage means or total score storage means) of the slot machine 1 to a dedicated unit (also referred to as a lending unit). The game value transferred from slot machine 1 to the dedicated unit is added to the game value stored in the IC card inserted into the dedicated unit. For example, if the counting button 21 is stopped within 500ms (short press), "1" is transferred from the slot machine to the dedicated unit. If the counting button 21 is operated for a period of 500ms or more (long press), "50" is transferred from slot machine 1 to the dedicated unit at predetermined intervals (300ms). If the counting button 21 is stopped while it has been operated for a period of 500ms or more, "0" is transferred from slot machine 1 to the dedicated unit. Of the stop switches 25a, 25b, and 25c, in Figure 1, the left stop switch 25a on the left corresponds to reel 3a, the middle stop switch 25b in the center corresponds to reel 3b, and the right stop switch 25c on the right corresponds to reel 3c. Each stop switch has a button-shaped input that retracts when pressed by the player and returns to its original position due to spring force when released. When this input is pressed (pressed by hand), the contacts of the electrical circuit close, switching from the OFF state to the ON state. When the press is released (the hand is released), the contacts open, switching from the ON state to the OFF state.

[0031] Between the display window W and the stop switches 25a, 25b, and 25c, there are selection buttons (also called "direction buttons" or "cross keys") 26 and a confirmation button (also called "menu buttons" or "PUSH buttons") 27 for the player to input information to the slot machine 1. Hereinafter, the selection buttons 26 and the confirmation button 27 will be collectively referred to as "sub-buttons". As shown in Figure 1(B), the selection buttons 26 consist of four buttons: an up button 26U, a down button 26D, a left button 26L, and a right button 26R, which specify the up, down, left, and right directions. Depending on the button operated by the player, one of the following directions will be specified: up, down, left, or right. The confirmation button 27 is made of a light-transmitting material and has a light source such as an LED inside. When the operation of the confirmation button 27 is disabled, the light source inside the switch turns off, and when it is enabled, it blinks (or stays lit).

[0032] When the sub-button is pressed (by hand), the contacts in the electrical circuit close, switching from the off state to the on state. When the press is released (the hand is removed), the contacts open, switching from the on state to the off state. When the sub-button is successfully operated, a predetermined performance process corresponding to that operation may be executed in the sub-control means described later. In addition, a performance process prompting the player to operate the sub-button may be performed. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the image display device 11 screen and the volume of the speaker.

[0033] Here, the upper button 26U, lower button 26D, left button 26L, and right button 26R that constitute the selection button 26 may be individually turned on / off, or a cross-shaped keytop (directional pad) may be provided so that the button corresponding to the direction in which the directional pad is tilted is turned on. If the upper button 26U, lower button 26D, left button 26L, and right button 26R can be turned on / off using the directional pad, two adjacent buttons (up and right, right and down, down and left, left and up) can be turned on simultaneously, but opposing buttons (up and down, right and left) cannot be turned on simultaneously.

[0034] (Various lamp groups) The central panel assembly 20 is equipped with various indicator lamps, such as LED lamps. These indicator lamps include a MAX-BET switch indicator lamp 28a located inside the MAX-BET switch 23, stop operation acceptance lamps 28ka, 28kb, and 28kc located inside the stop switches 25a, 25b, and 25c located inside the stop switches, and a BET number indicator lamp 28b, a payout indicator lamp 28c, a game start indicator lamp 28d, a re-play indicator lamp 28e, a status indicator lamp 28f, and a count indicator lamp 28g located to the side or below the display window W in the central panel assembly 20. In addition, a total game value indicator lamp (total game value indicator) 28h and a payout indicator lamp (payout indicator) 28j are located to the right of the confirmation button 27 (see Figure 1(B)). The total game value indicator lamp (total game value indicator) 28h is controlled by a medal count control means described later. Other indicator lamps are configured to be controlled by the main control means described later.

[0035] The MAX-BET switch indicator lamp 28a lights up when it is possible to bet the amount of game value to be used for the game from the total game value stored in the slot machine 1. When lit, it partially or entirely illuminates the MAX-BET switch 23. The left stop operation acceptance lamp 28ka is located inside the left stop switch 25a and lights up blue when the left stop switch 25a is ready to be operated and red when it is not ready. The middle stop operation acceptance lamp 28kb is located inside the middle stop switch 25b and lights up blue when the middle stop switch 25b is ready to be operated and red when it is not ready. The right stop operation acceptance lamp 28kc is located inside the right stop switch 25c and lights up blue when the right stop switch 25c is ready to be operated and red when it is not ready.

[0036] The BET number indicator lamp 28b (hereinafter also referred to as "BET lamp 28b") displays the quantity (number of coins) of game value that has been bet, and consists of a 1-BET indicator lamp 28bC that lights up when the bet is 1 coin or more, a 2-BET indicator lamp 28bB that lights up when it is 2 coins or more, and a MAX-BET indicator lamp 28bA that lights up when it is 3 coins. The payout indicator lamp 28c lights up when it is possible to bet game value, and the start of game indicator lamp 28d lights up when it is possible to start the game by operating the start lever 24. The re-play indicator lamp 28e lights up when a re-play combination described later is established in any game and game value is automatically bet by the automatic betting process described later.

[0037] The status indicator lamp 28f lights up when the total game value stored in slot machine 1 is settled, and the count indicator lamp 28g displays, for example, the number of times push navigation can be performed when AT is set (this number is decreased by 1 each time push navigation is performed, and may also increase due to lottery, etc.). The total game value indicator lamp 28h consists of five 7-segment displays and displays the total game value stored in slot machine 1 as a five-digit number. When game value is bet to play, the amount of game value bet is subtracted from the displayed total game value. Also, when game value is awarded as a result of winning a minor role as described later, the amount of game value awarded is added to the total game value. The payout indicator lamp 28j consists of two 7-segment displays and displays the amount of game value awarded when a minor role as described later is won as a two-digit number. The 7-segment display that makes up the total game value display lamp 28h and the payout display lamp 28j consists of seven segment lamps for representing numbers and one segment lamp for representing the decimal point (dot).

[0038] The payout indicator lamp 28j described above is also configured to display letters (alphabetical characters) or numbers (hereinafter also referred to as "error codes") indicating the type of error when some kind of abnormality (error) occurs in the slot machine 1. Errors that can be set in this embodiment include E1 errors, E5 errors, E6 errors, and E7 errors. An E1 error is an error that occurs when the contents of the memory device (RAM) are not normal when the power is turned on (RAM error). An E5 error is an error that occurs when the combination of symbols displayed when all reels stop is abnormal (corresponding symbols that make up a role other than an allowed role are displayed when stopped) (reel stop error). An E6 error is an error that occurs when the value of the setting value (described later) for selecting the winning probability of the role lottery is outside the predetermined numerical range (setting value error). An E7 error is an error that occurs when an abnormality in the update state of the internal random number used in various lotteries, etc. is detected (internal random number error).

[0039] In addition to the various lamps mentioned above, a vertically elongated rectangular secondary image display device 29 is provided to the left of the display window W. This secondary image display device 29 is a liquid crystal display device, similar to the image display device 11, and its display content is configured to be controlled by a secondary control means described later.

[0040] <Lower panel assembly and lower assembly> A transparent lower panel cover 31 is attached to the center of the lower panel assembly 30, and decorative lamps 32a and 32b are positioned at both the left and right ends. A translucent lower panel base and a lower panel light (neither shown) with a predetermined pattern are attached to the back side of the lower panel cover 31. By turning on this lower panel light, the pattern on the lower panel base is illuminated from the rear side. The lower assembly 40 is provided with a small storage compartment 41 for placing small items, and speaker holes for a pair of lower speakers 42a and 42b are provided at the back of the storage compartment 41.

[0041] ≪Control methods for slot machines≫ In this embodiment, the slot machine 1 is controlled by a main control means, a medal count control means, and a sub-control means. The configuration of each control means is described below.

[0042] <Configuration of the main control means> The main control means includes a ROM that stores game control programs and data for game control, a main CPU that processes the game control programs stored in the ROM, and a RAM (also called "RWM") that stores data generated or updated during the process of the main CPU processing the game control programs. In addition, it has a one-chip microcontroller that includes a clock pulse generation circuit, a pseudo-random number generation circuit, and I / O ports for inputting and outputting data to and from the outside. The main CPU controls the progress of the game in the slot machine 1 by processing related to role drawing and prize determination, as well as various devices installed in the slot machine 1 (e.g., stepping motors, various lamps, etc.) according to the game control programs stored in the ROM. The ROM and RAM in the one-chip microcontroller are non-volatile memory devices and are configured to retain stored information even when power is not supplied.

[0043] <Configuration of the medal count control mechanism> The medal count control means includes a ROM, which is a read-only storage device that stores a management program that primarily manages the number of medals and various data referenced when executing the management program; a management CPU that processes the management program stored in the ROM; and a RAM that stores data generated or updated during the process of the management CPU processing the management program. This RAM also serves the role of the aforementioned game value storage means. In the following, when "game value stored in slot machine 1" is mentioned, it refers to the game value stored in the said game value storage means. The medal count control means communicates bidirectionally with the dedicated unit and slot machine 1 by executing the management program described above. It controls the exchange of game value between the dedicated unit and slot machine 1, and also controls the display of the total game value indicator lamp 28h.

[0044] <Configuration of the sub-control means> The sub-control means mainly includes a ROM, which is a read-only storage device that stores performance control programs and data for performance control; a sub-CPU that processes the performance control programs stored in the ROM; and a RAM that stores data generated or updated during the process of the sub-CPU processing the performance control programs. The ROM and RAM are non-volatile storage devices and are configured to retain the stored information even when power is not supplied. The sub-CPU controls the performances provided by the various performance devices installed in the slot machine 1 by processing the performance control programs described above. The performance devices installed in the slot machine 1 include a group of performance lamps (first performance lamp 12, second performance lamps 13a, 13b, third performance lamps 14a, 14b, fourth performance lamps 16a, 16b, decorative lamps 32a, 32b), a group of speakers (speakers 15a, 15b, 42a, 42b), an image display device 11, a sub-image display device 29, and the like.

[0045] The sub-CPU controls the lighting, extinguishing, blinking, and color of the performance lamps, the sound, sound effects, and volume output from the speaker group, and the display of performance images, performance videos, and information related to the game status on the image display device 11 or sub-image display device 29, based on various control commands transmitted from the main control device. This enables the execution of performances using various performance devices. As described above, information exchanged between the main control device and the sub-control device is always unidirectional, from the main control device to the sub-control device, and no information is transmitted from the sub-control device to the main control device.

[0046] Among the above-mentioned effects, there may be effects that change the display mode of the effect image or effect video displayed on the image display device 11 in response to the operation of the confirmation button 27. In addition, the information regarding the game status displayed on the image display device 11 or the sub-image display device 29 may include, for example, information regarding a game state that is advantageous to the player, such as a bonus game (number of games played during the advantageous game state, amount of game value granted during the advantageous game state, information regarding the end of the advantageous game state (e.g., remaining number of games or amount of game value)). Furthermore, a menu screen may be displayed on the image display device 11 in response to the operation of the selection button 26 and the confirmation button 27, and information corresponding to the player's selection operation may be provided.

[0047] ≪Basic operations for playing the game≫ To play on the aforementioned slot machine 1, the player first inserts an IC card containing the game value into a dedicated unit located adjacent to the slot machine 1. Next, they press the dispensing button on the dedicated unit to transfer a predetermined quantity (number of coins) of game value (for example, "50 coins") from the game value recorded on the IC card to the slot machine 1. The quantity (number of coins) of game value transferred from the dedicated unit is then added to the total game value stored in the slot machine 1. The total game value display lamp 28h also displays the current total game value plus the quantity (number of coins) of game value transferred from the dedicated unit. For example, if the total game value display lamp 28h displays "100" and the dispensing button is operated to transfer "50", the total game value display lamp 28h will display "150". This allows the player to play using the game value recorded on the IC card.

[0048] To play slot machine 1, the player operates the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of game values ​​within the range of the total game value stored in slot machine 1, thereby activating the corresponding winning lines WL. This subtracts the number of game values ​​(coins) bet from the total game value, and the value displayed on the total game value indicator lamp 28h decreases accordingly. Next, when the player operates the start lever 24, the number of bets is finalized (the bet game value is put into play). Then, the prize draw process described later takes place, and after it is confirmed that the minimum play time (for example, 4.1 seconds from when all reels started spinning in the previous game) has elapsed, each reel 3a, 3b, and 3c starts spinning.

[0049] When each reel 3a, 3b, and 3c starts to rotate, multiple types of symbols displayed on the outer surface of reels 3a, 3b, and 3c move up and down (usually from top to bottom) within the display window W. When the rotation of reels 3a, 3b, and 3c reaches a predetermined speed and becomes constant speed rotation, each stop switch 25a, 25b, and 25c is activated (making it possible to effectively accept operation of the stop switches). In this state, if the player operates stop switch 25a, the rotation of reel 3a stops; if the player operates stop switch 25b, the rotation of reel 3b stops; and if the player operates stop switch 25c, the rotation of reel 3c stops. Once all reels have stopped, it is determined whether the combination of symbols stopped and displayed on the active line matches the combination of symbols for a minor win described later (i.e., whether a minor win has been achieved). Then, if it is determined that a minor role has been won, the game value corresponding to the number of winning minor roles is added to the credited game value, and the total game value displayed on the total game value display lamp 28h increases accordingly.

[0050] To end the game, press the counting button 21, and the total game value stored in slot machine 1 will be transferred to a dedicated unit. The total game value transferred to the dedicated unit will be added to the game value stored in the IC card inserted into the dedicated unit. Then, pressing the return button on the dedicated unit will eject the IC card from the dedicated unit.

[0051] ≪Reel symbol arrangement≫ Next, we will explain the symbols displayed on reels 3a, 3b, and 3c with reference to Figure 2. Figure 2(a) shows the symbol arrangement displayed on each reel tape of reels 3a, 3b, and 3c. Here, the downward arrow shown to the left of the symbol number column in Figure 2(a) indicates the direction in which each reel symbol moves within the display window W. Also, the space between symbol number 0 and symbol number 1 on each reel is the seam of the reel tape. As shown in Figure 2(b), the symbol arrangement on each reel consists of 20 symbols using 10 types of symbols: "Red 7", "Bar", "Replay", "Bell A", "Bell B", "Bell C", "Cherry A", "Cherry B", "Blank A", and "Blank B".

[0052] On the left reel 3a, the "Bell B" symbol is placed on symbols 0, 15, and 5, the "Blank B" symbol is placed only on symbol number 19, the "Red 7" symbol is placed on symbols 18 and 9, the "Bell A" symbol is placed on symbols 17, 12, 7, and 2, the "Replay" symbol is placed on symbols 16, 11, 6, and 1, the "Cherry B" symbol is placed only on symbol number 14, the "Bar" symbol is placed on symbols 13 and 4, the "Bell C" symbol is placed only on symbol number 10, the "Blank A" symbol is placed only on symbol number 8, and the "Cherry A" symbol is placed only on symbol number 3.

[0053] In the middle reel 3b, the "Replay" symbol is placed at symbol numbers 0, 15, 10, and 5; the "Cherry B" symbol is placed at symbol numbers 19 and 4; the "Red 7" symbol is placed at symbol numbers 18 and 8; the "Cherry A" symbol is placed at symbol numbers 17, 12, and 7; the "Bell A" symbol is placed at symbol numbers 16, 11, and 6; the "Blank A" symbol is placed at symbol numbers 14 and 9; the "Bar" symbol is placed only at symbol number 13; the "Bell C" symbol is placed only at symbol number 3; the "Blank B" symbol is placed only at symbol number 2; and the "Bell B" symbol is placed only at symbol number 1.

[0054] On the right reel 3c, the "Blank A" symbol is placed at symbol numbers 0, 15, and 5; the "Bell B" symbol is placed only at symbol number 19; the "Red 7" symbol is placed only at symbol number 18; the "Bar" symbol is placed only at symbol number 17; the "Replay" symbol is placed at symbol numbers 16, 11, 6, and 1; the "Bell A" symbol is placed at symbol numbers 14, 9, and 4; the "Cherry A" symbol is placed at symbol numbers 13, 8, and 3; the "Blank B" symbol is placed at symbol numbers 12, 7, and 2; and the "Cherry B" symbol is placed only at symbol number 10.

[0055] ≪Symbol combinations for each game win≫ Next, the symbol combinations for each game win will be explained with reference to Figures 3(a) and 4. Figure 3(a) shows the symbol combinations for bonus wins and re-play wins, and Figure 4 shows the symbol combinations for minor wins (winning wins). In Figures 3(a) and 4, the numbers in the "Number" column indicate the unique number (symbol combination number) assigned to each symbol combination. The meanings of "A" to "F" in the "Game State" column are as shown in Figure 3(b). Specifically, Game State "A" is a game state where no bonus game is in progress and the specified number of coins is 2 (effective lines are only the downward sloping line). Game State "B" is a game state where no bonus game is in progress and the specified number of coins is 3 (effective lines are 5 lines).

[0056] Game state "C" is the game state in which the 1st type BB-A game, described later, is being played. Game state "D" is the game state in which the 1st type BB-B game, described later, is being played. Game state "E" is the game state in which the 2nd type BB-A game, described later, is being played. Game state "F" is the game state in which the 2nd type BB-B game, described later, is being played. Here, during the 1st type BB-A game (game state "C"), the specified number is 3 (5 active lines), and during the 1st type BB-B game (game state "D"), the 2nd type BB-A game (game state "E"), and the 2nd type BB-B game (game state "F"), the specified number is 2 (only the downward sloping line is active). In the following explanation, when representing symbol combinations, the names of each symbol constituting the combination will be listed in the order of left reel 3a, middle reel 3b, and right reel 3c, enclosed in quotation marks (""), and the names of individual symbols will be separated by a "·". For example, the symbol combination number 2 in Figure 3(a) will be written as "Bell C·Red 7·Bar".

[0057] <Combinations of symbols for bonus roles> As shown in Figure 3(a), there is only one symbol combination for Type 1 BB01: "Red 7, Red 7, Red 7" (symbol combination number "1"). The symbol combination for Type 1 BB01 has the potential to line up on an active line (hereinafter simply referred to as "lining up") during a normal game with a set number of 3 (a game that is not during any bonus game and in which the bonus-related condition device is not activated). If it lines up, a Type 1 BB-A game will start from the next game as a bonus game. There are two symbol combinations for Type 1 BB02: "Bell C, Red 7, Bar" (symbol combination number "2") and "Blank B, Red 7, Bar" (symbol combination number "3"). The symbol combination for Type 1 BB02 has the potential to line up during a normal game with a set number of 2. If it lines up, a Type 1 BB-B game will start from the next game as a bonus game.

[0058] There are six possible combinations of symbols for the 2nd type BB01: "Red 7, Replay, Blank A" (symbol combination number "4"), "Red 7, Replay, Cherry B" (symbol combination number "5"), "Bar, Replay, Blank A" (symbol combination number "6"), "Bar, Replay, Cherry B" (symbol combination number "7"), "Replay, Replay, Blank A" (symbol combination number "8"), and "Replay, Replay, Cherry B" (symbol combination number "9"). The 2nd type BB01 symbol combinations can be matched in a normal game with a set number of 2 symbols, and if matched, the 2nd type BB-A game will start as a bonus game from the next game. There is one possible combination of symbols for the 2nd type BB02: "Red 7, Red 7, Bar" (symbol combination number "10"). The 2nd type BB02 symbol combination can be matched in a normal game with a set number of 3 symbols, and if matched, the 2nd type BB-B game will start from the next game.

[0059] <Symbol combinations for the replay bonus> In this embodiment, there are four types of replay combinations: Replay 01 to Replay 04. Of these, Replay 01 has only one symbol combination: "Replay, Replay, Replay" (symbol combination number "11"). This symbol combination can be achieved in normal gameplay with a set number of 2 and 3 (game states "A" and "B"). Replay 02 has two symbol combinations: "Bell B, Replay, Replay" (symbol combination number "12") and "Bell C, Replay, Replay" (symbol combination number "13"). These symbol combinations can be achieved in normal gameplay with a set number of 3 (game state "B"). The symbol combinations for Replay 03 are "Bell A, Replay, Cherry B" (symbol combination number "14") and "Bell A, Replay, Blank A" (symbol combination number "15"), and these symbol combinations can be obtained in normal gameplay (game state "A") with a set number of 2. The symbol combinations for Replay 04 are "Red 7, Replay, Bell A" (symbol combination number "16"), "Red 7, Replay, Bell B" (symbol combination number "17"), "Bar, Replay, Bell A" (symbol combination number "18") and "Bar, Replay, Bell B" (symbol combination number "19"), and these symbol combinations can be obtained in normal gameplay (game state "A") with a set number of 2.

[0060] <Winning combinations (minor wins) symbol combinations> As shown in Figure 4, in this embodiment there are 10 types of winning combinations, from Winning Combination 01 to Winning Combination 10. Of these, the symbol combinations for Winning Combination 01 are "Bell A, Bell A, Bell A" (symbol combination number "20"), "Bell A, Bell A, Bell B" (symbol combination number "21"), "Bell A, Bell B, Bell A" (symbol combination number "22"), "Bell A, Bell B, Bell B" (symbol combination number "23"), "Bell B, Bell A, Bell A" (symbol combination number "24"), "Bell B, Bell A, Bell B" (symbol combination number "25"), "Bell B, Bell B, Bell A" (symbol combination number "26"), and "Bell B, Bell B, Bell B" (symbol combination number "27"). For winning prize 01, in game states "A," "D," "E," and "F" where the prescribed number is 2, the number of game value awarded is 14, but in game states "B" and "C" where the prescribed number is 3, the number of game value awarded is 7.

[0061] There are four types of winning combinations for Prize 02: "Bell C, Bell A, Bell A" (symbol combination number "28"), "Bell C, Bell A, Bell B" (symbol combination number "29"), "Bell C, Bell B, Bell A" (symbol combination number "30"), and "Bell C, Bell B, Bell B" (symbol combination number "31"). For Prize 02, the number of game value awarded is 14 in game states "A", "D", "E", and "F", where the prescribed number is 2, but in game states "B" and "C", where the prescribed number is 3, the number of game value awarded is 7.

[0062] There are six possible combinations of symbols for winning prize 03: "Bell A, Bell C, Bell A" (symbol combination number "32"), "Bell A, Bell C, Bell B" (symbol combination number "33"), "Bell B, Bell C, Bell A" (symbol combination number "34"), "Bell B, Bell C, Bell B" (symbol combination number "35"), "Bell C, Bell C, Bell A" (symbol combination number "36"), and "Bell C, Bell C, Bell B" (symbol combination number "37"). For winning prize 03, the number of symbols awarded is 14 in game states "A", "D", "E", and "F", where the prescribed number is 2, but the number of symbols awarded is 7 in game states "B" and "C", where the prescribed number is 3.

[0063] The winning combinations for prize 04 are "Blank A, Bell A, Red 7" (symbol combination number "38"), "Blank A, Bell A, Cherry A" (symbol combination number "39"), "Blank A, Bell B, Red 7" (symbol combination number "40"), and "Blank A, Bell B, Cherry A" (symbol combination number "41"). For prize 04, the number of game value awarded is 14 in game states "A", "D", "E", and "F", where the prescribed number is 2, but in game states "B" and "C", where the prescribed number is 3, the number of game value awarded is 15.

[0064] There are two possible combinations for winning prize 05: "Blank B, Bell A, Blank B" (symbol combination number "42") and "Blank B, Bell B, Blank B" (symbol combination number "43"). For winning prize 05, the number of game value awarded is 14 in game states "A", "D", "E", and "F" where the prescribed number is 2, but the number of game value awarded is 15 in game states "B" and "C" where the prescribed number is 3. There are two possible combinations for winning prize 06: "Replay, Replay, Bar" (symbol combination number "44") and "Replay, Replay, Blank B" (symbol combination number "45"). For winning prize 06, the number of game value awarded is 14 in game states "A", "D", "E", and "F" where the prescribed number is 2, but the number of game value awarded is 15 in game states "B" and "C" where the prescribed number is 3.

[0065] The symbol combination for Prize 07 is "Replay, Bar, Blank B" (symbol combination number "46"), and the number of game value awarded is 15 regardless of the game state "A" to "F". The symbol combination for Prize 08 is "Cherry A, ANY, ANY" (symbol combination number "47"). In this symbol combination, "ANY" is written for the symbols corresponding to the middle reel 3b and the right reel 3c, meaning that any symbol on these reels is acceptable. Therefore, if the "Cherry A" symbol stops on an active line on the left reel 3a, Prize 08 will be awarded regardless of which symbols are displayed on the middle reel 3b and the right reel 3c. Prize 09 is "Cherry B, ANY, ANY" (symbol combination number "48"). Similar to Prize 08, if the "Cherry B" symbol stops on the active line on the left reel 3a, Prize 09 will be awarded regardless of which symbols are displayed on the middle reel 3b and the right reel 3c.

[0066] There are four possible combinations of symbols that result in a 10-win prize: "Bell B, Bell A, Replay" (symbol combination number "49"), "Bell B, Bell B, Replay" (symbol combination number "50"), "Bell C, Bell A, Replay" (symbol combination number "51"), and "Bell C, Bell B, Replay" (symbol combination number "52"). A 10-win prize can only be achieved in game state "C", and the number of game value awarded is 7.

[0067] ≪Bonus Game Details≫ The contents of each bonus game for the aforementioned Type 1 BB-A game, Type 1 BB-B game, Type 2 BB-A game, and Type 2 BB-B game will be explained with reference to Figure 3(c).

[0068] <Type 1 BB-A game> When the combination of symbols for Type 1 BB01 is matched, Type 1 BB-A gameplay begins in the next game. During Type 1 BB-A gameplay, RB-A gameplay is repeatedly executed until the cumulative number of game value awarded exceeds 210 coins. During RB-A gameplay, the set number is 3 coins, and it ends when two winning combinations are achieved or two games are played, and a new RB-A gameplay begins in the next game. However, if the cumulative number of coins awarded during Type 1 BB-A gameplay exceeds 210 during RB-A gameplay or when the termination conditions for RB-A gameplay are met, both RB-A gameplay and Type 1 BB-A gameplay will end in that game.

[0069] <Type 1 BB-B game> When the combination of symbols for Type 1 BB02 is matched, Type 1 BB-B gameplay will begin from the next game. During Type 1 BB-B gameplay, RB-B gameplay will be repeatedly executed until the cumulative number of game value awarded exceeds 210 coins. During RB-B gameplay, the set number is 2 coins, and it ends when two winning combinations are achieved or two games are played, and a new RB-B gameplay begins from the next game. However, if the cumulative number of coins awarded during Type 1 BB-B gameplay exceeds 210 coins during RB-B gameplay or when the termination conditions for RB-B gameplay are met, both RB-B gameplay and Type 1 BB-B gameplay will end in that game.

[0070] <2 types of BB-A games> When the two types of BB01 symbol combinations are matched, the two types of BB-A game will start from the next game. During the two types of BB-A game, the CB game will be repeatedly executed until the cumulative number of game value awarded exceeds 140 coins. During the CB game, the set number is 2 coins, no prize draw is performed, and reel stop control is performed to match one of the prize combinations 01 to 09 of the winning prizes described later to an active line according to the player's stop operation. During the CB game, for the middle reel 3b and the right reel 3c, the reel rotation will be stopped within 190 milliseconds after the corresponding stop switch (middle stop switch 25b or right stop switch 25c) is stopped, but for the left reel 3a, the reel rotation will be stopped within 75 milliseconds after the left stop switch 25a is stopped.

[0071] <2 types of BB-B games> When the two BB02 symbol combinations are matched, the two BB-B game begins from the next game. During the two BB-B game, the CB game is repeatedly executed until the cumulative number of game value awarded exceeds 110 coins. During the CB game, the set number is 2 coins, no winning combination drawing takes place, and the reels are stopped in response to the player's stopping operation to align one of the winning combinations 01 to 09 (described below) onto an active line. The same reel stop control is performed during the CB game in the two BB-B game as it is during the CB game in the two BB-A game.

[0072] ≪Types of Conditioning Devices≫ Next, referring to Figure 5, the types of condition devices that can be activated by the role lottery process performed by the main control means will be explained. Here, Figure 5(a) shows the types of condition devices related to bonuses, and Figure 5(b) shows the types of condition devices related to replay and winning. In addition, the numbers in the "Number" column in Figure 5(a) indicate the bonus condition device numbers, and the numbers in the "Number" column in Figure 5(b) indicate the replay and winning condition device numbers.

[0073] <Condition mechanism related to bonuses> As shown in Figure 5(a), the bonus condition devices that operate according to the result of the role draw include Type 1 BB-A, Type 1 BB-B, Type 2 BB-A, and Type 2 BB-B. (Type 1 BB-A condition device and Type 1 BB-B condition device) When the Type 1 BB-A condition device (BIG (first half)) is activated, the machine becomes capable of matching the symbol combination corresponding to Type 1 BB01. If this symbol combination aligns on an active line, Type 1 BB-A gameplay will begin from the next game. When the Type 1 BB-B condition device (BIG (restart)) is activated, the machine becomes capable of matching the symbol combination corresponding to Type 1 BB02. If this symbol combination aligns on an active line, Type 1 BB-B gameplay will begin from the next game.

[0074] (Type 2 BB-A condition device and Type 2 BB-B condition device) When the Type 2 BB-A condition device (BIG(JAC)) is activated, the machine becomes capable of matching the symbol combination corresponding to Type 2 BB01, and if that symbol combination aligns on an active line, Type 2 BB-A gameplay will begin from the next game. When the Type 2 BB-B condition device (REG) is activated, the machine becomes capable of matching the symbol combination corresponding to Type 2 BB02, and if that symbol combination aligns on an active line, Type 2 BB-B gameplay will begin from the next game.

[0075] As shown in Figure 3(a), there are six possible symbol combinations corresponding to the 2nd type BB01, numbered "4" through "9". Based on the arrangement of the symbols on the reels that make up these combinations (see Figure 2(a)), the reel stop control (pull-in control) described later will ensure that one of the six symbol combinations mentioned above aligns on an active line. In other words, the pull-in probability PB of the symbol combination that initiates the 2nd type BB-A game is 100% (PB=1). As a result, when the 2nd type BB-A condition device is activated, the 2nd type BB01 will be awarded in that game.

[0076] In contrast, for the symbol combinations corresponding to Type 1 BB01, Type 1 BB02, and Type 2 BB02, depending on the timing of the player's stopping operation, the symbols may not be able to be aligned on the active line by the pull-in control (i.e., missed payouts) due to the arrangement of the symbols on the reels that make up each symbol combination. Therefore, the pull-in probability PB for the symbol combinations that initiate Type 1 BB-A game, Type 1 BB-B game, and Type 2 BB-B game is less than 100% (PB < 1). However, if the Type 1 BB-A condition device, Type 1 BB-B condition device, and Type 2 BB-B condition device are activated, even if the corresponding symbol combination is not aligned in that game, the condition device will remain activated until the corresponding symbol combination is aligned in subsequent games, resulting in a so-called "internal" game state.

[0077] <Conditions related to replaying> As shown in Figure 5(b), there are replay-A to E condition devices that operate according to the result of the role draw. When the replay-A condition device (replay (3 coins)) is activated, the game becomes ready to match the symbol combination for replay 01. When the replay-B condition device (replay (2 coins)) is activated, the game becomes ready to match the symbol combinations for replays 01, 03, and 04. When the replay-C condition device (sliding replay (3 coins)) is activated, the game becomes ready to match the symbol combinations for replays 01 and 02. When the replay-D condition device (sliding replay (2 coins)) is activated, the game becomes ready to match the symbol combination for replay 03. When the replay-E condition device (reach-eye replay) is activated, the game becomes ready to match the symbol combination for replay 02.

[0078] <Conditions for winning an award> As shown in Figure 5(b), there are three types of prize-winning condition devices that operate according to the result of the prize draw: Prize-A to Prize-M. Note that the Prize-ALL condition device operates in every game in the 2-type BB-A game and the 2-type BB-B game, regardless of the prize draw. When the Prize-A condition device (bell) is activated, it becomes possible to match the symbol combinations of Prize-01 to 03. When the Prize-B condition device (sliding bell) is activated, it becomes possible to match the symbol combinations of Prize-01 and 02. When the Prize-C condition device (15-coin prize) is activated, it becomes possible to match the symbol combinations of Prize-04 to 07. When the Prize-D condition device (2IN_bell with 15 coins) is activated, it becomes possible to match the symbol combinations of Prize-01 to 03 and 07. When the winning condition device (2IN_reach bell) is activated, it becomes possible to match the winning combinations of symbols 01, 04-06, 08, and 09.

[0079] If the Prize-F condition device (both cherries) is activated, it becomes possible to align the symbol combinations for Prize 08-09. If the Prize-G condition device (single cherry A) is activated, it becomes possible to align the symbol combination for Prize 08. If the Prize-H condition device (single cherry B) is activated, it becomes possible to align the symbol combination for Prize 09. If the Prize-I condition device (14 coins in 3IN_BB) is activated, it becomes possible to align the symbol combinations for Prize 01-03 and 08-10. If the Prize-J condition device (15 coins in 3IN_BB A) is activated, it becomes possible to align the symbol combinations for Prize 01, 02, 04, 05 and 10. If the Prize-K condition device (15 coins in 3IN_BB B) is activated, it becomes possible to align the symbol combinations for Prize 01, 02, 06, 07 and 10.

[0080] When the Prize-L condition device (14 coins during 2IN_BB) is activated, it becomes possible to match the symbol combinations of Prize 01-05, 08, and 09. When the Prize-M condition device (15 coins during 2IN_BB) is activated, it becomes possible to match the symbol combinations of Prize 01-03, 06, and 07. When the Prize-ALL condition device (14 coins during MB) is activated, it becomes possible to match the symbol combinations of Prize 01-09.

[0081] ≪Probability of winning in the prize draw≫ In the main control means of this embodiment, the probability (winning probability) that each of the above-mentioned condition devices will be activated by the winning draw process performed based on pseudo-random numbers and a winning draw table will be explained with reference to the winning number tables shown in Figures 6 and 7. In Figure 6, (a) shows the types of condition devices that are subject to the winning draw performed in a normal game with a predetermined number of 3, and the winning number tables for each condition device; (b) shows the types of condition devices that are subject to the winning draw performed in a game while a Type 1 BB-A condition device is activated, and the winning number tables for each condition device; and (c) shows the types of condition devices that are subject to the winning draw performed in an RB-A game during a Type 1 BB-A game, and the winning number tables for each condition device.

[0082] Furthermore, in Figure 7, (a) shows the types of condition devices that are subject to the prize draw performed in games when the Type 2 BB-B condition device is in operation, and a table of the winning numbers for each condition device; (b) shows the types of condition devices that are subject to the prize draw performed in normal games with a set number of 2, and a table of the winning numbers for each condition device; (c) shows the types of condition devices that are subject to the prize draw performed in games when the Type 1 BB-B condition device is in operation, and a table of the winning numbers for each condition device; and (d) shows the types of condition devices that are subject to the prize draw performed in RB-B games during Type 1 BB-B games, and a table of the winning numbers for each condition device. Note that each row in the tables of numbers shown in Figures 6 and 7 is associated with a unique winning number, and these winning numbers are the targets of the prize draw.

[0083] In the winning number tables described above, the values ​​for each condition device indicate the number of random numbers (65536) used in the prize draw that will cause the condition device to activate (winning number), for each of "Setting 1" to "Setting 6". The value obtained by dividing the winning number by 65536 is the probability that the condition device will activate (winning probability). The slot machine administrator can choose which of "Setting 1" to "Setting 6" to use for the winning number. Hereafter, setting the winning probability so that it changes according to the setting value will be referred to as "setting difference". It is possible to arbitrarily decide whether or not to set a setting difference for each winning number. Also, as mentioned above, when the Type 2 BB-A condition device is activated, the combination of symbols for Type 2 BB01 will be matched in that game (no misses), so there is no winning number table when the Type 2 BB-A condition device is activated. Furthermore, since the "All Conditions for Winning" device (see Figure 5(b)) operates even during CB gameplay, regardless of the draw for winning combinations, there is no table of winning combinations during CB gameplay.

[0084] (Table of winning numbers in regular gameplay) As shown in Figure 6(a), in normal gameplay with a set number of 3, the bonus is determined by the lottery for both Type 1 BB-A and Type 2 BB-B condition devices. In settings 1 to 3, the probability of the Type 1 BB-A condition device activating (winning positions 236 to 255) is greater than the probability of the Type 2 BB-B condition device activating (winning positions 156 to 220). In setting 4, the number of winning positions for both the Type 2 BB-B condition device and the Type 1 BB-A condition device is the same at 265, while in settings 5 ​​and 6, the number of winning positions for both condition devices is 1.

[0085] For replays, the replay-A, C, and E condition devices are subject to the lottery. The replay-A and C condition devices have the same number of winning positions (2976 and 6000 respectively) in settings 1-6 and operate independently. In contrast, the replay-E condition device never operates independently and always operates together with either the 1st type BB-A condition device or the 2nd type BB-B condition device, but its number of winning positions is 1. For winning, the winning-A to C condition devices and the winning-F to G condition devices are subject to the lottery. Of these, the winning-A condition device operates independently, and the number of winning positions changes from 5200 to 6000 in settings 1-4, but in settings 5 ​​and 6, the number of winning positions becomes 22200, and it operates with an extremely high probability. The winning-B condition device operates independently with the same number of winning positions (5000) in settings 1-6. The winning-C condition device has a number of winning positions of 1, but it always operates together with the 1st type BB-A condition device.

[0086] The winning condition devices F through H can operate independently, in conjunction with the Type 1 BB-A condition device, or in conjunction with the Type 2 BB-B condition device. Of these, the number of winning positions when winning condition F operates independently is the same 2046 for settings 1 through 6, but when it operates in conjunction with the bonus-related condition devices, the number of winning positions for each is extremely low at 1. Furthermore, for winning condition devices H and G, the number of winning positions is 1 in all cases, from settings 1 through 6, whether they operate independently, in conjunction with the Type 1 BB-A condition device, or in conjunction with the Type 2 BB-B condition device.

[0087] (Table of winning numbers while the Type BB-A condition device is in operation (internal)) In a normal game with a set number of 3, when the Type 1 BB-A condition device is activated, the Type 1 BB-A and Type 2 BB-B condition devices are excluded from the draw from the winning number table shown in Figure 6(a). As a result, the number of winning numbers where the Type 1 BB-A and Type 2 BB-B condition devices operate independently, as shown in Figure 6(b), becomes the number of losing winning numbers. The number of winning numbers for the Replay-A condition device decreases by one to 2075, but the number of winning numbers for the Replay-C condition device remains unchanged at 6000, as in the winning number table in Figure 6(a). Replay-E will now operate independently, and the number of winning numbers will be 3. The number of winning numbers for the Prize-A and Prize-B condition devices remains unchanged from the winning number table in Figure 6(a), but Prize-C will now operate independently, and the number of winning numbers will be 1. The prize-winning condition devices F through H will each operate independently, and the number of winning slots will be the same for settings 1 through 6: 2048 for the prize-winning condition device F, and 3 each for the prize-winning condition devices G and H.

[0088] (Table of winning numbers in RB-A game during BB-A game) When a Type BB-A game is started and an RB-A game is in progress, the winning number table is as shown in Figure 6(c). As shown in this figure, the target of the draw is the Entry-I to K condition devices, with the number of winning positions for the Entry-I condition device being 57,344 for settings 1 to 6, the number of winning positions for the Entry-J condition device being 8,000 for settings 1 to 6, and the number of winning positions for the Entry-K condition device being 192 for settings 1 to 6. During an RB-A game, one of the Entry-I to K condition devices will always be activated, and the probability of a loss is 0.

[0089] (Table of winning numbers when the Type BB-B condition device is in operation) In a normal game with a set number of 3, when the Type 2 BB-B condition device is activated, the Type 1 BB-A and Type 2 BB-B condition devices are excluded from the draw from the winning number table shown in Figure 6(a). As a result, as shown in Figure 7(a), the number of winning numbers where the Type 1 BB-A and Type 2 BB-B condition devices operate independently becomes the number of losing winning numbers. The number of winning numbers for the Replay-A condition device decreases by 2 to 2974, but the number of winning numbers for the Replay-C condition device remains unchanged at 6000, as in the winning number table in Figure 6(a). Replay-E will now operate independently, and the number of winning numbers will be 4. The number of winning numbers for the Prize-A and Prize-B condition devices remains unchanged from the winning number table in Figure 6(a), but Prize-C will now operate independently, and the number of winning numbers will be 1. The prize-winning condition devices F through H will each operate independently, and the number of winning slots will be the same for settings 1 through 6: 2048 for the prize-winning condition device F, and 3 each for the prize-winning condition devices G and H.

[0090] (Table of winning numbers in regular gameplay) As will be explained in more detail later, in this embodiment, once the Type 1 BB-A game ends, the game transitions to a normal game with a predetermined number of 2 coins. In the normal game with a predetermined number of 2 coins, as shown in Figure 7(b), the Type 2 BB-A condition device and the Type 1 BB-B condition device are the targets for the bonus draw. The Type 2 BB-A condition device operates independently, and the number of winning positions is 53,558 for settings 1 to 6. The Type 1 BB-B condition device operates together with the Entry-A, D, and E condition devices, and the number of winning positions when the Type 1 BB-B condition device operates together with the Entry-A condition device is 2,000 for settings 1 to 6. The number of winning positions when the Type 1 BB-B condition device operates together with the Entry-D condition device and the number of winning positions when it operates together with the Entry-E condition device are both 500 for settings 1 to 6. For replays, the Replay-B and D condition devices are the targets for the draw. The number of winning slots for the Replay-B condition device is 4978 for settings 1-6, and the number of winning slots for the Replay-D condition device is 4000 for all settings 1-6. Note that in normal gameplay with a set number of 2 coins, the probability of losing is 0.

[0091] (Table of winning numbers while the Type BB-B condition device is in operation (internal)) In a normal game with a set number of 2, if the Type 1 BB-B condition device is activated, the Type 2 BB-A condition device is excluded from the draw from the winning number table shown in Figure 7(b). As a result, as shown in Figure 7(c), the winning number for the Type 2 BB-A condition device (53558) becomes a losing winning number. The winning numbers for the Replay-B and D condition devices remain unchanged from the winning number table in Figure 7(b), at 4978 and 4000. The Winning-A, D, and E condition devices will operate independently, and their winning numbers are the same as in the winning number table in Figure 7(b), with the Winning-A condition device having 2000 winning numbers and the Winning-D and E condition devices each having 500 winning numbers, common to settings 1-6.

[0092] (Table of winning numbers in RB-B game during BB-B game) When a Type BB-B game is started and an RB-B game is in progress, the winning number table is as shown in Figure 7(d). As shown in this figure, the targets of the draw are the Entry-L and M condition devices. The number of winning positions for the Entry-L condition device is 57,344 for settings 1 to 6, and the number of winning positions for the Entry-M condition device is 8,192 for settings 1 to 6. In RB-B games, either the Entry-L or M condition device will always activate, and the probability of a loss is 0.

[0093] ≪Main control processes performed in the main control means≫ <Game progress control processing> Next, referring to the flowchart shown in Figure 8, the game progress control process for controlling the progress of the game in the main control means of this embodiment will be described. First, the main control means performs a game start waiting process (step Sa1). In this game start waiting process, it is determined whether 4.1 seconds have elapsed since the start of the previous game (more specifically, since the reels 3a, 3b, and 3c started rotating simultaneously), and if 4.1 seconds have not elapsed, it waits until 4.1 seconds have elapsed. After performing the game start waiting process in step Sa1, the main control means then determines whether the start lever 24 has been operated by the player while a predetermined number of game values ​​have been bet (step Sa2). If the start lever 24 has not been operated, the determination result is NO, and the determination process in step Sa2 is repeated thereafter.

[0094] In the judgment process of step Sa2, if the start lever 24 is operated by the player, the judgment result is YES, and the main control means performs a prize draw process (step Sa3). In this prize draw process, a winning number is selected based on a probability corresponding to the current game state (see Figures 6 and 7), and the activation of the bonus-related condition device number and the prize-winning and re-play-related condition device associated with the selected winning number is determined. The condition device number of the activated condition device is stored in a predetermined memory area in the RAM of the main control means. Here, the bonus condition device number and the prize-winning re-play-play condition device number are stored in different memory areas. The prize-winning re-play-play-play condition device number stored in RAM is erased (reset to "0") when the game in which the prize draw was performed ends. In contrast, the bonus condition device number stored in RAM is retained until the corresponding symbol combination is stopped and displayed on the active line. In this way, the game state in which the bonus condition device number stored in RAM is retained is also called "internal."

[0095] Information related to the results of the internal prize draw and the content of the performance is transmitted to the sub-control means by a timer interrupt process described later. Reel drive control is also performed by the timer interrupt process. Specifically, when the start lever 24 is operated, reels 3a, 3b, and 3c simultaneously start accelerating from a stopped state, and when they reach a constant speed (for example, about 80 revolutions / minute), the stop switch operation becomes available. If the stop switch operation is successfully received in this state, the stop control is performed on the reel corresponding to the stopped stop switch.

[0096] (Reel stop control) The reel stopping control for each reel 3a, 3b, and 3c is performed based on each stop table (not shown) set according to the condition device activated by the role drawing process, and the operation manner of the stop switches 25a, 25b, and 25c (pressing order, operation timing, etc.). The main control means stops the rotation of each reel within a predetermined stop tolerance time from the timing when each stop switch is operated. Here, the predetermined stop tolerance time is 75 milliseconds for Type 2 BB-A games and Type 2 BB-A games, and 190 milliseconds for other games. When the stop switch is in a state where it can accept stop operations, the rotation speed of each reel 3a, 3b, and 3c has reached a constant speed (approximately 80 rotations / minute). For example, if there are 20 symbols displayed on each reel, and the allowable stop time is 190 milliseconds, the reels will stop after moving a maximum of approximately 5 symbols (≒ 80 (rotations) / 60 (seconds) × 0.19 (seconds) × 20 (symbols)) minutes after the stop switch is activated. If the allowable stop time is 75 milliseconds, the reels will stop after moving a maximum of approximately 2 symbols (≒ 80 (rotations) / 60 (seconds) × 0.075 (seconds) × 20 (symbols)) minutes after the stop switch is activated. Hereafter, the number of symbols that the reels move from the time the stop switch is activated until they stop will also be called the "slip frame count".

[0097] As a result of the role drawing process, if it becomes possible to stop a combination of symbols corresponding to any game role on the active line, the main control means controls the stopping of each reel 3a, 3b, and 3c so that the symbols constituting that combination are stopped and displayed on the active line WL as much as possible within the range of the maximum number of sliding frames (e.g., 5 symbols) after the stop switch is operated. This type of reel stopping control is called "pull-in control". Conversely, if no game role is won as a result of the role drawing (i.e., it is a loss), the stopping control of each reel 3a, 3b, and 3c is performed so that a combination of symbols that does not correspond to any game role is stopped and displayed on the active line WL. This type of reel stopping control is called "kick-away control".

[0098] Furthermore, if a re-spinning symbol or minor symbol is won during a bonus round, or if a bonus round and a re-spinning symbol or minor symbol are won simultaneously, the reel stop control may be implemented to prioritize stopping the symbol combination corresponding to the re-spinning symbol on the active line WL.

[0099] After completing the role drawing process in step Sa3, the main control means determines whether or not all reels have stopped spinning (step Sa4). If all reels have not stopped spinning, the determination result is NO, and the determination process in step Sa4 is repeated thereafter. When all reels have stopped spinning, the determination result in step Sa4 becomes YES, and the main control means performs a prize determination process (step Sa5), determines the combination of symbols that have stopped on the active lines, and determines whether or not any role has been won. If a minor role has been won, a game value assignment process is performed to assign game value corresponding to the minor role that was won (step Sa6). Specifically, the numerical value of the game value to be assigned is transmitted from the main control means to the medal count control means, and the medal count control means adds the amount of game value received from the main control means to the total game value value stored in the game value storage means. The medal count control means also updates the game value value displayed on the total game value display lamp 28h to the value after the addition. Furthermore, information regarding the quantity (number of tokens) of the assigned game value is transmitted to the sub-control means by a timer interrupt process executed in the main control means.

[0100] After completing the game value assignment process in step Sa6, the main control means performs a game termination process (step Sa7). In this game termination process, for example, if a re-play role is awarded in the winning determination process in step Sa5, the process is performed to allow the player to play again in the next game. If any bonus role is awarded, the process is performed to start a bonus game corresponding to the awarded bonus role from the next game. The RT state transition control is also performed according to the result of the role drawing and the combination of symbols lined up on the active lines. After completing the game termination process in step Sa7, the process returns to the game start waiting process in step Sa1.

[0101] (RT state transition control) Next, referring to Figure 9, the contents of the RT state transition control performed in the game termination process of step Sa7 in the game progress control process shown in Figure 8 will be explained. In this embodiment, there are four RT states: non-RT, RT1, RT2, and RT states when Type 1 BB is activated, when RB is activated, when Type 2 BB is activated, and when CB is activated. First, when the power to the slot machine 1 is turned on and the RAM of the main control means is initialized, the RT state becomes non-RT. When the Type 1 BB-A or Type 1 BB-B condition device is activated in the non-RT state, the main control means transitions the RT state from non-RT to RT1 (arrow a in Figure 9). On the other hand, when the Type 2 BB-B condition device is activated in the non-RT state, the main control means transitions the RT state from non-RT to RT2 (arrow b in Figure 9). Furthermore, when two types of BB01 symbol combinations (symbol combinations that initiate the two types of BB-A game) are matched in non-RT mode, the main control means transitions the RT state from non-RT to type 1 BB activation / RB activation / type 2 BB activation / CB activation (arrow c in Figure 9).

[0102] In RT1, when a combination of symbols for Type 1 BB01 (a combination of symbols that initiates Type 1 BB-A game) or Type 1 BB02 (a combination of symbols that initiates Type 1 BB-B game) is obtained, the main control means transitions the RT state from RT1 to Type 1 BB activation / RB activation / Type 2 BB activation / CB activation (arrow d in Figure 9). Also, in RT2, when a combination of symbols for Type 2 BB02 (a combination of symbols that initiates Type 2 BB-B game) is obtained, the main control means transitions the RT state from RT2 to Type 1 BB activation / RB activation / Type 2 BB activation / CB activation (arrow e in Figure 9). When a Type 1 BB is activated, when an RB is activated, when a Type 2 BB is activated, or when a CB is activated, if the termination conditions for a Type 1 BB-A game, a Type 1 BB-B game, a Type 2 BB-A game, or a Type 2 BB-B game are met, the main control means transitions the RT state from when a Type 1 BB is activated, when an RB is activated, when a Type 2 BB is activated, or when a CB is activated to a non-RT state (arrow f in Figure 9).

[0103] ≪Transition of game state≫ Next, the transition of the game state in the slot machine of this embodiment, which performs the control described above, will be explained with reference to Figure 10. First, in the initial state immediately after power-on of the slot machine of this embodiment, the game is in the state of normal gameplay with a specified number of 3 coins (normal gameplay (specified number: 3 coins)). In this state, a prize draw is performed based on the winning number table shown in Figure 10(a). When the Type 2 BB-B condition device is activated in this normal gameplay, if the Type 2 BB-B condition device is activated alone, it is possible to match the Type 2 BB02 symbol combination in that game. On the other hand, if the Replay-E condition device, or the Win-F, G, or H condition device is activated together, priority is given to pulling in the symbol combination corresponding to these Replay-Win-Condition Devices.

[0104] If the player fails to match the 2-type BB-B symbol combination in a game where the 2-type BB-B condition device is activated, the game enters the 2-type BB-B internal state (specified number: 3 coins), and in this state, a prize draw is performed based on the winning number table shown in Figure 7(a). If the player is able to match the 2-type BB-2 symbol combination, the 2-type BB-B game (specified number: 2 coins) begins. During the 2-type BB-B game, a presentation is made to make the player aware that the "Regular Bonus Game," described later, is taking place. During the 2-type BB-B game, the CB game is repeatedly executed, and the "Winning - ALL" condition device is activated with each game, regardless of the prize draw. If the total amount of game value awarded in the 2-type BB-B game exceeds 101, the "Regular Bonus Game" presentation ends, and the game returns to the normal game with a specified number of 3 coins from the game following the game in which the number of awarded game value exceeded 101 coins.

[0105] On the other hand, in a normal game with a set number of 3 coins, if the Type 1 BB-A condition device is activated, if the Type 1 BB-A condition device is activated alone, it is possible to match the Type 1 BB01 symbol combination in that game. However, if the Replay-E condition device or the Win-C, F, G, or H condition device is activated together, priority is given to pulling in the symbol combinations corresponding to these Replay Win-Condition devices. If the Type 1 BB-A condition device is activated and the player is unable to match the Type 1 BB01 symbol combination, the game enters the Type 1 BB-A internal state (set number: 3 coins), and a prize draw is performed based on the winning number table shown in Figure 6(b). If the player is able to match the Type 1 BB01 symbol combination, the Type 1 BB-A game (set number: 3 coins) begins. At this point, when the Type 1 BB-A game begins, an effect is shown to make the player aware that the "Big Bonus Game" described later has begun.

[0106] As mentioned above, once a BB-A game is started, an RB-A game is repeatedly executed. In the RB-A game, as shown in Figure 6(c), one of the Entry-I, J, or K condition devices will always be activated. Also, as shown in Figure 5(b), the symbol combinations corresponding to the Entry-I condition device are Entry 01-03 and 08-10, the symbol combinations corresponding to the Entry-J condition device are Entry 01, 02, 04, 05, and 10, and the symbol combinations corresponding to the Entry-K condition device are Entry 01, 02, 06, 07, and 10. Furthermore, if the winning condition device -I, J, or K is activated, the pull-in control will not be performed for symbol combinations that award 15 game value, such as winning combinations 04 and 05, and winning combinations 06 and 07. Instead, the pull-in control will be performed so that the symbol combination for winning combination 01 and the symbol combination for winning combination 10 line up on the downward sloping line and the upward sloping line respectively (double winning), awarding 7 coins + 7 coins = 14 game value.

[0107] Here, referring to "C" (when Type 1 BB-A is activated) in the "Game State" column of Figure 4, the symbol combinations corresponding to the Winning-I condition device (Winning 01-03 and 08-10) have a game value of 7 coins (Winning 01-03 and 10) or 1 coin (Winning 08 and 09). In contrast, the symbol combinations corresponding to the Winning-J condition device (Winning 01, 02, 04, 05 and 10) have a game value of 7 coins (Winning 01, 02 and 10) or 15 coins (Winning 04 and 05). Also, the symbol combinations corresponding to the Winning-K condition device (Winning 01, 02, 06, 07 and 10) have a game value of 7 coins (Winning 01, 02 and 10) or 15 coins (Winning 06 and 07).

[0108] As mentioned above, in this embodiment, if the winning condition device -I, J, or K is activated during a Type 1 BB-A game, the reel stop control causes a winning combination with 7 coins of game value to be awarded multiple times, resulting in a total game value of 14 coins. Therefore, the total game value awarded during a Type 1 BB-A game becomes 214 coins. In contrast, in a simulation test to determine whether the slot machine of this embodiment meets the predetermined specifications, it is assumed that the symbol combination with the highest number of game value awarded among the symbol combinations corresponding to the activated condition device has been matched. Therefore, if the winning condition device -I is activated, it is treated as if 14 coins of game value are awarded, and if the winning condition device -J or K is activated, it is treated as if 15 coins of game value are awarded.

[0109] Based on this, looking at the table of winning placements during RB-A gameplay shown in Figure 6(c), the ratio of the total number of winning placements for the Entry-J and Entry-K condition devices to the number of winning placements for the Entry-I condition device is 57344:8192 = 7:1. Taking this into consideration, in the simulation test, if the Entry-I condition device is activated 13 times and the Entry-J or Entry-K condition device is activated 2 times in one BB-A game, the number of game value awarded will be 212 coins. If the Entry-I condition device is activated 14 times and the Entry-J or Entry-K condition device is activated 1 time, the number of game value awarded will be 211 coins.

[0110] Thus, in a condition device for winning that can be activated during a Type 1 BB-A game, the system includes a first condition device (e.g., a Win-I condition device) in which the corresponding symbol combinations consist only of a predetermined number of symbol combinations (e.g., 7 x 2 = 14 symbols), and a second condition device (e.g., a Win-J or K condition device) in which the predetermined number of symbol combinations and a specific number of symbol combinations greater than the predetermined number (e.g., 15 symbols) are combined. By setting the probability of the first condition device activating higher than the probability of the second condition device activating, the amount of game value awarded in a single Type 1 BB-A game can be increased compared to a Type 1 BB-A game in a simulation test, thereby providing players with greater satisfaction.

[0111] In this embodiment, when the winning condition device -I, J, or K is activated during a BB-A game, two symbol combinations that award 7 game value are awarded simultaneously. However, it is also possible to associate a symbol combination that awards 14 game value with the winning condition device -I, J, or K, and configure the system so that when the winning condition device -I, J, or K is activated, that symbol combination aligns on its own on an active line to award 14 game value.

[0112] Returning to Figure 10, in a Type 1 BB-A game, if the total number of game value awarded exceeds 210, the Type 1 BB-A game ends for that game, and the next game starts a normal game (in probability variation mode) with a predetermined number of 2 coins. Here, for example, in the case of a coinless game machine, when the game transitions to a probability variation state, when the probability variation state ends, or throughout the entire period of probability variation or at specific timings during probability variation, a signal indicating that probability variation is in progress is sent to a dedicated unit installed next to the slot machine. This signal shall be included in the game machine information notification sent from the slot machine to the dedicated unit every 300 milliseconds. In a normal game with a predetermined number of 2 coins, the prize draw is performed based on the winning number table shown in Figure 7(b), so the probability of the Type 2 BB-A condition device activating becomes very high, resulting in a special state known as "probability variation mode" or "high probability mode". At this time, the player is informed that the "Big Bonus Game" is continuing, but the state in which the player is likely to gain game value (i.e., Type 1 BB-A game) has ended, and the game is designed to raise expectations that the player will move on to the next state in which they are likely to gain game value (i.e., Type 2 BB-A game).

[0113] As mentioned above, focusing on the symbol combinations related to replay, as shown in Figure 3(a), in normal gameplay with a set number of 3 symbols (game state "B"), there is a possibility of a total of 3 symbol combinations being achieved: 1 for replay 01 and 2 for replay 02. In contrast, in normal gameplay with a set number of 2 symbols (game state "A"), there is a possibility of a total of 7 symbol combinations being achieved: 1 for replay 01, 2 for replay 03, and 4 for replay 04.

[0114] In the slot machine of this embodiment, a constant speed rotation state is reached when the number of reel rotations per minute (i.e., 80 [rpm]) after all reels have started rotating, and the stop switch can be operated to stop the reels under this condition. In addition, in games other than the 2-type BB-A game and the 2-type BB-B game, reel stop control is performed to stop the rotation of all reels within 190 milliseconds after the stop switch is operated to stop all reels. Therefore, the reels will stop after moving a maximum of 5 symbols after the stop switch is operated to stop (hereinafter, the number of symbols that move from the time the stop switch is operated to when the reels stop will also be called the "number of slipped frames"). In the 2-type BB-A game and the 2-type BB-B game, the maximum number of slipped frames for the left reel 3a is 1, and the maximum number of slipped frames for the middle reel 3b and the right reel 3c is 5.

[0115] Taking this into consideration, looking at the reel symbol arrangement shown in Figure 2, the symbol combination "Replay-Replay-Replay" for Replay 01 has 5 active lines in normal gameplay with a set number of 3 coins. Therefore, even if the player stops each stop switch at any time, the reel stop control (pull-in control) will cause the symbol combination "Replay-Replay-Replay" for Replay 01 to stop and display on any of the 5 active lines. In contrast, in normal gameplay with a set number of 2 coins, there is only one active line, a downward sloping line, so when the symbol combination corresponding to the replay role (Replay 01) is stopped and displayed, the line in which the "Replay" symbols line up becomes monotonous.

[0116] Therefore, in this embodiment, when the condition device for replay is activated in a normal game with a predetermined number of 2 symbols drawn, a total of 7 symbol combinations can be displayed by adding the 6 symbol combinations for replay 03 and replay 04 in addition to the symbol combination for replay 01, thereby diversifying the lines on which the "Replay" symbol aligns, even if the only active line is the downward-sloping line. For example, the symbol combinations corresponding to replay 03 are "Bell A, Replay, Cherry B" (symbol combination number "14") and "Bell A, Replay, Blank A" (symbol combination number "15"). Therefore, when the predetermined number of these symbol combinations align on the downward-sloping line (active line), the "Replay" symbol will align on the middle line. Furthermore, the symbol combinations for replay 04 are "Red 7, Replay, Bell A" (symbol combination number "16"), "Red 7, Replay, Bell B" (symbol combination number "17"), "Bar, Replay, Bell A" (symbol combination number "17"), and "Bar, Replay, Bell B" (symbol combination number "17"). Therefore, if the "Red 7" symbol (symbol number 18) or the "Bar" symbol (symbol number 13) on the left reel 3a shown in Figure 2 stops in the upper part of the display window W, the "Replay" symbols will line up on the diagonal line to the right.

[0117] In this way, by increasing the number of symbol combinations for the replay symbol in a regular game with a specified number of symbols (a game where the only active line is the downward sloping line) compared to a regular game with a specified number of symbols of 3 (a game where there are 5 active lines), it is possible to diversify the stopping display patterns in which the "replay" symbols line up in a straight line, thereby improving the enjoyment of the game.

[0118] Furthermore, in a normal game with a set number of 2 tokens, when the Type 2 BB-A condition device is activated, the Type 2 BB01 symbol combination (PB=1) is matched in the game in which it is activated, so the Type 2 BB-A game with a set number of 2 tokens will start from the next game (therefore, there is no state of being in the Type 2 BB-A internal state). On the other hand, the Type 1 BB-B condition device is always activated together with the Winning-A, D, or E condition device (see Figure 7(b)), so if the winning symbol combination is matched on an active line, the Type 1 BB-B condition device is activated. Also, if the re-play symbol combination is matched on an active line, at least the Type 2 BB-A condition device is not activated, and although the Type 1 BB-B condition device is activated (in the Type 1 BB-B internal state), there is a possibility that the Type 1 BB02 symbol combination could not be matched (missed) because the Type 1 BB02 symbol combination is PB<1. Therefore, in a normal game with a set number of 2, if the combination of symbols for the re-spinning bonus aligns on an active line, the player can play with the expectation that the Type 1 BB-B condition device is activated.

[0119] Returning to Figure 10, when the specified number of coins for a regular game is 2 and the combination of symbols for type 2 BB01 is matched, the next game will start as type 2 BB-A, which also uses a specified number of coins. At this time, the player will be shown a presentation that makes it easier to acquire game value, as if the "Jack Game" described later has started. During type 2 BB-A gameplay, the "Winning - ALL" condition device is activated with every game, regardless of the draw for winning combinations. If the total amount of game value awarded in type 2 BB-A game exceeds 140 coins, the "Jack Game" presentation and the "Big Bonus Game" presentation will end, and the game will return to a regular game with a specified number of coins from the game following the one in which the awarded amount exceeded 140 coins.

[0120] On the other hand, if the Type 1 BB-B condition device is activated during normal gameplay with a set number of 2, priority is given to the symbol combinations corresponding to the simultaneously activated Winning-A, D, or E condition devices (see Figure 7(b)) rather than the symbol combinations of Type 1 BB02. As a result, the symbol combinations of Type 1 BB02 are missed, and the game enters the state of Type 1 BB-B internal mode (set number: 2). At this time, the player is shown an indication that they can restart the "Big Bonus Game" from the beginning (i.e., they are in the state of Type 1 BB-B internal mode). After this indication, if the player aligns the symbol combination of Type 1 BB02 ("Bell C, Red 7, Bar" or "Blank B, Red 7, Bar") on an active line using so-called "eye-stopping," the Type 1 BB-B game with a set number of 2 begins, an image indicating that a Big Bonus has been won is displayed to the player, and then the same indications as in Type 1 BB-A game are shown.

[0121] In a Type 1 BB-B game, if the total number of game values ​​awarded exceeds 210, the Type 1 BB-B game ends for that game, and the next game begins with the aforementioned standard number of 2 tokens. Thereafter, the "Big Bonus Game" continues until the Type 2 BB-A condition device is activated and the Type 2 BB-A game ends. However, as shown in Figure 7(b), the probability of the Type 2 BB-A condition device activating (number of winning positions: 53558) is set significantly higher than the probability of the Type 1 BB-B condition device activating (number of winning positions: 3000 (total value)), so the "Big Bonus Game" state will not continue excessively.

[0122] In the aforementioned "Big Bonus Game," once the Type 1 BB-A game is finished, it returns to a regular game with a set number of 2 coins, and either a Type 2 BB-A game or a Type 1 BB-B game is played. If a Type 2 BB-A game is started, the "Big Bonus Game" ends when the Type 2 BB-A game is finished. On the other hand, if a Type 1 BB-B game is started, it returns to a regular game with a set number of 2 coins when the Type 1 BB-B game is finished. Therefore, the "Big Bonus Game" will continue until a Type 2 BB-A game is started and finished during the regular game with a set number of 2 coins.

[0123] As mentioned above, in a normal game with a set number of 2, there is no chance of losing in the prize draw, as shown in Figure 7(b). Also, when the Type 2 BB-A condition device is activated, the symbol combination for Type 2 BB01 is PB=1, so Type 2 BB-A gameplay starts from the next game. However, when the Type 1 BB-B condition device is activated, the symbol combination for Type 1 BB02 is PB<1, so there is a possibility of missing the symbol combination for Type 1 BB02. However, in this embodiment, the Prize-Winning-A, D, and E condition devices are activated along with the Type 1 BB-B condition device, so even if the symbol combination for Type 1 BB02 is missed, if the symbol combination corresponding to these prize-winning condition devices can be matched, a game value of 14 or 15 coins will be awarded. Therefore, in a game where the Type 1 BB-B condition device is activated, it is possible to acquire more game value than the amount of game value consumed. In this way, by avoiding a reduction in the opportunities to acquire game value in normal gameplay with a set number of 2, it becomes less likely to give players the feeling that the gameplay state in which it is easy to acquire game value during the "Big Bonus Game" is interrupted, and thus it is possible to avoid a decrease in the enjoyment of the game.

[0124] ≪Gameplay Features≫ Next, with reference to Figures 11 to 15, the presentation content during gameplay of the slot machine of this embodiment will be described. These figures show the display content of the image display device 11 and the sub-image display device 29. Figure 11 shows the presentation content during normal gameplay with a predetermined number of 3, and Figure 12 shows the presentation content during the "Regular Bonus Game" (Type 2 BB-B game). Figure 13 shows the presentation content during Type 2 BB-A game in the "Big Bonus Game," Figure 14 shows the presentation content during the "Jack Game" (Type 2 BB-A game), and Figure 15 shows the presentation content when the Type 1 BB-B condition device is activated in the "Big Bonus Game."

[0125] In a normal game with a set number of 3 tokens, as shown in Figure 11(a), the image display device 11 displays an image of the shutter closed, and the sub-image display device 29 displays the quantity (number) of game value bet. Specifically, in the sub-image display device 29, when no game value is bet, the areas displaying the numbers "1", "2", and "3" are all dark (as if the lamps were off). When 1 unit of game value is bet, the area displaying the number "1" changes to a bright color (as if the lamps were on), when 2 units of game value are bet, the areas displaying the numbers "1" and "2" change to a bright color, and when 3 units of game value are bet, the areas displaying the numbers "1", "2", and "3" change to a bright color. Thus, the display of the sub-image display device 29 is linked to the lighting / exiting of the BET number indicator lamp 28b shown in Figure 1(A).

[0126] In a normal game with a set number of 3 symbols, if the Type 1 BB-A or Type 2 BB-B condition device is activated, the shutter on the image display device 11 opens and an image with the word "BONUS" displayed is shown, as shown in Figure 11(b). This image has the same function as a notification lamp indicating that the Type 1 BB-A or Type 2 BB-B condition device has been activated, and the player knows that they are ready to start a "Regular Bonus Game" or a "Big Bonus Game". Here, the image in Figure 11(b) is maintained until the combination of symbols for Type 1 BB01 or Type 2 BB02 is matched.

[0127] If the two types of BB02 symbols are matched in the state shown in Figure 11(b), the word "BONUS" displayed inside the open shutter will change to "REGULAR BONUS" as shown in Figure 12(a), informing the player that the "Regular Bonus Game" (two types of BB-B game) will start from the next game. During the "Regular Bonus Game," the image display device 11 will display an image of coins stacked inside the open shutter, as shown in Figure 12(b).

[0128] Furthermore, the sub-image display device 29 displays the words "REG BONUS" at the top of the display area to indicate that a "Regular Bonus Game" is in progress, and below that, the remaining amount of game value to be awarded during the "Regular Bonus Game" (the value labeled "LAST" in Figure 12(b)) is displayed. Below the remaining amount "LAST", the amount of game value that was acquired during the "Regular Bonus Game" is displayed as the difference in tokens (the value labeled "TOTAL" in Figure 12(b)). Therefore, immediately before the start of the "Regular Bonus Game", the value of "LAST" is displayed as "140" and the value of "TOTAL" is displayed as "0". Here, the difference in tokens refers to the value obtained by subtracting the amount of game value that was bet from the amount of game value that was awarded.

[0129] Then, when 140 game value is awarded during the "Regular Bonus Game" (Type 2 BB-B game), as shown in Figure 12(c), the image on the image display device 11 changes to a closed shutter state, and a message to prevent excessive play is displayed (the words "Be careful not to get addicted." and "Pachislo is a game to be enjoyed in moderation." in Figure 12(c)). In addition, the sub-image display device 29 displays the words "REG BONUS" along with the final "LAST" value of "0" and the "TOTAL" value of, for example, "120". Then, from the next game, a normal game with a predetermined number of 3 coins is started again. The words "REG BONUS" and the values ​​of "LAST" and "TOTAL" that were displayed on the sub-image display device 29 are erased when a predetermined amount of time has elapsed since the end of the last game in the "Regular Bonus Game", or when a bet operation is performed to bet the predetermined number to start the next game (a normal game with a predetermined number of 3 coins).

[0130] On the other hand, in a normal game with a set number of 3 symbols, if the combination of symbols for type 1 BB01 is matched, the word "BONUS" displayed inside the open shutter changes to the word "BIG BONUS" as shown in Figure 13(a), informing the player that the "Big Bonus Game" (type 1 BB-A game) will start from the next game. During the "Big Bonus Game," as shown in Figure 13(b), the image display device 11 displays an image of a notification lamp inside the open shutter to indicate whether or not the type 1 BB-B condition device has been activated. In Figure 13(b), a sun mark is displayed as the image of the notification lamp. However, the sun mark is displayed in a dark color, giving the impression that the notification lamp is off.

[0131] Furthermore, the sub-image display device 29 displays the words "BIG BONUS" at the top of the display area to indicate that a "Big Bonus Game" is in progress, and below that, the remaining amount of game value to be awarded during the "Big Bonus Game" ("LAST" in Figure 13(b)) is displayed. Below the remaining amount "LAST", the amount of game value acquired during the "Big Bonus Game" is displayed as the difference in tokens ("TOTAL" in Figure 13(b)). Therefore, immediately before the start of the "Big Bonus Game", "LAST" is displayed as "210" and "TOTAL" as "0".

[0132] Then, when 210 game values ​​are awarded during the "Big Bonus Game" (Type 1 BB-A game), the Type 1 BB-A game ends, and as shown in Figure 12(c), the words "BIG BONUS" displayed at the top of the display area of ​​the sub-image display device 29 switch to the words "JAC GAME," and the words "JAC GAME" start flashing. Below the words "JAC GAME," the value "0" for "LAST" and a value such as "165" for "TOTAL" are displayed. The Type 1 BB-A game then ends, and the next game is a normal game with a set number of 2 coins.

[0133] During normal gameplay with a set number of 2 tokens, the sun symbol displayed on the image display device 11 is shown in a dark color, as shown in Figure 14(a). The words "JAC BONUS" are still flashing on the sub-image display device 29, increasing the expectation of transitioning to the "Jack Game," where game value can be easily acquired. The "LAST" value remains at "0," but the "TOTAL" value carries over the difference in tokens acquired in the Type 1 BB-A game, indicating that the "Big Bonus Game" is still in progress. Therefore, the "TOTAL" value increases or decreases according to the number of tokens bet and the number of tokens awarded for game value (as an example, "1283" is displayed in Figure 14(a)). When the Type 1 BB-B condition device is activated during normal gameplay with a set number of 2 tokens, the sun symbol displayed on the image display device 11 as an indicator lamp image becomes bright, as shown in Figure 14(b), changing the display to one that looks as if the indicator lamp has been lit. Furthermore, on the secondary image display device 29, the "JAC GAME" text, which was previously displayed in a blinking manner, will now be displayed in a light gray color (so-called "grayed out").

[0134] This allows the player to recognize that they are in a state where they can restart the "Big Bonus Game" from the beginning (the Type 1 BB-B condition device is activated). If they match the combination of symbols for Type 1 BB02, the sun mark displayed inside the open shutter on the image display device 11, as shown in Figure 14(c), which appeared as if the notification lamp was off, will switch to the words "JAC GAME". Additionally, the flashing of the words "JAC GAME" displayed at the top of the sub-image display device 29 will stop, and the words "JAC GAME" will be displayed permanently, with the value of "LAST" becoming "101". This informs the player that they will start the "Jack Game" (Type 2 BB-A game) from the next game.

[0135] During the "Jack Game," as shown in Figure 15(b), the image display device 11 displays an image of coins piled up inside an open shutter (however, the amount of coins displayed is greater than in the "Regular Bonus Game"). The "LAST" value displayed on the sub-image display device 29 decreases each time game value is awarded, and the "TOTAL" value increases or decreases according to the number of game value bets and awarded. When 101 game value coins are awarded during the "Jack Game" (Type 2 BB-A game), as shown in Figure 15(c), the image display device 11 displays a message to prevent excessive gameplay after the shutter closes, similar to Figure 12(c). The sub-image display device 29 also displays the words "JAC GAME," along with the "LAST" value of "0" and the "TOTAL" value (the difference in coins in one "Big Bonus Game"), for example, "1430" in Figure 15(c). Then, a regular game with a predetermined number of 3 tokens begins again for the next game, and the display contents of the image display device 11 and the sub-image display device 29 return to the state shown in Figure 11(a). Note that the words "JAC GAME" and the values ​​of "LAST" and "TOTAL" that were displayed on the sub-image display device 29 are erased when a predetermined amount of time has elapsed since the end of the last game in the "Jack Game," or when a bet operation is performed to bet the predetermined number of tokens to start the next game (a regular game with a predetermined number of 3 tokens).

[0136] In this embodiment, five winning lines were provided, but the number of winning lines may be reduced to just one. Also, although the prescribed number of tokens for the normal game after the completion of the Type 1 BB-A game was set to two, the prescribed number is not limited to this and may be one or three. Furthermore, as shown in Figure 7(b), in the normal game with a prescribed number of two tokens, only the activation probability of the Type 2 BB-A condition device was increased, but the activation probability of the condition devices related to replay and winning may also be increased. In addition, although the game transitioned to a normal game with a prescribed number of two tokens with a high activation probability of the Type 2 BB-A condition device after the completion of the Type 1 BB-A game, it may be decided whether to transition to a normal game with a prescribed number of two tokens with a high activation probability of the Type 2 BB-A condition device after the completion of the Type 1 BB-A game, or to transition to the normal game with a prescribed number of three tokens that was played before the Type 1 BB-A game, depending on the type of condition device related to winning that operated together with the Type 1 BB-A condition device.

[0137] For example, in the winning number table shown in Figure 6(a), if the Type 1 BB-A condition device is activated alone, the game may be configured to return to a normal game with a specified number of 3 coins after playing a Type 1 BB-A game, and if it is activated together with the condition devices related to replay or winning, the game may be configured to transition to a normal game with a specified number of 2 coins after playing a Type 1 BB-A game. Alternatively, if the Type 1 BB-A condition device is activated together with the Replay-E condition device, the game may be configured to return to a normal game with a specified number of 3 coins after playing a Type 1 BB-A game, and if it is activated together with Winning-C, the game may be configured to transition to a normal game with a specified number of 2 coins after playing a Type 1 BB-A game.

[0138] Alternatively, after the completion of a Type 1 BB-A game, the system may be configured to repeat a predetermined route of playing a regular game with a predetermined number of 2 tokens before transitioning to a Type 2 BB-A game, and then returning to a regular game with a predetermined number of 3 tokens. Alternatively, the system may be configured to play a regular game with a predetermined number of 2 tokens before playing a Type 2 BB-A game, and then, upon completion of the Type 2 BB-A game, determine by lottery whether to play a regular game with a predetermined number of 2 tokens again or return to a regular game with a predetermined number of 3 tokens.

[0139] Furthermore, the difference in the number of tokens during the "Big Bonus Game" (the value of "TOTAL") displayed on the sub-image display device 29 was erased when a predetermined amount of time had elapsed since the end of the last game in the "Jack Game," or when a bet operation was performed to bet the predetermined number of tokens for the next game (a regular game with a predetermined number of tokens of 3). However, the value of the difference in the number of tokens during the "Big Bonus Game" (the value of "TOTAL") itself may be internally stored even after the "Big Bonus Game" has ended, until a predetermined number of games (e.g., 100 games) have been played, and then cleared after the predetermined number of games has been played. In this case, for example, if the Type 1 BB-A condition device is activated in a regular game with a predetermined number of tokens of 3 within a predetermined number of games (e.g., 100 games) after the "Big Bonus Game" has ended, and a Type 1 BB-A game is started, the value of "TOTAL" displayed at the start of the "Big Bonus Game" may be the value of "TOTAL" from the most recent "Big Bonus Game."

[0140] Furthermore, the "TOTAL" value displayed on the sub-image display device 29 during the "Regular Bonus Game" and "Big Bonus Game" may be the cumulative value of the number of game value awarded, rather than the difference in the number of tokens. In addition, the "LAST" value displayed on the sub-image display device 29 during the "Regular Bonus Game" and "Big Bonus Game" may be omitted, and only the "TOTAL" value (difference in tokens or number of game value awarded) may be displayed. In this configuration, especially in the "Big Bonus Game," although the game actually transitions through multiple game states such as Type 1 BB-A game → Normal game with a specified number of 2 tokens → (Type 1 BB-B game → Normal game with a specified number of 2 tokens) → Type 2 BB-A game, the "TOTAL" value consistently shows an increasing trend, making it easier for players to perceive the "Big Bonus Game" as a single advantageous game state.

[0141] [Second Embodiment] Next, the features of the slot machine according to the second embodiment will be described. The features described below are not limited to the slot machine of this embodiment and can be combined with other embodiments. The slot machine of this embodiment has a basic configuration that is common or similar to the slot machine 1 of the first embodiment described above. When describing the slot machine of this embodiment based on the configuration that is common or similar to the slot machine 1 of the first embodiment, the terms and symbols used in the first embodiment will be reused as they are, and a detailed explanation of those configurations will be omitted. In addition, the control processes such as the role drawing process and reel control process described for the slot machine 1 can be applied to the slot machine of this embodiment in the same way, or with some modifications to the processing content.

[0142] In the second embodiment of the slot machine, a simulated game performance may be executed when predetermined conditions are met during gameplay. Furthermore, there are advantageous and normal periods, and AT gameplay is possible during the advantageous period. This embodiment is particularly characterized by the reel stop control during the simulated game performance, the conditions for ending the effective period, and the manner of the game performance executed after the effective period ends. These characteristics will be described in detail below. In this embodiment, the term "step" refers to the minimum rotational unit when driving a stepping motor using a 1-2 phase excitation method. Also, when the stepping motor in this embodiment is driven using a 1-2 phase excitation method, the number of steps per rotation is assumed to be 340 steps.

[0143] ≪Reel Stop Control in Simulated Gameplay≫ In this embodiment, when the start lever 24 is tilted while a predetermined number of game values ​​have been bet, the main control means determines whether a predetermined condition (pseudo-game performance start condition) for executing a pseudo-game performance has been met as a result of the tilting operation. Examples of this pseudo-game performance start condition include winning a pseudo-game performance lottery, which is executed when a winning number with a relatively low probability of winning is selected in the role lottery. The pseudo-game performance lottery is a lottery that determines which of several types of pseudo-game performances with different performance contents to execute, but there may also be cases where it is a loss (no pseudo-game performance is executed).

[0144] In this embodiment, the following simulated game effects are executable: (a) a "Red 7 alignment effect" in which the bonus symbols (symbols that make up a bonus combination; in this case, "Red 7" symbols) depicted on the corresponding reels are stopped in a straight line each time a stop switch is operated; and (b) an "instant all-reel stop effect" in which the rotation of all reels is stopped immediately when the first stop operation is performed while all reels are rotating. In this game and the Red 7 alignment effect, when the main control means performs stop control for each reel, it performs stop control so that three consecutive symbols on each reel stop at the upper, middle, and lower fixed positions in the display window W. In contrast, in the instant all-reel stop effect, stop control is performed on all reels immediately when the first stop operation is performed, so depending on the timing of the stop switch operation, the symbols on the reels may stop at an intermediate position before reaching their fixed positions. Furthermore, in this embodiment, an immediate full stop flag (initial state is "0" (off)) is provided, and when it is decided to perform the immediate full stop effect, the immediate full stop flag is updated to "1" (on) in the game progress control process (details will be described later).

[0145] <Reel drive control in this embodiment> The stepping motor in this embodiment has four excitation phases: φ0, φ1, φ2, and φ3, and these excitation phases are driven by a 1-2 phase excitation method. The excitation pattern for exciting each excitation phase cycles through φ0 → φ0 + φ1 → φ1 → φ1 + φ2 → φ2 → φ2 + φ3 → φ3 → φ3 + φ0, and the stepping motor is driven by repeatedly switching the excitation phases according to this excitation pattern. As mentioned above, when each stepping motor is driven by a 1-2 phase excitation method, the number of steps per revolution is 340 steps, so if there are 20 symbols on the reel, there are 17 steps per symbol. The switching of the excitation phases is performed by a timer interrupt process that is executed at a period of 2.21 milliseconds during the execution of the game progress control process (see Figure 8). Furthermore, when operating at a constant speed, the excitation phase is switched each time a timer interrupt is performed, resulting in a reel rotation speed of approximately 79.85 revolutions per minute.

[0146] In this embodiment, six drive states are defined: "Stopped," "Waiting to Start Rotation," "Accelerating," "Constant Speed," "Decelerating," and "Decelerating." The main control means performs drive control according to the drive state of each reel. When the reel is stopped, the drive state is "Stopped." When the start lever 24 is tilted, the state transitions from "Stopped" to "Waiting to Start Rotation," waits for a predetermined time, and then transitions to "Accelerating." In "Accelerating," the reel is accelerated, and when the acceleration process is completed and the reel reaches a constant speed, the drive state transitions from "Accelerating" to "Constant Speed." In "Constant Speed," control is performed to maintain the reel's rotation speed at a constant speed. If the stop switch is pressed while in "Constant Speed," the drive state transitions from "Constant Speed" to "Decelerating." In the "deceleration start" state, the motor maintains a constant speed until the reel corresponding to the stopped stop switch rotates to the deceleration start position (described later). Once the reel reaches the deceleration start position (described later), the drive state transitions from "deceleration start" to "deceleration in progress," and all excitation phases of the stepping motor are energized to brake the rotation of the reel. After a predetermined time has elapsed in the "deceleration in progress" state, the excitation of all excitation phases is terminated, and the drive state transitions from "deceleration in progress" to "stopped."

[0147] <Reel stop control when the stop switch is operated> Next, we will explain the control processes performed during game progression control and timer interrupt processing when the stop switch operation is successfully received while each reel is in a "constant speed" drive state.

[0148] (Reel stop control in this game) In this game, when the reels are rotating at a constant speed (when the reel's drive state is "constant speed"), if the stop operation of the stop switch corresponding to that reel is successfully received, the main control means updates the reel's drive state from "constant speed" to "deceleration start" in the game progress control process. The main control means also determines whether or not it has been decided to perform an immediate all-stop effect. If it has not been decided to perform an immediate all-stop effect among the pseudo-game effects, the initial value of the immediate all-stop flag ("0") is maintained. Then, when the stop switch is operated to stop, the main control means determines the symbol number to be stopped and displayed at the predetermined symbol display position (e.g., the middle row) of the display window W (passing symbol number) and the stop table corresponding to the winning number selected by the role lottery, and determines the symbol number to be stopped and displayed at the predetermined symbol display position (stop symbol number) of the display window W. The obtained stop symbol numbers are then stored in predetermined memory areas of the RAM in the main control means (left reel stop symbol number memory area, middle reel stop symbol number memory area, right reel stop symbol number memory area).

[0149] Here, the stop table refers to a table that associates stopability information (for example, "0" means it cannot be stopped, and "1" means it can be stopped) with each symbol number on each reel. This stop table is predetermined for each winning number. Accordingly, in the stop table corresponding to the winning number, the symbol numbers whose stopability information is "1" within the range of the maximum number of sliding frames (5 symbols) from the passing symbol number (stoppable symbol numbers) are determined as stoppable symbol numbers. If there are multiple stoppable symbol numbers within the range of the maximum number of sliding frames, the nearest stoppable symbol number, the furthest stoppable symbol number, or one stoppable symbol number selected by drawing may be used as the stoppable symbol number. The stoppable symbol number is determined for the reels that are currently rotating (the reels that have not yet stopped). Therefore, when all three reels—the left reel, the middle reel, and the right reel—are spinning, the symbol number of the left reel is stored in the left reel symbol number storage area, the symbol number of the middle reel is stored in the middle reel symbol number storage area, and the symbol number of the right reel is stored in the right reel symbol number storage area.

[0150] In the timer interrupt process executed immediately after the stop symbol number of the reel corresponding to the stop switch operated by the game progress control process is determined, if there is a reel whose drive state is "deceleration start", it is determined whether the aforementioned instant all stop flag is "0". In this game and the red 7 alignment effect, the instant all stop flag is "0", in which case the main control means determines whether the deceleration start condition has been met for that reel, and if the deceleration start condition has been met, it performs the process to start deceleration, and if the deceleration start condition has not been met, it maintains the drive state as "deceleration start" and does not perform the process to start deceleration (maintains constant speed rotation). A specific example of the deceleration start condition is that the passing symbol number and the stopping symbol number match, and the number of steps matches the deceleration start step number. For example, it is determined whether the passing symbol number matches the stopping symbol number, and if they match, it is determined whether the number of steps (deceleration start step number) has reached the number of steps from when the passing symbol number started to pass the middle of the display window W until deceleration should begin. Then, when the passing symbol number matches the stopping symbol number and the deceleration start step number is reached, braking (4-phase excitation) is started by exciting all excitation phases of the stepping motor, and the drive state is changed to "decelerating". Here, the passing symbol number is determined using detection pieces provided on each reel and sensors that detect the detection pieces. For example, when the sensor for the left reel detects the detection piece on the left reel, "0" is stored in the RAM as the passing symbol number for the left reel, and "0" is stored in the RAM as the step number for the left reel. Then, each time the timer interrupt process is executed, the value obtained by adding 1 to the step number for the left reel is stored in the RAM as the step number for the left reel. In this embodiment, since the number of steps per symbol is 17, in the timer interrupt process where the number of steps for the left reel changes from "16" to "17", the value obtained by adding 1 to the passing symbol number for the left reel is used as the passing symbol number for the left reel, and "0" is stored as the step number for the left reel. In other words, the value in the RAM memory area that stores the step number of the left reel cycles between "0" and "16". Although the left reel was used as an example to explain the relationship between the passing symbol number and the step number, the same applies to the other reels (middle reel, right reel).

[0151] Here, the deceleration start step number is a predetermined step number. For example, a value such as "4" is defined as the deceleration start step number. And when a predetermined time has elapsed after starting the excitation of all the exciting phases of the stepping motor (for example, when the timer interrupt processing is executed 60 times), the excitation of all the exciting phases is terminated and the drive state is updated from "decelerating" to "stopped". Thereby, the drive control of the reel corresponding to the stop switch that has been stopped is terminated. For the other reels whose drive state is still "constant speed", the processing for maintaining the constant speed is continued. When the stop switch is stopped, the above-described "deceleration start" → "decelerating" → "stopped" reel drive control is performed for the reel corresponding to that stop switch.

[0152] (Reel stop control in the red 7 alignment display) In the red 7 alignment display, the reel stop control when the drive state is "deceleration start" (i.e., the all-stop flag is "0"), "decelerating", and "stopped" is the same as in this game. However, the stop symbol number stored in a predetermined storage area of the RAM in the main control means is overwritten with the symbol number of the "red 7" symbol regardless of the result of the lottery. Here, when there are a plurality of "red 7" symbols on the reel corresponding to the stop switch that has been stopped, the symbol number of the "red 7" symbol closest to the passing symbol number when the stop switch is stopped may be used as the stop symbol number, or the symbol number of a predetermined "red 7" symbol among the plurality of "red 7" symbols may be used as the stop symbol number.

[0153] During the red 7 alignment animation, even when the reels are stopped, they are not completely stopped to distinguish them from the stopped state of the reels in the main game. Instead, control is performed to cause them to sway. This swaying motion alternates between a forward rotation of one step from the reel's position (temporary stop position) when the drive state changes from "decelerating" to "stopped" and a reverse rotation of one step to return to the temporary stop position, repeating every 500 milliseconds. Furthermore, even while the red 7 alignment animation is in progress, the winning numbers and stop table selected when the start lever 24 is tilted to start the main game are stored in the RAM of the main control means. After the red 7 alignment animation ends and the main game starts, when the stop switch is operated to stop, the stop symbol number is determined again based on the stored stop table and overwritten in the designated memory area of ​​the RAM of the main control means with the stop symbol number (the symbol number of the "red 7" symbol).

[0154] Alternatively, instead of changing the stop symbol number to the symbol number of the "Red 7" symbol, a stop table may be prepared in advance to forcibly stop the "Red 7" symbol on the active line, and the stop symbol number may be determined by referring to that stop table. In this case, in the game played after the Red 7 alignment animation, the main control means will reset the stop table to be referenced based on the winning number stored in the RAM of the main control means.

[0155] (Reel stop control in instant all-stop effect) In the instant all-stop effect, when the reels are rotating at a constant speed (when the reel's drive state is "constant speed"), if the stop operation (first stop operation) of the stop switch corresponding to that reel is successfully received, the main control means updates the reel's drive state from "constant speed" to "deceleration start" in the game progress control process. The main control means also determines whether or not it has been decided to perform the instant all-stop effect. If it has been decided to perform the instant all-stop effect among the pseudo-game effects, the main control means sets the instant all-stop flag to "1".

[0156] In the timer interrupt processing immediately following the setting of the "Stop All Reels Immediately" flag to "1" during the game progression control processing, if there are any reels whose drive state is "Decelerating," the system determines whether the "Stop All Reels Immediately" flag is set to "0." If the "Stop All Reels Immediately" flag is set to "1," the main control means immediately performs processing to start decelerating all reels. Specifically, without determining whether the decelerating start conditions have been met (for example, whether the passing symbol number matches the stopping symbol number, or whether the number of steps has reached the number of steps to start decelerating), as in this game or the red 7 alignment animation, the system energizes all excitation phases of the stepping motor of the reel corresponding to the first stop operation to start braking and transitions the drive state to "Decelerating." Furthermore, within the same timer interrupt processing, the system energizes all excitation phases of the stepping motors of all other reels, not just the reel corresponding to the first stop operation to start braking and transitions the drive state to "Decelerating." As a result, the symbols on each reel will stop at arbitrary positions, which may result in the symbols not stopping at their designated positions. Furthermore, in the instant all-stop effect, there is no need to stop the symbols in a fixed position, so the excitation period for all excitation phases of each stepping motor may be shorter than when the symbols are to be stopped in a fixed position. Even if the reels move a few steps due to inertia, this is not a problem because there is no constraint to stop the symbols in a fixed position.

[0157] Normally, when a stop switch is operated, the symbols on the reels corresponding to that stop switch stop at their designated positions. However, in the instant all-reels stop effect, all reels stop immediately and simultaneously as soon as the first stop operation is performed, creating a significant impact on the player. Furthermore, this control can be implemented without increasing program capacity by using simplified processing (for example, processing that does not determine whether the deceleration start condition has been met). Additionally, when the power to the slot machine is cut off, the excitation of all excitation phases of the stepping motors is cut off, causing the rotating reels to stop simultaneously. In this case, the distance the symbols travel (i.e., the reel slip) until the reels completely stop is longer than when all excitation phases are excited. In contrast, the instant all-reels stop effect simultaneously excites all excitation phases of the stepping motors of all reels, allowing all reels to stop in a shorter time compared to when the power to the slot machine is cut off. This results in more dynamic reel movement and a more effective presentation. Furthermore, even while the instant all-stop animation is in progress, the stop table determined for this game remains unchanged and is retained. Therefore, there is no need to reset the stop table to be referenced based on the winning numbers selected when the game was started.

[0158] In the instant all-reels stop effect, if a predetermined time (e.g., 20 seconds) has elapsed since the start of the effect without the first stop operation being performed, all reels may be stopped simultaneously. In this case, similar to the instant all-reels stop effect, the reels may be stopped immediately, or stop control may be performed so that the symbols stop at their fixed positions. Also, as part of the instant all-reels stop effect, a reel effect may be started after all reels have stopped. For example, this reel effect could involve the left and right reels rotating in opposite directions at 1 / 8 of their constant speed, while the middle reel rotates forward at 1 / 8 of its constant speed. In this case, in order to stop all reels immediately, it is advisable to start the reel effect within 500 milliseconds of starting the excitation of all excitation phases of each stepping motor. By configuring it in this way, no shaking or fluctuations occur between the start of the instant all-reels stop and the start of the reel effect, making it difficult to recognize that it is a simulated game effect. Also, in the instant all-reels stop effect, instead of stopping all reels immediately when the first stop operation is performed, all reels may be stopped immediately when the second stop operation is performed. Furthermore, the decision of whether to immediately stop all reels using the first stop operation or the second stop operation may be appropriately determined based on factors such as the draw results and the game state.

[0159] ≪Conditions for ending the valid period and the manner of gameplay at the end of the advantageous period≫ <Each game state during the advantageous period and transitions between game states> In this embodiment, the advantageous section is provided with three game states: a normal state, a chance zone (hereinafter referred to as "CZ"), and AT gameplay. In the normal state and AT gameplay, a decision (draw) is made whether or not to transition to the CZ based on a role draw. If the decision (draw) to transition to the CZ is made, the player transitions to the CZ. When transitioning from the normal state to the CZ, the player may transition to the CZ in the next game after the decision (draw) to transition to the CZ, or the player may transition to the CZ after performing a predetermined number of pre-game events (for example, 32 games). When transitioning from the AT state to the CZ, the player may transition to the CZ in the next game after the end of the AT game, or the player may transition to the CZ after performing a predetermined number of pre-game events (for example, 32 games). In the CZ, when a predetermined winning number (AT lottery winning number) is selected through a role lottery, an AT lottery is held, and if the AT lottery is won, the conditions for starting the AT game are met. After a predetermined number of games have been played since transitioning to the CZ, the main control means determines whether or not the conditions for starting the AT game have been met. If the conditions for starting the AT game have been met, the AT game is started; if the conditions for starting the AT game have not been met, the system returns to the normal state. During the CZ, the rate number, which will be described later, is displayed on the image display device 11. The number of games played in the CZ may be one game or multiple games. Furthermore, the start of the AT game may not be after a predetermined number of games have elapsed since transitioning to the CZ, but may be the game following the game in which the CZ ended, or after multiple games have been played since the game in which the CZ ended.

[0160] During AT gameplay, when a predetermined winning number (push-order navigation winning number) is selected in the role lottery, the push-order navigation corresponding to that push-order navigation winning number is performed. Here, the condition device linked to the push-order navigation winning number corresponds to multiple symbol combinations of minor roles, including a predetermined minor role. The symbol combination of the predetermined minor role consists of symbols arranged on the reel at intervals within the range of the maximum number of sliding frames. In addition, the symbol combination of minor roles other than the predetermined minor role has at least one symbol arranged at an interval exceeding the maximum number of sliding frames. When the player stops the stop switch according to the push-order navigation notified, the main control means performs reel stop control to stop and display the symbol combination of the predetermined minor role on the active line. Conversely, when the player stops the stop switch with a push-order other than the notified push-order navigation notified, the main control means performs reel stop control to stop and display the symbol combination of minor roles other than the predetermined minor role on the active line within the range of the maximum number of sliding frames. Therefore, if a player stops the stop switch using a button-pressing sequence other than the one indicated in the notification, depending on the timing of the stop operation, none of the winning combinations may be displayed on the active payline (i.e., missing out on a winning combination).

[0161] In this embodiment, the AT game ends when the amount of game value awarded during the AT game reaches a predetermined number (standard number awarded). At the end of the AT game, the main control means performs a rate lottery to determine a rate number from 1 to 5, and the determined rate number is notified to the player by a rate lottery animation described later. This rate number is a numerical value related to the increase in the amount of game value awarded in the next AT game if the start of the AT game is determined in the next CZ, and the value obtained by multiplying the standard number awarded by the multiplier corresponding to the rate number is the amount of game value awarded in the next AT game. Here, rate number 1 is multiplier "1", rate number 2 is multiplier "2", rate number 3 is multiplier "3", rate number 4 is multiplier "4", and rate number 5 is multiplier "5". Therefore, for example, if the rate number is 5, the amount of game value awarded in the next AT game will be 5 times the standard number awarded. This rate number will be notified to the player via the image display device 11 and / or lamps, etc., when the game transitions to the next CZ (Chance Zone).

[0162] When AT gameplay ends, the game generally returns to the normal state. However, if a transition to CZ was decided during AT gameplay, the game will transition to CZ instead of the normal state after AT gameplay ends. In addition, unique effects are performed in the normal state, CZ, and AT gameplay, depending on the respective game state.

[0163] <Conditions for ending the advantageous period and transitions in game state> (Conditions for forced termination of the advantageous period) In this embodiment, the main control means is equipped with a net payout counter, and if the value of this net payout counter falls below a predetermined value, the advantageous section is forcibly terminated and the game transitions to the normal section, regardless of the game state (normal state / CZ / AT game). In this embodiment, when transitioning from the normal section to the advantageous section, 2415 is set as the initial value of the net payout counter. The main control means adds to the value of the net payout counter according to the amount of game value bet during the advantageous section, and if a small win is achieved as a result of the game and game value is awarded, the value of the net payout counter is subtracted by the amount awarded. When the value of the net payout counter falls below 15, the advantageous section is forcibly terminated and the game transitions to the normal section. In other words, if the net payout of game value in the advantageous section exceeds 2400, the conditions for terminating the advantageous section are met, and the next game becomes a game in the normal section. Furthermore, when the advantageous period ends, the main control means clears all information related to instruction functions such as push-button navigation, including the value of the difference counter, the number of game values ​​awarded during AT gameplay, and the rate number.

[0164] Furthermore, during the normal section, there are multiple winning numbers that will transition to the advantageous section through a role draw. When any of these winning numbers (promotion winning numbers) that will transition to the advantageous section are selected, the game will be played in the advantageous section from the next game onward. In this embodiment, the probability of any of the promotion winning numbers that will transition to the advantageous section being selected is set to approximately 1 / 1.1, and the system is configured such that even if the game transitions from the advantageous section to the normal section, it will almost certainly transition back to the advantageous section within a few games.

[0165] (Transition of game state and advantageous period after AT game ends) First, if it is determined in the AT game that the transition to CZ will occur before the end of the AT game, the main control means will cause the advantageous section to continue and transition to CZ when the AT game ends. On the other hand, if it is not determined in the AT game that the transition to CZ will occur before the end of the AT game, the main control means determines whether the value of the difference number counter is less than a predetermined value (advantageous section end determination value). Here, if the advantageous section end determination value is, for example, 1000, it is synonymous with determining whether the difference number of game values in the advantageous section exceeds approximately 1400. If the value of the difference number counter is equal to or greater than the advantageous section end determination value (1000), the main control means continues the advantageous section and transitions to the normal state.

[0166] On the other hand, if the value of the difference number counter is less than the advantageous section end determination value (1000), the main control means transitions the game state to the normal state, and further determines whether to continue the advantageous section or end the advantageous section and transition to the normal section according to the rate number determined by the above-mentioned rate lottery. Specifically, if the rate number is not less than 4 (greater than or equal to 4), the advantageous section is continued, and if the rate number is less than or equal to 3, the advantageous section is ended and the game transitions to the normal section. Here, at the end of the AT game, if the CZ transfer lottery number has not been selected, the value of the difference number counter is less than the advantageous section end determination value, and the advantageous section ends because the rate number is less than or equal to 3, the rate number is cleared with the end of the advantageous section, but when transitioning from the normal section to the advantageous section next, a rate number of 3 or more (determined by lottery) is assigned. Thus, even if the advantageous section ends in a state where the rate number is 3, for example, a rate number of 3 or more is assigned when transitioning from the normal section to the advantageous section next, so that the player does not have a sense of loss. Note that immediately after the setting change, when transitioning from the normal section to the advantageous section for the first time, a rate number of 3 or more is not assigned (the normal state is executed), and when transitioning from the normal section to the advantageous section thereafter, control is performed so that a rate number of 3 or more can be assigned.

[0167] <Mode of Presentation after the End of the AT Game> In the first game after the end of an AT game (Game 1), the image display device 11 displays an ending screen showing the number of games played during the completed AT game and the cumulative number of game values ​​awarded. In the next game (Game 2), the image display device 11 performs a rate lottery (a lottery to determine which rate number from 1 to 5 will be determined), and the lottery result is displayed. In subsequent games (Game 3 and onward), the content of the performances performed will differ depending on the game situation, as described below.

[0168] (If a transition to a CZ (Chance Zone) is decided during AT (Attack Time) gameplay) In this case, as mentioned above, the advantageous period continues and the game state transitions to the CZ, so after the rate lottery animation, the CZ animation begins.

[0169] (If a transition to a CZ is not decided during AT gameplay, and the value of the net payout counter is equal to or greater than the value for determining the end of the advantageous period) In this case, as mentioned above, the game state transitions to the normal state, but the advantageous period continues. In this case, the number of games in which a premonition sequence that increases the player's anticipation about whether or not to transition to the CZ is executed is determined by lottery, and the premonition sequence is executed for the determined number of games starting from the game following the completion of the rate lottery sequence. After the premonition sequence ends, the normal state sequence begins.

[0170] (If a transition to a CZ is not decided during AT gameplay, and the value of the net payout counter is less than the advantageous section end determination value and the rate number is not 3 or less) In this case as well, the game state returns to the normal state, but the advantageous period continues. As a result, similar to when the value of the difference counter mentioned above is equal to or greater than the advantageous period end judgment value, the number of games for which the pre-announcement effect will be performed is determined by lottery, and the pre-announcement effect will be performed for the determined number of games starting from the game following the end of the rate lottery effect. After the pre-announcement effect ends, the normal state effects will begin.

[0171] (If a transition to a CZ is not decided during AT gameplay, and the value of the net payout counter is less than the advantageous section end determination value and the rate number is 3 or less) In this case, the game state transitions to the normal state and the advantageous period ends. Specifically, if the ending screen is displayed in the first game after the AT game ends, the game has transitioned to the normal period, and the rate lottery performance performed in the next game is performed in the normal period (or the advantageous period if a promotion winning number is selected in the role lottery). In this case, a pre-announcement performance is performed for a predetermined number of games starting from the game after the rate lottery performance ends, and after the pre-announcement performance ends, the game always transitions to the CZ. In this embodiment, as mentioned above, the probability of a promotion winning number being selected in the role lottery is set to a very high value of approximately 1 / 1.1, so in most cases the game will transition to the advantageous period before the pre-announcement performance ends.

[0172] As described above, if no CZ transition winning number is selected during AT gameplay, and the value of the net payout counter is equal to or greater than the advantageous section end judgment value (the advantageous section continues), the value of the net payout counter is less than the advantageous section end judgment value and the rate number is not 3 or less (it is 4 or more) (the advantageous section continues), or the value of the net payout counter is less than the advantageous section end judgment value and the rate number is 3 or less (the advantageous section ends), in all of these cases, after the AT game ends, the ending screen will be displayed → rate lottery animation → pre-announcement animation will be executed. These can be summarized as follows. (1) In addition to the difference in game value (2400) in the advantageous period which will forcibly terminate the advantageous period, an advantageous period termination determination value will be provided which may result in the termination of the advantageous period. (2) When a favorable game state (AT game) ends (a game in which a favorable game state ends), there are cases in which a favorable section end determination value is used to determine whether or not to end the favorable section. (3) There are no instances in which the advantageous period is determined using the advantageous period end determination value during a game played in the middle of a period of advantageous gameplay (excluding the final game played in the advantageous period). (4) There are no instances in which the advantageous period is terminated or not terminated during normal gameplay within the advantageous period using the advantageous period termination determination value. (5) The determination of whether or not the difference in the number of game tokens (2400) in the advantageous period, which will forcibly terminate the advantageous period, has been reached is performed in all game states of the advantageous period (normal, CZ, AT game). (6) In a favorable game state (AT game), if a favorable outcome for the player has been determined (if it has been determined that the game will transition to a CZ, or if the rate number is not 3 or less (it is 4 or more), the favorable section will not be terminated by the favorable section termination determination value. (7) In a favorable game state (AT game), if a favorable outcome for the player has not been determined (i.e., it has not been determined that the game will transition to a CZ, or the rate number is less than 4), the favorable period may be terminated according to the favorable period termination determination value. (8) In a favorable game state (AT game), if the favorable section ends according to the favorable section end determination value, the game will transition to the normal section. However, if the game transitions from the normal section to the favorable section, the game may transition back to AT. (9) In an advantageous game state (AT game), if the advantageous period ends according to the advantageous period end determination value, the game will transition to the normal period. However, the type of performance by the sub-control means during the execution of the game in the normal period may also be performed in the advantageous period if the advantageous period does not end according to the advantageous period end determination value (i.e., if it continues). Based on the above, since players cannot determine whether the advantageous period is continuing or has ended, it is possible to make it difficult for players to recognize when they transition to the normal period, and thus end the advantageous period without causing them any discomfort. Furthermore, when ending the advantageous period based on an advantageous period termination judgment value (or when ending it based on arbitrary termination conditions), it is possible to ensure that players are not disadvantaged.

[0173] The sequence of events—end screen display → rate lottery animation → pre-announcement animation—is implemented by the sub-control means based on control commands transmitted from the main control means. Examples of control commands transmitted from the main control means to the sub-control means include the number of games played during AT play, the cumulative number of game values ​​awarded during AT play, the rate number, and the execution period (number of games) of the pre-announcement animation. Furthermore, if a CZ transition winning number is not selected during AT play, and a CZ transition winning number is selected between the end screen display and the end of the pre-announcement animation, the game may transition to the CZ after the pre-announcement animation ends. Additionally, for example, if the game is configured to transition to a special zone where, if certain conditions are met during the CZ, the number of game values ​​awarded during AT play can be increased (added), and the conditions for transitioning to the special zone were met during AT play, the advantageous period may not end after the end of AT play.

[0174] [Third Embodiment] Next, the distinctive features of the slot machine according to the third embodiment will be described. The distinctive features described below are not limited to the slot machine of this embodiment and can be combined with other embodiments. The slot machine of this embodiment has a basic configuration that is common or similar to the slot machines of each embodiment described above. When describing the slot machine of this embodiment based on its configuration that is common or similar to the slot machines of each embodiment described above, the terms and symbols used in each embodiment will be reused as they are, and detailed explanations of those configurations will be omitted. In addition, the control processes such as the role drawing process and reel control process described for the slot machines of each embodiment described above can be applied to the slot machine of this embodiment in the same way, or with some modifications to the processing content.

[0175] ≪How to generate control commands≫ In the slot machine of this embodiment, as described above, the sub-control means determines the content of the effects and the timing of their execution based on the control commands transmitted from the main control means. In addition, information regarding the game status displayed on the image display device 11 and the sub-image display device 29 (for example, information regarding advantageous game states for the player, such as bonus games and AT (number of games played during the advantageous game state, amount of game value granted during the advantageous game state, information regarding the end of the advantageous game state (for example, remaining number of games or amount of game value)) is also based on the values ​​of parameters (described later) included in the control commands transmitted from the main control means. Below, the method for generating control commands to be transmitted to the sub-control means in the main control means of the slot machine of this embodiment will be described.

[0176] First, the configuration and types of control commands in this embodiment will be explained with reference to Figure 16. Here, Figure 16(a) is a diagram showing the configuration of control commands in this embodiment, and Figure 16(b) is a diagram showing a list of control commands in this embodiment. As shown in Figure 16(a), the control command transmitted to the sub-control means in this embodiment consists of a command type indicating the type of command and six parameters (parameters 1 to 6) associated with the command type. When the control command is transmitted to the sub-control means, a checksum, which is an error detection code, is added to the control command before transmission. Since the command type, parameters 1 to 6, and checksum are each 1-byte values, a set of control commands transmitted to the sub-control means in one process consists of a fixed-length data format of 1 byte × 7 plus the checksum, totaling 8 bytes. However, the checksum is calculated as the 8th byte result of the command type and parameters 1 to 6 to be transmitted during the command transmission process described later, and is therefore not present in the control command storage buffer for transmission to the sub-control means.

[0177] As shown in Figure 16(b), there are 22 types of control commands in this embodiment, and each control command is assigned a unique numerical value, for example, 01H for the "no operation command" (the H at the end indicates that it is a hexadecimal number; the same applies below), and 02H for the "disbursement command". In Figure 16(b), the command type values ​​corresponding to each control command are shown in hexadecimal. Note that, as shown in Figure 16(b), command types 0CH, 12H to 1FH, and 26H and above are unused as reserves.

[0178] The parameters 1-6 that constitute a control command, along with the command type, differ in which parameters are used by the sub-control means depending on the control command. For example, in the case of the "no operation command," all parameters 1-6 are used by the sub-control means, but in the case of the "dispatch command," only parameter 3 is used, and the values ​​of parameters 1, 2, and 4-6 are not used. Also, in the case of the "start rotation command," none of parameters 1-6 are used in the sub-control means. This indicates that the mere receipt of the "start rotation command" is meaningful to the sub-control means. Note that in Figure 16(b), a horizontal line "-" is drawn next to the parameters that are not used in the sub-control means.

[0179] Here, "used by the sub-control means" refers to processes such as determining the effects to be performed by the sub-control means using the received parameter values, updating information related to advantageous game states for the player, such as the bonus game and AT mentioned above (e.g., the number of games played during an advantageous game state, the amount of game value granted during an advantageous game state), and processing related to various display devices, including LCDs. In other words, it refers to configurations that can be used to perform all processing related to effects under the jurisdiction of the sub-control means. On the other hand, "not used by the sub-control means" refers to configurations that do not use the received parameters to perform any processing related to effects under the jurisdiction of the sub-control means. Therefore, "not used by the sub-control means" does not mean that the sub-control means refuses to receive parameters or that parameters, once received, are never used in the sub-control means's program. The checksum value used by the sub-control means to determine the validity of a control command is the sum of the values ​​of all parameters as a uniform processing of the control command, and it is desirable for the sub-control means to confirm whether the received control command is normal by comparing the sum of the values ​​of all parameters of the received control command with the checksum value. For these reasons, when the main control unit generates a checksum of a control command, even parameter values ​​that are not used in the processing related to the performance at the time of receiving the control command are included in the sum (checksum). The process of ensuring consistency between the control command transmitted by the main control unit and the control command received by the sub-control unit is not included in the determination of whether a parameter is used or not. In other words, "not used by the sub-control unit" does not mean that the value of the received parameter is not used at all in the control of the sub-control unit, but rather that the value of the received parameter is not used in the processing related to the performance that the sub-control unit has jurisdiction over.

[0180] Next, the control command generation process in this embodiment will be described with reference to Figure 17. Figure 17 is a conceptual diagram showing the control command generation process in this embodiment. In the main control means shown in this figure, (RWM) and (CPU) are the RWM and CPU of the one-chip microcontroller that constitute the main control means, respectively. The (control command storage buffer) is a ring buffer that temporarily stores the command type data and parameter data 1 to 6 that constitute the control command to be generated. In Figure 17, the control command storage buffer is shown in a ring shape, but in reality, the control command storage buffer is realized using a part of the storage area of ​​the RWM described above (details will be described later).

[0181] The RWM of the main control means stores various information used to control the game in a predetermined memory area. Some of this information is transmitted to the sub-control means as parameters of control commands. Figure 17 illustrates that the RWM shows that the operating state, set value, and RT state values ​​are stored in predetermined memory areas of the RWM. The CPU has multiple registers, and various data generated during the execution process of the main control means's program are temporarily set in predetermined registers. Figure 17 shows registers A, B, C, D, E, H, and L among these registers. In this embodiment, before generating a control command, the command type value is set in register A, the parameter 1 value in register C, the parameter 2 value in register B, the parameter 3 value in register E, the parameter 4 value in register D, the parameter 5 value in register L, and the parameter 6 value in register H.

[0182] The command type and parameter values ​​1-6 set in registers A, B, C, D, E, H, and L are stored in the control command storage buffer by the command set process, which will be explained in detail later. The configuration of the control command storage buffer will now be explained with reference to Figure 18. As shown in this figure, the control command storage buffer in this embodiment is implemented using 63 addresses (storage areas) from RWM address addresses F180H to F1BEH. Each address can store 1 byte of data. These 63 addresses are divided into 9 groups of 7 consecutive address addresses, and one pointer value is assigned to each group.

[0183] Specifically, the following pointers are assigned to addresses F180H-F186H: pointer 00H, pointer 01H, pointer 02H, pointer 03H, pointer 04H, pointer 05H, pointer 06H, pointer 07H, pointer 07H, and pointer 08H. These pointer values ​​are referenced when saving values ​​set in the CPU's A, B, C, D, E, H, and L registers to the control command storage buffer, and when reading values ​​stored in the control command storage buffer (details will be explained later).

[0184] The seven address addresses corresponding to each pointer store the command type, parameter 1, parameter 2, parameter 3, parameter 4, parameter 5, and parameter 6 data, respectively, in order from the lowest address number (see the "Notes" column in Figure 18). The size of the data that can be stored in the control command storage buffer ("Stored Value" in Figure 18) is 1 byte. In Figure 18, the stored value is displayed as "xxH", where "xx" means a two-digit hexadecimal number of any value, and "H" means that "xx" is a hexadecimal number. When generating a control command, the data of each CPU register is stored in the control command storage buffer, and it is stored in the seven address addresses corresponding to the pointer values. Here, the pointer referenced when saving the data of each register to the control command storage buffer is called the write pointer, and the value of the write pointer is stored in the first memory area of ​​the RWM. The main control means updates the value of the write pointer each time it saves the value of each register to the seven address addresses corresponding to the value of the write pointer. Specifically, the value of the write pointer is incremented by 1 each time, from 00H → 01H → 02H → 03H → 04H → 05H → 06H → 07H → 08H, and when the value of the write pointer reaches 08H, it is reset to 00H. In this way, the value of the write pointer is updated cyclically within the range of 00H to 08H. Note that the process of saving the values ​​of each CPU register to the control command storage buffer is performed by the command set process described later.

[0185] Furthermore, when sending various data stored in the control command storage buffer as control commands to the sub-control unit, the main control unit refers to a read pointer, which is set separately from the write pointer, and reads the data stored at the seven address locations corresponding to the value of that read pointer. The value of the read pointer is also stored in the second memory area of ​​the RWM. The main control unit reads the command type and the values ​​of parameters 1 to 6 from the seven address locations corresponding to the value of the read pointer and sends them to the sub-control unit, updating the value of the read pointer each time a control command is sent. Specifically, the value of the read pointer is incremented by 1, going from 00H → 01H → 02H → 03H → 04H → 05H → 06H → 07H → 08H, and when the value of the read pointer reaches 08H, the main control unit resets the value of the read pointer back to 00H. In this way, the value of the read pointer is updated cyclically within the range of 00H to 08H. Then, the seven commands, each with a command type and parameters 1-6, read from the seven address addresses corresponding to the values ​​of the read pointer, are sent as control commands, followed by the transmission of a checksum value calculated based on each piece of data.

[0186] The process of sending various data stored in the control command storage buffer as control commands to the sub-control means is performed by the command transmission process described later. This command transmission process is executed in the timer interrupt process which is performed at a predetermined interval. In this command transmission process, when reading data stored in the control command storage buffer, undefined data (00H in this embodiment) is sent to the sub-control means to indicate that parameters not used by the sub-control means (parameters indicated by "-" in Figure 16(b)) are undefined. Here, which parameters to replace with undefined data is determined based on the command determination table described later. However, as shown in Figure 16(b), for the performance information 1 command (command type 20H) to the performance information 6 command (command type 25H), parameters 1 to 6 are all data A to F used by the sub-control means. Therefore, in this embodiment, when sending a control command with a command type of 20H or higher, the command type and the data of parameters 1 to 6 stored in the control command storage buffer are sent directly to the sub-control means without relying on the command determination table.

[0187] Figure 19(a) shows the contents of the command determination table. As shown in this figure, the command determination table associates determination data with each command type shown in Figure 16(b). The determination data is 8 bits, and each bit except BIT0 (least significant bit) corresponds to each data that constitutes the control command. Specifically, BIT7 (most significant bit) corresponds to the command type. Since the command type is data that should always be sent to the sub-control means, the value of BIT7 in the determination data for command types that can be sent is always "1". Subsequently, BIT6 corresponds to parameter 1, BIT5 corresponds to parameter 2, BIT4 corresponds to parameter 3, BIT3 corresponds to parameter 4, BIT2 corresponds to parameter 5, and BIT1 corresponds to parameter 6 (see Figure 16(a)). If each bit value of the determination data is "1", it means that the corresponding data should be sent to the sub-control means as is, and if it is "0", it means that the corresponding data should be replaced with undefined data indicating that it is undefined (cleared to 00H in this embodiment) and then sent to the sub-control means. Note that the value of BIT0 (the least significant bit) is a bit that is so-called dummy data and is not referenced in the command set processing described later in this embodiment, but it is always "0" because there is no corresponding parameter.

[0188] For example, taking the Game Start 1 command (command type 0BH) as a specific example, its judgment data is 11011000B (the B at the end is a symbol indicating that it is a binary number; the same applies below), as shown in Figure 19(b). Looking at the Game Start 1 command shown in the command list in Figure 16(b), parameters 2, 5, and 6 are parameters that are not used in the sub-control means. Therefore, in the judgment data for the Game Start 1 command, the values ​​of BIT7 (corresponding to the command type), BIT6 (corresponding to parameter 1), BIT4 (corresponding to parameter 3), and BIT3 (corresponding to parameter 4) are "1", and the values ​​of BIT5, BIT2 to BIT0 are "0".

[0189] When the control command stored in the control command storage buffer is sent to the sub-control means by the command transmission process described above, let's assume that the command type of the game start 1 command is stored at the address corresponding to the value of the read pointer, as shown in Figure 17. In this case, when the judgment data for the game start 1 command is referenced from the command judgment table, the values ​​of BIT7, BIT6, BIT4, and BIT3 are "1", so the values ​​of the command type, parameter 1 (operation state), parameter 3 (setting value), and parameter 4 (RT state) are sent to the sub-control means as is. On the other hand, the values ​​of BIT5, BIT2, and BIT1 are "0", so the values ​​of parameter 2, parameter 5, and parameter 6 are replaced with undefined data before being sent to the sub-control means (see Figure 17). In this embodiment, undefined data is defined as 00H, and when replacing with undefined data, the value of the data to be replaced with undefined data is cleared to make it 00H. Note that undefined data may be values ​​other than 00H (for example, FFH). In such cases, instead of clearing the value that would normally be replaced by the undefined data, the process should be performed to replace it with a predetermined undefined data value.

[0190] Next, referring to the flowchart shown in Figure 20, we will explain the contents of the command set process, which is executed to save the values ​​set in the CPU's A-E registers, H and L registers to the control command storage buffer. In the following explanation, we will use the case of sending the game start 1 command (command type 0BH) to the sub-control means as a specific example. The operating state is assumed to be "0" (bonus not activated), the set value is assumed to be "6", and the RT state is assumed to be "1" (normal state). As a result, the CPU's A register is set to command type 0BH, the C register is set to the value "0" (=00H) indicating the current operating state, the E register is set to the value "6" (=06H) indicating the current set value, and the D register is set to the value "1" (=01H) indicating the current RT state. The B register, L register and H register are assumed to still contain the unspecified values ​​(any two-digit hexadecimal number; hereinafter referred to as "unspecified values") that were set in the B register, L register and H register immediately before the command set process was executed in the timer interrupt process. Furthermore, in the following explanation, the value of the write pointer is set to 06H, and when the command set process starts, the command type of the control command to be saved in the control command storage buffer is set in the A register.

[0191] When the command set process begins in the above state, the main control means first obtains the write pointer stored in a predetermined memory area of ​​the RWM (step S10), and identifies the address where the data set in each register of the CPU will be stored in the control command storage buffer (step S11). Specifically, the value of the write pointer is multiplied by 7 and the value of the starting address of the control command storage buffer (F180H) is added. This gives the address of the first of the seven address addresses corresponding to the value of the write pointer. For example, if the value of the write pointer is 06H, then 06H × 07H + F180H = F1AAH (see Figure 18). Here, 07H in this calculation formula means the number of address addresses of the control command storage buffer corresponding to one pointer (7). Next, the main control means determines whether the memory area identified by the write pointer is an area capable of storing the command type and parameters 1 to 6 (step S12). Specifically, it is determined whether the value stored at the address identified in step S11 is 00H (i.e., no data is stored). If it is 00H, the result is YES; otherwise, the result is NO. If the result is NO, the command set process shown in Figure 20 is terminated. On the other hand, if the result is YES, the values ​​set in registers A to C and registers L and H are sequentially saved to the control command storage buffer.

[0192] For example, if the value of the write pointer was 06H, then based on the address F1AAH identified in step S11, the value of parameter 1 (command type 0BH) that was set in the C register is saved to address F1ABH, and the value of parameter 2 (undefined value) that was set in the B register is saved to address F1ACH (step S13). Next, the value of parameter 3 (setting value 06H) that was set in the E register is saved to address F1ADH, and the value of parameter 4 (RT state 01H) that was set in the D register is saved to address F1AEH (step S14). Then, the value of the command type (command type 0BH) that was set in the A register is saved to address F1AAH (step S15). Furthermore, the value of parameter 5 (undefined value) that was set in the L register is saved to address F1AFH, and the value of parameter 6 (undefined value) that was set in the H register is saved to address F1B0H (step S16).

[0193] Once the command type and the values ​​of parameters 1 to 6 are saved in the control command storage buffer, the main control means updates the value of the write pointer by adding 01H to the current value of the write pointer (step S17). However, if the current value of the write pointer was 08H, it is updated to 00H. After updating the value of the write pointer, the main control means terminates the command set processing shown in Figure 20.

[0194] Next, referring to the flowchart shown in Figure 21, we will explain the command transmission process that sends the command type and parameter values ​​1 to 6 stored in the control command storage buffer as a control command to the sub-control means. As mentioned above, the command transmission process is executed within a timer interrupt process that is performed periodically. In the following explanation, we will describe the case in which the command type and parameter values ​​1 to 6 of the game start 1 command stored at address numbers F1AAH to F1B0H (corresponding to read pointer 06H) of the control command storage buffer are sent as a control command to the sub-control means as a specific example. Furthermore, the command transmission process in Figure 21 is assumed to be executed after the slot machine has been powered on, the main control means has completed its various initial settings, and it has waited until it is possible to send control commands to the sub-control means.

[0195] First, the main control means calculates the first of seven address addresses in the control command storage buffer corresponding to the value of the read pointer stored in a predetermined storage area of ​​the RWM, and reads the data (command type) stored at the calculated first address (step S20). For example, if the value of the read pointer is 06H, the calculation 06H × 07H + F180H = F1AAH is performed, and the value (command type) stored at F1AAH is read. Then, based on the read value, it is determined whether or not a control command is stored at the address corresponding to the value of the read pointer (step S21). Specifically, if the value of the command type read in step S20 is not 00H (meaning that the control command to be sent is stored in the control command storage buffer by executing the command set process shown in Figure 20), the determination result is YES (control command exists), and if it is 00H (meaning that the control command to be sent is not stored in the control command storage buffer), the determination result is NO (no control command).

[0196] If the result of the judgment in step S21 is NO, the main control means has determined that there are no control commands to transmit during the transmission processing period. Therefore, after checking the input status of the gaming machine during the transmission processing period, it sets a command as an idle command and immediately transmits the set idle command. This configuration allows the status of the main control means to be efficiently notified to the sub-control means during the timer interrupt processing that is executed at a predetermined interval. When executing the command set for the idle command, the values ​​of parameters 1 to 6 (see Figure 16(b)) are read from the predetermined storage area of ​​the RWM and set in the B to D, H, and L registers respectively (step S22). Specifically, the stop reception information data (parameter 1) is set in the C register, the value of input port A (parameter 2) is set in the B register, the LED display data (parameter 3) is set in the E register, the value of input port B (parameter 4) is set in the D register, the game value control state 1 data (parameter 5) is set in the L register, and the game value control state 2 data (parameter 6) is set in the H register. Furthermore, the main control means sets the command type value (01H) of the idle command in the A register (step S23). Next, the main control means saves each value of the idle command stored in each register to the control command storage buffer (here, address addresses F1AAH~F1B0H) (step S24).

[0197] Specifically, the command type value set in register A is saved to address F1AAH, which was calculated in step S20. The stop reception information data set in register C is saved to the next address F1ABH, and the value of input port A set in register B is saved to the next address F1ACH. The LED display data set in register E is saved to the next address F1ADH, and the value of input port B set in register D is saved to the next address F1AEH. The game value control state 1 data set in register L is saved to the next address F1AFH, and the game value control state 2 data set in register H is saved to the next address F1B0H.

[0198] Next, the main control means sets the number of times (7 times) to sequentially transmit each data of the control command to be sent to the sub-control means (specifically, the command type and parameters 1 to 6) in the B register, and a predetermined judgment data (11111110B) in the C register (step S25). If the judgment result in step S21 is YES, there is a control command to be sent, so the processing in steps S22 to S24 related to the no-operation command is not executed and the process moves to step S25. Then, it is determined whether the value of the command type read in step S20 is greater than or equal to the value of the command type outside the command clear range (step S26). In this embodiment, the value of the command type outside the command clear range is set to 12H. As a result, as shown in Figure 16(b), if the command type read in step S20 is between the performance information command 1 (command type 20H) and the performance information command 6 (command type 25H), the judgment result in step S26 is YES, and if it is any other control command, the judgment result is NO.

[0199] If the result of the judgment in step S26 is NO, the main control means sets the address of the RWM where the command judgment table is stored in a predetermined register of the CPU (step S27). Here, the address of the RWM where the command judgment table (see Figure 19(a)) is stored refers to the address where the first judgment data of the command judgment table (the judgment data with a command type value of 01H) is stored. From this address, judgment data for command types from 02H onwards (up to a command type value of 11H) are stored sequentially for each increase in the address value. Then, based on the command type value read in step S20, the judgment data corresponding to the command type value is obtained from the command judgment table stored in the RWM (step S28). Here, the judgment data (11011000B) corresponding to the command type (0BH) of the game start 1 command is obtained, and the predetermined judgment data (11111110B) set in the predetermined register in step S25 overwrites the obtained judgment data. If the result of the judgment in step S26 is YES, the processes in steps S27 and S28 are not performed, and the predetermined judgment data (11111110B) set in the predetermined register described above is maintained.

[0200] Next, the main control means initializes the value of the checksum command that is sent at the end of the control command (step S29). The checksum command is the checksum of the seven data items, the command type and parameters 1 to 6, that are sent to the sub-control means. Then, of the bits of the determination data set in a predetermined register, the bit that is to be determined to have a value (0 or 1) is set as BIT7 (most significant bit) (step S30). Subsequently, as shown in the flowchart in Figure 21, a loop process is performed for steps S30 to S36, during which each time the process in step S30 is performed, the bit that is to be determined to have a value of 0 or 1 is shifted (updated) by one bit toward the lower bits.

[0201] Next, the main control means determines whether the value of the bit to be determined is 0 or not (step S31). If it is 0, the determination result is YES, and the control command data corresponding to the determined bit is replaced with undefined data (cleared in this embodiment) (step S32). Then, the data cleared in step S32 (00H) is sent to the sub-control means (step S33). On the other hand, if the determination result in step S31 is NO, the process in step S32 is not performed and the process proceeds to step S33, so the control command data (stored parameter value) corresponding to the determined bit is sent directly to the sub-control means. In this embodiment, when the bit to be determined is 0, the value stored in the control command storage buffer is replaced with undefined data, and the replaced undefined data is read from the control command storage buffer and sent to the sub-control means. However, instead, the system may be configured not to send the command for the corresponding parameter to the sub-control means when the bit to be determined is 0.

[0202] When the main control means transmits the control command data to the sub-control means, it calculates a checksum of the data transmitted up to that point (step S34). Next, it clears the stored value of the address of the control command storage buffer where the transmitted data was stored (to 00H) (step S35), and determines whether the transmission of the control command has finished (step S36). Specifically, it subtracts 1 from the output count value set in a predetermined register in step S25, and as the loop processing of steps S30 to S36 is carried out, if the output count value (7 times) becomes 0, the judgment result of step S36 becomes YES, and the transmission of the control command ends. On the other hand, if the output count value does not become 0, the judgment result of step S36 becomes NO, and the process returns to step S30.

[0203] When the transmission of the control command is completed (step S36, YES), the checksum value calculated by the last executed step S34 is sent to the sub-control means (step S37), the value of the read pointer is updated (step S38), and the command transmission process shown in Figure 21 is terminated. Here, the read pointer is updated by adding 01H to the current value of the read pointer. However, if the current value of the read pointer was 08H, it is updated to 00H.

[0204] By repeating the processes described in steps S30 to S36, for example, when sending the Game Start 1 command, first, since the value of BIT7 in the judgment data (11011000B) is 1, the judgment result in step S31 is NO and the value of the command type (0BH) is sent directly to the sub-control means. Next, since the value of BIT6 is 1, the judgment result in step S31 is NO and the value of parameter 1 (operation state) is sent directly to the sub-control means. Next, since the value of BIT5 is 0, the judgment result in step S31 is YES and 00H is sent as the value of parameter 2 to the sub-control means. Next, since the value of BIT4 is 1, the judgment result in step S31 is NO and the value of parameter 3 (setting value) is sent directly to the sub-control means. Next, since the value of BIT3 is 1, the judgment result in step S31 is NO and the value of parameter 4 (RT state) is sent directly to the sub-control means. Next, since the value of BIT2 is 0, the judgment result in step S31 is YES and 00H is sent as the value of parameter 5 to the sub-control means. Finally, since the value of BIT1 is 0, the result of the judgment in step S31 is YES, and 00H is sent to the sub-control means as the value of parameter 6. Then, the result of the judgment in step S36 is YES, and the checksum is sent through the processing in step S37, completing the transmission of the game start 1 command.

[0205] According to the command set processing shown in Figure 20, steps S13 to S16 ensure that the values ​​of registers A to E, H, and L (i.e., registers corresponding to the command type and parameters 1 to 6) are saved directly to the control command storage buffer, regardless of the command type. For example, in the case of the game start 1 command (command type 0BH) mentioned above, the values ​​of parameter 2 (corresponding to register B), parameter 5 (corresponding to register L), and parameter 6 (corresponding to register H) are not used by the sub-control means (see Figure 16(b)), but the values ​​of registers B, L, and H corresponding to these parameters are also saved to the control command storage buffer. In this way, without individually determining whether or not a parameter is used by the sub-control means depending on the command type, the values ​​of all registers corresponding to parameters 1 to 6 are consistently saved to the control command storage buffer, thus minimizing the program capacity and processing burden required for the command set processing shown in Figure 20.

[0206] On the other hand, it is unknown what data is set in the registers corresponding to parameters not used by the sub-control means, and different undefined values ​​are set depending on the situation. Therefore, if such undefined values ​​are sent to the sub-control means, there is a risk that they could be misused by malicious players if those undefined values ​​happen to be important information for the gaming machine, which is undesirable from the standpoint of preventing fraud. For this reason, in the command transmission process shown in Figure 21, when reading data from the control command storage buffer and sending it to the sub-control means, the data that has an undefined value is cleared to 00H based on the judgment data of the command judgment table, and this is sent to the sub-control means as undefined data.

[0207] This command determination table is structured by associating one byte of determination data with each command type. The main control means determines, based on the value of each bit in the determination data, whether to send the command type and parameter 1-6 data stored in the control command storage buffer as is, or to send undefined data. This data structure and processing allows for improved accuracy of control commands sent from the main control means to the sub-control means while suppressing program size bloat. Furthermore, in the command determination table shown in Figure 19(a), the order of the determination data associated with each command type relatively matches the command type value, making it easy to obtain the determination data corresponding to the command type from the command determination table using the command type value.

[0208] In the embodiment described above, the command transmission process shown in Figure 21 made a decision based on the judgment data in the command judgment table to determine whether to send the data stored in the control command storage buffer as is or to replace it with undefined data before sending it. However, such a decision may also be made in the command set process shown in Figure 20 when saving the values ​​of each register to the control command storage buffer.

[0209] (Another form of command determination table) Figure 22 shows an alternative configuration of the command determination table shown in Figure 19. In the command determination table shown in Figure 19, determination data is defined for command types 01 to 11H, and for commands with a command type value of 12H or higher, the main control means transmits the command type and parameter values ​​1 to 6 stored in the control command storage buffer directly to the sub-control means, regardless of the determination data. In contrast, the command determination table in Figure 22 defines determination data for command types 01 to 25H, including command types 12H to 1FH, which are reserved for transmission to the sub-control means and are not actually used. For control commands with a command type value of 12H or higher (performance information command 1 to performance information command 6), the command type and parameter values ​​1 to 6 stored in the control command storage buffer are transmitted to the sub-control means based on the command determination table.

[0210] The command determination table in Figure 22 has determination data for command types 01H to 11H that is the same as the determination data in the command determination table in Figure 19. In addition, the determination data for command types 12H to 1FH is set to 00000000B, and the determination data for command numbers 20H to 25H is set to 11111110B. When sending a control command to the sub-control means based on such a command determination table, it is not necessary to set the determination data 111111110B in step S25 of the command transmission process shown in Figure 21. Furthermore, the decision process in step S26 is also unnecessary.

[0211] In this way, the processes in steps S39 and S40 of Figure 21 can be omitted, thereby reducing the burden on the main control means when executing the command transmission process. Furthermore, since the command determination table has determination data 00000000B for command types 12H to 1FH (i.e., it is reserved), if the number of control command types increases later and one of 12H to 1FH needs to be used, or if it is necessary to delete a command that is already in use, it is only necessary to change the value of the determination data without changing the program code of the main control means, thus allowing for flexible handling of the expansion and deletion of control commands.

[0212] In this embodiment, a checksum was added to the control command as an error detection code, but it is not necessary to add an error detection code to the control command. Also, although the number of parameters constituting the control command was set to six (parameters 1 to 6), the number of parameters is not limited to this, and may be one, two, or seven, for example. Furthermore, as shown in steps S21(NO) to S24 of Figure 21, in this embodiment, if there was no control command to send to the sub-control means, an "no operation" command was sent to the sub-control means, but it may also be configured so that no control command is sent if there is no control command.

[0213] Furthermore, the method for generating control commands in this embodiment is not limited to slot machines, but may also be applied to pachinko machines, arrangement ball machines, and jankyu machines.

[0214] <<Backup light effect>> Next, with reference to Figures 23 to 29, the details of the backlight effect in this embodiment will be explained. First, with reference to Figure 23, the arrangement of the backlight unit in this embodiment will be explained. Figure 23 is an exploded perspective view of the left reel module 300a, which has a left reel 3a. It should be assumed that the middle reel module, which has a middle reel 3b, and the right reel module, which has a right reel 3c, have the same structure as the left reel module 300a.

[0215] As shown in Figure 23, the left reel 3a consists of a left reel wheel 301a and a left reel frame 302a arranged opposite each other at a predetermined distance apart, and a strip-shaped left reel tape 303a attached to the circumferential surfaces of the left reel wheel 301a and the left reel frame 302a. A left stepping motor 320a that rotates the left reel 3a is attached to the left reel bracket 310a, and the rotation shaft 321a of the left stepping motor 320a passes through the center of the left reel wheel 301a through the motor cover 322, to which the left reel connecting member 323a is fixed. In this way, the left reel wheel 301a is attached to the left reel motor 320a, and finally the left reel 3a is attached to the left reel bracket 310a.

[0216] With the left reel 3a attached to the left reel bracket 310a, the left backup lamp unit 330a is positioned on the back of the left reel tape 303a. On the front of the left backup lamp unit 330 (the surface opposite the back of the left reel tape 303a), an upper opening 331U is formed at a position corresponding to the upper part of the display window W, a middle opening 331M is formed at a position corresponding to the middle part of the display window W, and a lower opening 331L is formed at a position corresponding to the lower part of the display window W. In addition, a backup lamp circuit board 332a is attached to the back of the left backup lamp unit 330. On the component mounting surface of the backup lamp circuit board 332a, two LED chips 333U are mounted at the upper opening 331U, two LED chips 333M are mounted at the middle opening 331U, and two LED chips 333L are mounted at the lower opening 331U. The lighting / exiting of the LED chips 333U, 333M, and 333L is controlled by a sub-control means. On the other hand, the rotation / stopping of the reel is controlled by the main control means.

[0217] The left reel tape 303a has a pattern with high light transmittance (hereinafter referred to as the "light-transmitting pattern") printed on it. When this light-transmitting pattern passes in front of the left back lamp unit 330a (or when it passes through the display window W), the LED chips 333U, 333M, and 333L light up, allowing the player to perceive the light from the LED chips 333U, 333M, and 333L through the light-transmitting pattern. As a result, when the LED chips 333U, 333M, and 333L are lit, it becomes very difficult for the player to see the light-transmitting pattern. In addition to improving the visibility of the light-transmitting pattern by lighting up the LED chips of the back lamp unit while the reels are rotating, the LED chips of the back lamp unit are also used for special effects (hereinafter referred to as "back lamp effects"). Examples of backlight effects include, for instance, a backlight effect that signals a win by flashing LED chips when all reels stop and a winning combination of symbols is achieved, and a backlight effect that, when the slot machine is in a waiting state, flashes the LED chips of each backlight unit in a predetermined pattern as a demo effect.

[0218] In this embodiment, similar to the slot machine of the second embodiment, multiple types of simulated gameplay sequences can be executed. During a predetermined simulated gameplay sequence (for example, the "red 7 alignment sequence" in the second embodiment), a sub-control means can execute a specific backlight sequence in which the six LED chips in each of the reel 3a, 3b, and 3c backlight units described above flash simultaneously. The flashing control of the LED chips during the specific backlight sequence will be described below with reference to Figure 24. For simplicity, the reference numerals for the left backlight unit 330a and the LED chips 333U, 333M, and 333L will be omitted in the following description.

[0219] The specific backlight effect described above can be executed when, as stated above, the rotation speed of all reels has reached a constant speed (e.g., 80 rpm) at the start of a predetermined simulated gameplay effect. In the specific backlight effect, all LED chips flash at a constant frequency at least twice while one symbol on the reel passes through the display window W. Here, "while one symbol passes through the display window W" means the time it takes for one symbol to move from a position one symbol above the upper part of the display window W to a position one symbol below the lower part of the display window W. Furthermore, the flashing period of the LED chips is set so that it does not become so short that the period during which the LED chips are off cannot be perceived by the naked eye when the aforementioned light-transmitting symbol passes in front of the backlight unit (for example, the period of PWM dimming to adjust the brightness of the LED chips). In this embodiment, the flashing period T of the LED chips is set to be within the following range based on experimental results. 1 / 10t <T<t Here, t is the time required for the symbols drawn on the reel to move one symbol's length. For example, if there are 20 symbols on one reel and the reel's rotation speed (revolutions per minute) at a constant speed is 80 [rpm], then the value of t will be {1 / (80 / 60)} / 20 ≈ 37.5 milliseconds.

[0220] Figure 24(a) is a waveform diagram showing the blinking state of an LED chip when the blinking period T of the LED chip is set to 16 milliseconds, and the duty cycle is set to 25% (on period of 4 milliseconds, off period of 12 milliseconds), 50% (on period of 8 milliseconds, off period of 8 milliseconds), and 75% (on period of 12 milliseconds, off period of 4 milliseconds). Here, the duty cycle is the value obtained by dividing the on period by the blinking period, and the blinking period is the sum of the on period and the off period.

[0221] Furthermore, when all reels are rotating at a constant speed (e.g., 80 rpm), in games where no specific backlight effects are performed (for example, normal gameplay, a specific pseudo-game effect different from the predetermined pseudo-game effect, a predetermined pseudo-game effect that does not perform the specific backlight effect, and the main gameplay after the predetermined pseudo-game effect has been performed), the LED chips are kept lit at all times (no period of being off). In other words, the duty cycle is set to 100%.

[0222] When all reels are rotating at a constant speed (e.g., 80 rpm) and no specific backlight effect is performed (duty cycle of 100%), compared to when all reels are rotating at a constant speed (e.g., 80 rpm) and a specific backlight effect is performed (duty cycle of 25%, 50%, or 75%), the light-transmitting symbols appear to be moving faster than the constant speed (i.e., the reels are rotating faster than their actual rotation speed) when all reels are rotating at a constant speed (e.g., 80 rpm) and no specific backlight effect is performed (duty cycle of 100%).

[0223] Furthermore, the smaller the duty cycle value, the longer the blackout period (i.e., the time from when the light-transmitting pattern is seen until it is seen again), and the longer the distance the light-transmitting pattern travels per unit time appears to the human eye. Therefore, when the duty cycle value is small, the movement of the light-transmitting pattern is perceived by the human eye as continuous movement, but the speed of that movement is perceived as faster. For example, when all reels are rotating at a constant speed (e.g., 80 rpm), if the backlight flashing is controlled to have a duty cycle of 25%, compared to when all reels are rotating at a constant speed (e.g., 80 rpm), if the backlight flashing is controlled to have a duty cycle of 50%, the human eye will perceive the pattern as moving at a faster speed when all reels are rotating at a constant speed (e.g., 80 rpm), with a duty cycle of 25%. In this way, by flashing the LED chips at a predetermined interval, a visual effect can be obtained in which the symbols appear to move faster than the actual rotation speed of the reels. Furthermore, by changing the duty cycle, the perceived speed of the symbols' movement can be altered, thereby enhancing the enjoyment of the game.

[0224] Figure 24(b) is a waveform diagram showing the blinking state of an LED chip when the blinking period T of the LED chip is set to 32 milliseconds, and the duty cycle is set to 25% (on period of 8 milliseconds, off period of 24 milliseconds), 50% (on period of 16 milliseconds, off period of 16 milliseconds), and 75% (on period of 24 milliseconds, off period of 8 milliseconds). Even when the flashing period T of the LED chip is set to 32 milliseconds, just as with the flashing period T set to 16 milliseconds, when a specific backlight effect is performed while all reels are rotating at a constant speed (e.g., 80 rpm) (duty cycle of 25%, 50%, or 75%), the light-transmitting patterns appear to be moving faster than the constant speed (i.e., the reels are rotating faster than their actual rotation speed) compared to when no specific backlight effect is performed while all reels are rotating at a constant speed (e.g., 80 rpm) (duty cycle of 100%).

[0225] Furthermore, the smaller the duty cycle value, the faster the movement of the light-transmitting symbols appears to be. For example, when all reels are rotating at a constant speed (e.g., 80 rpm), if the LED chips of the backlight unit are controlled to have a duty cycle of 25%, compared to when all reels are rotating at a constant speed (e.g., 80 rpm), and the LED chips of the backlight unit are controlled to have a duty cycle of 50%, the symbols will appear to move faster to the human eye when the LED chips of the backlight unit are controlled to have a duty cycle of 25% when all reels are rotating at a constant speed (e.g., 80 rpm).

[0226] As mentioned above, the flashing cycle of the LED chips can be determined as appropriate. Furthermore, to enhance the visual effect described above, it is advisable to arrange the light-transmitting patterns on the reels so that they are flanked by patterns with lower light transmittance. It is also desirable to set the flashing cycle of the LED chips to be asynchronous with the rotation cycle when the reel is rotating at a constant speed (e.g., 80 rpm) (1 / (80 rpm) ≈ 0.75 seconds). By setting the flashing cycle of the LED chips and the rotation cycle of the reels to be asynchronous in this way, it is possible to avoid certain backlight effects becoming a so-called "eye-stop assistance."

[0227] Next, with reference to the flowcharts shown in Figures 25 and 26, the flashing control of the backlight unit performed by the sub-control means when executing the specific backlight effect described above will be explained. Figure 25 is a flowchart showing the contents of the rotation start flashing control that is executed when all reels start rotating, when the predetermined simulated game effect described above is started and the specific backlight effect is executed. Figure 26 is a flowchart showing the contents of the rotation stop flashing control that is executed when the reels stop in response to the stop switch being operated, when the specific backlight effect is executed in the predetermined simulated game effect described above, when the rotation speed of the reels has reached a constant speed (for example, 80 [rpm]). In the following explanation, the flashing period of each LED chip is set to 16 milliseconds and the duty cycle to 25%.

[0228] First, let's explain the contents of the rotation start flashing control shown in Figure 25. The rotation start flashing control shown in Figure 25 is executed when the start lever 24 is tilted and a specific backlight effect is performed in a predetermined simulated game effect. First, the sub-control means lights up the LED chips in the backlight units of all reels at their normal brightness (step Ss10). Here, normal brightness refers to the brightness when the LED chips are constantly lit (duty cycle 100%). After that, it is determined whether or not all reels have started to rotate (step Ss11), and if all reels have not started to rotate, the result of the determination in step Ss11 is NO, and the rotation start flashing control shown in Figure 25 is terminated. Note that whether or not all reels have started to rotate can be determined, for example, by whether or not a rotation start command transmitted from the main control means has been received.

[0229] If all reels start rotating, the judgment result in step Ss11 is YES, and the sub-control means waits for a predetermined time (step Ss12). This predetermined waiting time is necessary because if the LED chips start flashing while all reels are accelerating (i.e., before the rotation speed of all reels reaches a constant speed), the visual effect of making it appear as if the reels are rotating faster than their actual speed cannot be fully obtained. Therefore, the sub-control means waits for the rotation speed of the reels to reach a constant speed. In this embodiment, the design period from when the reels start rotating until they reach a constant speed is 250 milliseconds, while the predetermined time in step Ss12 is set to 400 milliseconds. In other words, the predetermined time in step Ss12 is set to be longer than the design period from when the reels start rotating until they reach a constant speed. After the predetermined time has elapsed, the sub-control means flashes the LED chips in the back lamp units of all reels with a period of 16 milliseconds and a duty cycle of 25% (step Ss13), and terminates the rotation start flashing control shown in Figure 25. Furthermore, until the player operates the stop switch (until the reels are temporarily stopped in a predetermined simulated game sequence), the LED chips in the backlight units of all reels flash with a period of 16 milliseconds and a duty cycle of 25%. In other words, when a specific backlight sequence is performed in a predetermined simulated game sequence, that sequence will continue to run as long as the reels are rotating at a constant speed during the predetermined simulated game sequence.

[0230] According to the rotation start flashing control described above, once a predetermined simulated game animation is started and a predetermined amount of time has elapsed since all reels started rotating, the LED chips in the backlight units of all reels are controlled to flash at a predetermined flashing cycle and duty cycle, creating a visual effect that makes the reels appear to be rotating faster than normal. In other words, players can stop the reels by operating the stop switch while experiencing the visual effect that the reels are rotating faster than their normal speed (e.g., 80 rpm) during the predetermined simulated game animation. Furthermore, this allows players to perceive the movement of the reel symbols as being different from normal, thereby enhancing their anticipation and enjoyment of the game.

[0231] Furthermore, during a predetermined simulated gameplay sequence when all reels are rotating, by executing a specific backlight animation with a duty cycle of, for example, 50% or more and 75% or less, the brightness illuminating the reels does not change significantly when all reels are rotating (it is not much different from the brightness of a normal backlight), and the reels' rotation speed can be made to appear faster. In other words, it is possible to achieve the pseudo-high-speed rotation of high-brightness reels (rotation that appears faster than the actual rotation speed of the reels). Also, by executing a specific backlight animation with a duty cycle of less than 50% and 20% or more when all reels are rotating during a predetermined simulated gameplay sequence, the brightness illuminating the reels when all reels are rotating is reduced (it becomes dimmer than the brightness of a normal backlight), and the reels' rotation speed can be made to appear faster. In other words, it is possible to achieve the pseudo-high-speed rotation of lower-brightness, faster-rotating reels.

[0232] Next, referring to the flowchart in Figure 26, we will explain the contents of the rotation stop flashing control that is executed when stop switches 25a, 25b, and 25c are operated while all reels are rotating at a constant speed during the execution of a predetermined simulated game performance, and the LED chips of the backlight units of all reels are flashing with a flashing period of 16 milliseconds and a duty cycle of 25%.

[0233] First, while the flashing control described above is being performed while all reels are rotating at a constant speed (step Ss20), the sub-control means determines whether the first stop operation (first stop operation) has been performed on any of the stop switches 25a, 25b, or 25c (step Ss21). Whether or not a stop operation of a stop switch has been performed is determined, for example, based on the receipt of a stop acceptance command transmitted from the main control means (see Figure 16(b)). If the first stop operation has been performed, the determination result is YES, and the system waits for a predetermined time (step Ss22). This predetermined waiting time is to maintain the flashing control of the LED chip (a visual effect that makes it appear as if the reels are rotating faster than their actual rotation speed) from the time the stop switch is operated until the stepping motor is excited in four phases and the deceleration of the reel rotation begins. In this embodiment, this predetermined time is set to 400 milliseconds.

[0234] After waiting for a predetermined time in step Ss22, the sub-control means stops the flashing control of the LED chip of the back lamp unit corresponding to the first stop switch that was stopped, and makes it stay lit (step Ss23). In other words, the duty cycle is changed from 25% to 100%. Maintaining the flashing control of the LED chip until a predetermined time has elapsed after the stop operation is performed is to make it difficult for the player to notice that the LED chip has been switched from flashing control to constant illumination before the reel rotation stops. Also, by switching the LED chip to constant illumination at this timing, it is easier to create a visual effect that makes it appear as if the reel rotation has stopped immediately without deceleration. After the process in step Ss23 is completed, the sub-control means terminates the rotation stop flashing control shown in Figure 26.

[0235] In the decision process of step Ss21 described above, if the first stop operation was performed, the decision result is NO, and the sub-control means determines whether a second stop operation (second stop operation) was performed on any of the stop switches 25a, 25b, and 25c that correspond to the rotating reel (step Ss24). If the second stop operation was performed, the decision result is YES, and the sub-control means waits for a predetermined time (400 milliseconds) as in step Ss22 described above (step Ss25). After waiting for the predetermined time, the sub-control means stops the flashing control of the LED chip of the back lamp unit corresponding to the stop switch that was subjected to the second stop operation, and keeps it constantly lit (step Ss26), and terminates the rotation stop flashing control shown in Figure 26.

[0236] In the judgment process of step Ss24 described above, if the second stop operation was performed, the judgment result is NO, and the sub-control means determines whether the stop switch corresponding to the last rotating reel among the stop switches 25a, 25b, and 25c has been stopped (third stop operation) (step Ss27). If the third stop operation was performed, the judgment result is YES, and the system waits for a predetermined time (400 milliseconds) as in steps Ss22 and Ss25 described above (step Ss28). After waiting for the predetermined time, the sub-control means stops the flashing control of the LED chip of the back lamp unit corresponding to the stop switch that was stopped in the third stop operation, and keeps it constantly lit (step Ss29), and terminates the rotation stop flashing control shown in Figure 26. If the third stop operation was not performed in the judgment process of step Ss27, the judgment result is NO, and the rotation stop flashing control shown in Figure 26 is terminated as is.

[0237] According to the rotation stop flashing control described above, when the LED lamps of the backlight units corresponding to each reel are controlled to flash at a predetermined flashing period and duty cycle in a predetermined simulated game performance, and the stop switch corresponding to a rotating reel is operated to stop it, a visual effect is obtained in which the reel comes to a sudden stop from a rotation speed faster than the constant speed, thereby providing a more impactful performance for the player.

[0238] Furthermore, if the power to the slot machine is cut off when the rotation speed of all reels reaches a constant speed after the predetermined simulated game performance has started and the LED chips of the back lamp unit are flashing with a flashing period of 16 milliseconds and a duty cycle of 25%, and then the power is restored, the main control means will re-accelerate all reels to rotate at a constant speed in order to execute the predetermined simulated game performance again. At this time, the sub-control means may be configured to keep the LED chips constantly lit without flashing while all reels are re-accelerating, and to flash the LED chips with a flashing period of 16 milliseconds and a duty cycle of 25% after all reels have reached a constant speed. Alternatively, the sub-control means may be configured to flash the LED chips of all reels with a flashing period of 16 milliseconds and a duty cycle of 25% even while all reels are re-accelerating, and to continue flashing the LED chips of all reels with a flashing period of 16 milliseconds and a duty cycle of 25% even after the rotation speed of all reels has reached a constant speed.

[0239] Furthermore, if a stepping motor driving a certain reel loses step (one of the abnormalities related to reel rotation problems) after a predetermined simulated game animation has started, when the rotation speed of all reels has reached a constant speed and the LED chips of the backlight unit are flashing with a flashing period of 16 milliseconds and a duty cycle of 25%, the main control means re-accelerates the reel of the stepping motor that lost step and then rotates it at a constant speed. At this time, the sub-control means may be configured to flash the LED chip of the backlight unit corresponding to the reel with a flashing period of 16 milliseconds and a duty cycle of 25%, even while the reel is being re-accelerated. Alternatively, the LED chip of the backlight unit corresponding to the reel may be kept constantly lit without flashing while the reel of the stepping motor that lost step is being re-accelerated, and then flash with a flashing period of 16 milliseconds and a duty cycle of 25% after the reel reaches a constant speed.

[0240] Next, referring to Figures 27 to 29, we will describe a different form of rotation start flashing control from the rotation stop flashing control shown in Figure 25 and the rotation stop flashing process shown in Figure 26. Here, Figure 27 is a flowchart showing the contents of a rotation start flashing control that is different from the rotation start flashing control shown in Figure 25. Also, Figures 28 and 29 are flowcharts showing the contents of a rotation stop flashing control that is different from the rotation stop flashing control shown in Figure 26.

[0241] First, let's explain the contents of the rotation start flashing control shown in Figure 27. The rotation start flashing control shown in Figure 27 is executed when the start lever 24 is tilted and it is decided to execute a specific backlight effect in a predetermined simulated game effect. First, the sub-control means lights up the LED chips in the backlight units of all reels at their normal brightness (step Ss30). Here, normal brightness refers to the brightness when the LED chips are constantly lit (duty cycle 100%). After that, it is determined whether or not all reels have started to rotate (step Ss31), and if all reels have not started to rotate, the result of the determination in step Ss31 is NO, and the rotation start flashing control shown in Figure 27 is terminated. Note that whether or not all reels have started to rotate can be determined, for example, by whether or not a rotation start command transmitted from the main control means has been received.

[0242] If all reels start rotating, the judgment result in step Ss31 is YES, and the sub-control means waits for a first predetermined time (400 milliseconds) (step Ss32). This first predetermined time wait is necessary because if the LED chips start flashing while all reels are accelerating (i.e., before the rotation speed of all reels reaches a constant speed), the visual effect of making it appear as if the reels are rotating faster than their actual rotation speed cannot be fully obtained. Therefore, the system waits for the reels to reach a constant speed. In this embodiment, the design period from when the reels start rotating until they reach a constant speed is 250 milliseconds, while the first predetermined time in step Ss32 is set to 400 milliseconds. In other words, the first predetermined time in step Ss32 is set to be longer than the design period from when the reels start rotating until they reach a constant speed.

[0243] Then, after a predetermined time has elapsed, the sub-control means causes the LED chips in the backlight units of all reels to blink with a period of 16 milliseconds and a first duty cycle (here, 75%) (step Ss33). Then, it waits in this state for a second predetermined time (200 milliseconds) (step Ss34). In other words, as part of a specific backlight effect, the LED chips of the backlight units are blinked for a second predetermined time with a blinking period of 16 milliseconds and a first duty cycle. Here, the second predetermined time wait is to allow the player to recognize the visual effect of the blinking control performed in step Ss33. The second predetermined time may be different from or the same as the first predetermined time (400 milliseconds). Here, the second predetermined time is set to 200 milliseconds. After waiting for a second predetermined time in step Ss34, the sub-control means then causes the LED chips in the backlight units of all reels to blink with a second duty cycle smaller than the first duty cycle (here, 50%), without changing the blinking period (blinking period is 16 milliseconds) (step Ss35).

[0244] Next, the sub-control means waits for a third predetermined time (step Ss36). The third predetermined time may be different from the second predetermined time (200 milliseconds) or the same. Here, the third predetermined time is set to the same 200 milliseconds as the second predetermined time. After waiting for the third predetermined time, the sub-control means causes the LED chips in the backlight units of all the reels to blink at a third duty ratio (here, 25%) smaller than the second duty ratio while maintaining the blinking period of the LED chips at 16 milliseconds (step Ss37). Thereafter, the sub-control means ends the rotation start blinking control shown in FIG. 27. In other words, as part of a specific backlight effect, a backlight blinking effect with a blinking period of 16 milliseconds and the second duty ratio is executed for the third predetermined time.

[0245] According to the rotation start blinking control described above, when a predetermined pseudo-game effect is started and all the reels start rotating, first, the LED chips light up for a first predetermined time (400 milliseconds) at a duty ratio of 100% (constant on state), then the LED chips blink for a second predetermined time (200 milliseconds) at a period of 16 milliseconds and the first duty ratio (75%), further the LED chips blink for a third predetermined time (200 milliseconds) at a period of 16 milliseconds and the second duty ratio (50%), and thereafter the LED chips blink at a period of 16 milliseconds and the second duty ratio (25%).

[0246] As explained with reference to Figure 24, when a specific backlight effect is not performed when all reels are rotating at a constant speed (e.g., 80 rpm) (duty cycle of 100%), compared to when a specific backlight effect is performed when all reels are rotating at a constant speed (e.g., 80 rpm) (duty cycle of 25%, 50%, or 75%), the light-transmitting patterns appear to be moving at high speed (i.e., the reels are rotating faster than their actual rotation speed) when the specific backlight effect is performed when all reels are rotating at a constant speed (e.g., 80 rpm) (duty cycle of 100%), compared to when the specific backlight effect is not performed when all reels are rotating at a constant speed (e.g., 80 rpm) (duty cycle of 100%).

[0247] Furthermore, for example, when the rotation speed of all reels has reached a constant speed (e.g., 80 rpm), if the LED chips of the backlight unit are controlled to have a duty cycle of 75%, compared to when the rotation speed of all reels has reached a constant speed (e.g., 80 rpm), if the LED chips of the backlight unit are controlled to have a duty cycle of 50%, the human eye will perceive the patterns as moving at a faster speed when the LED chips of the backlight unit are controlled to have a duty cycle of 50% when the rotation speed of all reels has reached a constant speed (e.g., 80 rpm).

[0248] Furthermore, when the LED chips of the backlight unit are controlled so that the duty ratio is 50% in a situation where the rotational speeds of all reels have reached a constant speed (for example, 80 [rpm]), and when the LED chips of the backlight unit are controlled so that the duty ratio is 25% in a situation where the rotational speeds of all reels have reached a constant speed (for example, 80 [rpm]), in a situation where the rotational speeds of all reels have reached a constant speed (for example, 80 [rpm]), when the LED chips of the backlight unit are controlled so that the duty ratio is 25%, it feels to the human eye as if the pattern moves at a high speed.

[0249] Therefore, like the rotation start blinking control shown in FIG. 27, for the LED chips of the backlight unit, control is performed such that the duty ratio is gradually decreased, for example, lighting at a duty ratio of 100% (constant lighting state) → period 16 milliseconds, and blinking at a duty ratio of 75% → period 16 milliseconds, and blinking at a duty ratio of 50% → period 16 milliseconds, and blinking at a duty ratio of 25%. By doing so, a visual effect can be achieved such that the rotational speed of the reel gradually increases from a constant speed (for example, 80 [rpm]). As a result, the player feels in an unusual state, and the expectancy and interest in the game can be improved.

[0250] Next, referring to Figures 28 and 29, we will explain the contents of a rotation stop flashing control that differs from the rotation stop flashing control shown in Figure 26. First, as shown in Figure 28, while all reels are rotating at a constant speed and the LED chips are flashing with a period of 16 milliseconds and a third duty cycle (25%) (step Ss40), the sub-control means determines whether the first stop operation (first stop operation) has been performed on any of the stop switches 25a, 25b, or 25c (step Ss41). If the first stop operation has been performed, the determination result is YES, and the sub-control means waits for a fourth predetermined time (step Ss42). As a result, even after the first stop operation has been performed, the LED chip provided on the back lamp unit of the reel corresponding to the stop switch that was first stopped (hereinafter referred to as "LED chip corresponding to the first stop operation") continues to flash with a period of 16 milliseconds and a third duty cycle (25%) for the fourth predetermined time. Here, the fourth predetermined time may be the same as any of the first to third predetermined times shown in Figure 27, or it may be different from any of them. Here, the fourth predetermined time is set to 200 milliseconds.

[0251] Next, after the fourth predetermined time has elapsed, the sub-control means flashes the LED chip corresponding to the first stop operation with a period of 16 milliseconds and a second duty cycle (here, 50%) (step Ss43). Then, it waits in this state for a fifth predetermined time (step Ss44). In other words, as part of a specific backlight effect, the LED chip corresponding to the first stop operation is flashed for a fifth predetermined time with a flashing period of 16 milliseconds and a second duty cycle. This fifth predetermined time is the time required to allow the player to recognize the visual effect of the flashing control performed in step Ss43. Here, the fifth predetermined time may be the same as any of the first to third predetermined times shown in Figure 27 and the fourth predetermined time described above, or it may be different from any of them. Here, the fifth predetermined time is set to 200 milliseconds.

[0252] Then, after the fifth predetermined time has elapsed, the sub-control means flashes the LED chip corresponding to the first stop operation with a period of 16 milliseconds and a first duty cycle (here, 75%) (step Ss45). Then, it waits in this state for a sixth predetermined time (step Ss46). In other words, as part of a specific backlight effect, the LED chip corresponding to the first stop operation is flashed for a sixth predetermined time with a flashing period of 16 milliseconds and a first duty cycle. This sixth predetermined time is the time required to allow the player to recognize the visual effect of the flashing control performed in step Ss45. Here, the sixth predetermined time may be the same as any of the first to third predetermined times shown in Figure 27 and the fourth or fifth predetermined time described above, or it may be different from any of them. Here, the sixth predetermined time is set to 400 milliseconds. After waiting for the sixth predetermined time in step Ss46, the sub-control means then sets the duty cycle of the LED chip corresponding to the first stop operation to 100% to keep it constantly lit and at normal brightness (step Ss47). Then the rotation stop flashing control shown in Figure 28 is terminated. From this point onward, the LED chip corresponding to the first stop operation remains constantly lit.

[0253] In the decision process of step Ss41 described above, if the first stop operation has not been performed, the decision result is NO, and the sub-control means determines whether a second stop operation (second stop operation) has been performed on any of the stop switches 25a, 25b, and 25c that correspond to the rotating reel (step Ss48). If the second stop operation has been performed, the decision result is YES, and the sub-control means waits for a seventh predetermined time (step Ss49). As a result, even after the second stop operation has been performed, for a seventh predetermined time, the LED chip provided on the back lamp unit of the reel corresponding to the stop switch that was subjected to the second stop operation (hereinafter referred to as the "LED chip corresponding to the second stop operation") continues to blink with a period of 16 milliseconds and a third duty cycle (25%). Here, the seventh predetermined time may be the same as any of the first to third predetermined times shown in Figure 27 or the fourth to sixth predetermined times described above, or it may be different from any of them. Here, the seventh predetermined time is set to 200 milliseconds.

[0254] Next, after the seventh predetermined time has elapsed, the sub-control means flashes the LED chip corresponding to the second stop operation with a period of 16 milliseconds and a second duty cycle (here, 50%) (step Ss50). Then, it waits in this state for the eighth predetermined time (step Ss51). In other words, as part of a specific backlight effect, the LED chip corresponding to the second stop operation is flashed for the eighth predetermined time with a flashing period of 16 milliseconds and a second duty cycle. This eighth predetermined time is the time required to allow the player to recognize the visual effect of the flashing control performed in step Ss50. Here, the eighth predetermined time may be the same as any of the first to third predetermined times shown in Figure 27 and the fourth to seventh predetermined times described above, or it may be different from any of them. Here, the eighth predetermined time is set to 200 milliseconds.

[0255] When the eighth predetermined time has elapsed, the sub-control means flashes the LED chip corresponding to the second stop operation with a period of 16 milliseconds and a first duty cycle (here, 75%) (step Ss52). Then, it waits in this state for the ninth predetermined time (step Ss53). In other words, as part of a specific backlight effect, the LED chip corresponding to the second stop operation is flashed for the ninth predetermined time with a flashing period of 16 milliseconds and a first duty cycle. This ninth predetermined time is the time required to allow the player to recognize the visual effect of the flashing control performed in step Ss52. Here, the ninth predetermined time may be the same as any of the first to third predetermined times shown in Figure 27 and the fourth to eighth predetermined times described above, or it may be different from any of them. Here, the ninth predetermined time is set to 400 milliseconds. After waiting for the ninth predetermined time in step Ss53, the sub-control means then sets the duty cycle of the LED chip corresponding to the second stop operation to 100% to keep it constantly lit and at normal brightness (step Ss54). Then the rotation stop flashing control shown in Figure 28 is terminated. From this point onward, the LED chip corresponding to the second stop operation remains constantly lit.

[0256] In the decision process of step Ss48 described above, if the second stop operation has not been performed, the decision result is NO, and the process proceeds to the flowchart in Figure 29, where the sub-control means determines whether the final stop operation (third stop operation) has been performed on the stop switch corresponding to the last rotating reel (step Ss55). If the third stop operation has been performed, the decision result is YES, and the sub-control means waits for a predetermined 10th time (step Ss49). As a result, even after the third stop operation has been performed, the LED chip provided on the back lamp unit of the reel corresponding to the stop switch that was stopped (hereinafter referred to as "LED chip corresponding to the third stop operation") continues to blink for a predetermined 10th time with a period of 16 milliseconds and a third duty cycle (25%). Here, the predetermined 10th time may be the same as the first to third predetermined times shown in Figure 27 or the fourth to ninth predetermined times described above, or it may be different from any of them. Here, the predetermined 10th time is set to 200 milliseconds.

[0257] Next, after the 10th predetermined time has elapsed, the sub-control means flashes the LED chip corresponding to the 3rd stop operation with a period of 16 milliseconds and a second duty cycle (here, 50%) (step Ss57). Then, it waits in this state for the 11th predetermined time (step Ss58). In other words, as part of a specific backlight effect, the LED chip corresponding to the 3rd stop operation is flashed for the 11th predetermined time with a flashing period of 16 milliseconds and a second duty cycle. This 11th predetermined time is the time to allow the player to recognize the visual effect of the flashing control performed in step Ss57. Here, the 11th predetermined time may be the same as any of the 1st to 3rd predetermined times shown in Figure 27 and the 4th to 10th predetermined times described above, or it may be different from any of them. Here, the 11th predetermined time is set to 200 milliseconds.

[0258] When the 11th predetermined time has elapsed, the sub-control means flashes the LED chip corresponding to the third stop operation with a period of 16 milliseconds and a first duty cycle (here, 75%) (step Ss59). Then, it waits in this state for the 12th predetermined time (step Ss60). In other words, as part of a specific backlight effect, the LED chip corresponding to the third stop operation is flashed for the 12th predetermined time with a flashing period of 16 milliseconds and a first duty cycle. This 12th predetermined time is the time required to allow the player to recognize the visual effect of the flashing control performed in step Ss59. Here, the 12th predetermined time may be the same as any of the 1st to 3rd predetermined times shown in Figure 27 and the 4th to 11th predetermined times described above, or it may be different from any of them. Here, the 12th predetermined time is set to 400 milliseconds. After waiting for the 12th predetermined time in step Ss60, the sub-control means then sets the duty cycle of the LED chip corresponding to the third stop operation to 100% to keep it constantly lit and at normal brightness (step Ss61). Then the rotation stop flashing control shown in Figure 29 is terminated. From this point onward, the LED chip corresponding to the third stop operation remains constantly lit. In the judgment process in step Ss55, if the third stop operation has not been performed, the judgment result is NO, and the rotation stop flashing control shown in Figure 29 is terminated.

[0259] According to the rotation stop flashing control described above, when all reels are rotating during the execution of a predetermined simulated game performance, and the LED chips of the backlight units corresponding to all reels are flashing with a period of 16 milliseconds and a third duty cycle (25%) as part of a specific backlight performance, if the player performs a first stop operation, the stop control of the reel corresponding to the first stop operation is initiated, and the flashing control of the LED chip corresponding to the first stop operation transitions as follows. First, when the first stop operation is performed, the LED chip corresponding to the first stop operation maintains flashing with a period of 16 milliseconds and a third duty cycle (25%) for a fourth predetermined time (200 milliseconds). Then, flashing with a period of 16 milliseconds and a second duty cycle (50%) continues for a fifth predetermined time (200 milliseconds). Subsequently, flashing with a period of 16 milliseconds and a first duty cycle (75%) continues for a sixth predetermined time (400 milliseconds). After that, the duty cycle becomes 100% (constant illumination state) and this state is maintained.

[0260] Furthermore, when the rotation of the reel corresponding to the first stop operation has stopped, and the stop switch corresponding to any of the two reels that are still rotating is activated as the second stop operation, the stop control of the reel corresponding to the second stop operation is initiated, and the flashing control of the LED chip corresponding to the second stop operation transitions as follows: First, when the second stop operation is performed, the LED chip corresponding to the second stop operation maintains flashing with a period of 16 milliseconds and a third duty cycle (25%) for a seventh predetermined time (200 milliseconds), then flashing with a period of 16 milliseconds and a second duty cycle (50%) continues for an eighth predetermined time (200 milliseconds), then flashing with a period of 16 milliseconds and a first duty cycle (75%) continues for a ninth predetermined time (400 milliseconds), and thereafter, the duty cycle becomes 100% (constant illumination state) and this state is maintained.

[0261] Furthermore, when the last reel is rotating and the stop switch corresponding to that reel is activated to the third stop operation, the stop control for the reel corresponding to the third stop operation is initiated, and the flashing control of the LED chip corresponding to the third stop operation transitions as follows: First, when the third stop operation is performed, the LED chip corresponding to the third stop operation maintains flashing with a period of 16 milliseconds and a third duty cycle (25%) for a 10th predetermined time (200 milliseconds), then flashing with a period of 16 milliseconds and a second duty cycle (50%) continues for an 11th predetermined time (200 milliseconds), then flashing with a period of 16 milliseconds and a first duty cycle (75%) continues for a 12th predetermined time (400 milliseconds), and thereafter, the duty cycle becomes 100% (constant illumination state) and this state is maintained.

[0262] As explained in the rotation start flashing control in Figure 27, if the duty cycle of the LED chip in the back lamp unit is gradually reduced, such as lighting at 100% duty cycle (constant illumination) → period of 16 milliseconds, and flashing at 75% duty cycle → period of 16 milliseconds, and flashing at 50% duty cycle → period of 16 milliseconds, and flashing at 25% duty cycle, a visual effect can be achieved where the reel's rotation speed gradually increases from a constant speed (e.g., 80 rpm). From a different perspective, this means that by controlling the LED chips in the backlight unit to flash with a period of 16 milliseconds and a duty cycle of 25%, then flashing with a period of 16 milliseconds and a duty cycle of 50%, then flashing with a period of 16 milliseconds and a duty cycle of 75%, and finally staying lit with a duty cycle of 100% (constant illumination), it creates a visual effect where the reel's rotation speed gradually slows down from a state where it is rotating faster than a constant speed (e.g., 80 rpm).

[0263] Therefore, similar to the rotation stop blinking control shown in FIGS. 28 and 29, while blinking the LED chip of the backlight unit at a constant period (for example, 16 milliseconds), gradually increasing the duty ratio (for example, 25% → 50% → 75% → 100%), the visual reduction in the rotation speed and the actual deceleration of the reel by the reel stop control work together to achieve a visual effect where the rotation of the reel stops more abruptly than usual. As a result, the player feels in a state different from normal, and the anticipation and interest in the game can be improved.

[0264] In a specific pseudo-game performance, after performing the rotation start blinking control of FIG. 25, the rotation start blinking control of FIG. 26 may be performed, or the rotation start blinking control of FIGS. 28 to 29 may be performed. Also, in a specific pseudo-game performance, after performing the rotation start blinking control of FIG. 27, the rotation start blinking control of FIG. 26 may be performed, or the rotation start blinking control of FIGS. 28 to 29 may be performed. Further, in the rotation start blinking control shown in FIGS. 25 and 27 and the rotation stop blinking control shown in FIGS. 26, 28 to 29, the blinking period T of the LED chip of the backlight unit was set to 16 milliseconds, but it can be appropriately determined within the range of 1 / 10t < T < t (t is the time required for the pattern drawn on the reel to move by one pattern).

[0265] Also, the duty ratios in the rotation start blinking control of FIG. 27 and the rotation stop blinking control shown in FIGS. 28 to 29 were, as an example, 25%, 50%, 75%, or 100%, but they are not limited to these duty ratios and may be set to any duty ratio. For example, in the rotation start blinking control of FIG. 27, the blinking control of the LED chip of the backlight unit was changed in three steps as follows: duty ratio 100% (always on) → blinking period 16 milliseconds and duty ratio 75% (lighting period 12 milliseconds, extinguishing period 4 milliseconds) → blinking period 16 milliseconds and duty ratio 50% (lighting period 8 milliseconds, extinguishing period 8 milliseconds) → blinking period 16 milliseconds and duty ratio 25% (lighting period 4 milliseconds, extinguishing period 12 milliseconds). However, the number of steps of change and the lighting and extinguishing periods in each step are not limited to these and can be appropriately determined.

[0266] Also, the predetermined time (waiting time) in step Ss12 of FIG. 25 and steps Ss22, Ss25, and Ss28 of FIG. 26 can be arbitrarily determined and may be the same or different from each other. For example, the predetermined time for waiting in step Ss22 of FIG. 26 is 400 milliseconds, but it may be 100 milliseconds. Also, the waiting for the predetermined time in step Ss12 of FIG. 25 and steps Ss22, Ss25, and Ss28 of FIG. 26 may be omitted. Further, in step Ss22, Ss25, or Ss28 of FIG. 26, when a control command indicating that braking of the reel (4-phase excitation of the stepping motor) has been performed from the main control means during the waiting is received, the waiting may be terminated and the processing of the next step may be performed.

[0267] In each of the above-described embodiments, as an example of a gaming machine to which the present invention is applied, a slot machine (rotary gaming machine) that uses the gaming value stored in an IC card as a gaming medium has been exemplified and described. However, the present invention is not limited to this. For example, the present invention can be similarly applied to a rotary gaming machine that uses gaming medals or pachinko balls as gaming media, a pachinko gaming machine, a birdcage gaming machine, an arranged ball machine, etc. that use information recorded on an electronic recording medium as a gaming value, and the same effects can be obtained. Also, the present invention can be similarly applied to a slot machine having four or more reels, and the same effects can be obtained. Also, the present invention can be similarly applied to a casino machine, and the same effects can be obtained.

Explanation of Reference Numerals

[0268] 1 Slot machine 3a, 3b, 3c Reels 11 Image display device 11a Display screen 24 Start lever 25a, 25b, 25c Stop switches 29 Sub-image display device 330a Left back lamp unit 333U, 333M, 333L LED chips W display window

Claims

[Claim 1] First control means and A second control means that performs control based on a command transmitted from the first control means, Equipped with, The aforementioned command is composed of multiple types of information, including command type data indicating the type of command and a predetermined number of parameters. The first control means is, A command storage means capable of temporarily storing command type data of a command to be transmitted to the second control means and the values ​​of a predetermined number of parameters, For each type of command, the second control means has command generation information indicating which parameters are used and which are not used for a predetermined number of parameters stored in the command storage means. When sending a command to the second control means, the command generation information is referenced, and for parameters used by the second control means, the values ​​of the parameters stored in the command storage means are sent, and for parameters not used by the second control means, undefined data is sent indicating that they are undefined. A gaming machine characterized by the following features.