Gaming machine
By utilizing Bluetooth wireless technology and early audio signal transmission, the problem of limited reward quantity in spinning game machines has been solved, thereby improving the gaming experience and enhancing player engagement, increasing the game's reward rate and continuity.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NET SA
- Filing Date
- 2024-12-09
- Publication Date
- 2026-06-19
AI Technical Summary
Existing spinning game machines have limitations on the number of prizes that can be won in high-stakes games and lack an effective feedback mechanism, which causes players to lose interest and motivation, resulting in a poor gaming experience.
It uses Bluetooth wireless technology to transmit audio data, adjusts the latency of video and audio in real time, sends audio signals early to play game sound effects in advance, and adds a high-probability reward mechanism to the game, allowing players to recover lost game media during continuous gameplay.
It enhances the game's appeal and interactivity, stimulates player engagement through real-time information transmission and reward mechanisms, increases the game's return on investment and continuity, and improves the player's gaming experience.
Smart Images

Figure 2026100132000001_ABST
Abstract
Description
【Technical Field】 【0001】 The present invention relates to slot machines (rotary gaming machines) and the like, such as pachislot machines that use medals or coins as gaming media, pachilot machines that use pachinko balls as gaming media, and slot machines that conduct games using substitute coins (gaming values or gaming-use values) called electronic data or tokens without using a physical gaming media. 【0002】 The present invention also relates to a program (for example, game software) that records control steps or control procedures for realizing the gaming method on an information storage medium such as a semiconductor memory, a memory stick, a HD (hard disk), or a Blu-ray disk. 【Background Art】 【0003】 In recent years, games using rotary gaming machines called pachislot machines have been actively played in conventional pachinko parlors and pachislot-exclusive parlors. There is also a rotary gaming machine called a pachilot (or parrot) that conducts the above-described rotary gaming using pachinko balls used in pachinko machines (pinball gaming machines) as gaming media. In video game machines in amusement facilities and the like, and in personal computers and game machines in ordinary households via the Internet, simulation games that simulate rotary gaming are conducted using substitute coins (that is, "gaming media", "credits") called tokens. And in the near future, rotary gaming machines are also planned and scheduled to record gaming values such as electronic data, tokens, and credits equivalent to medals and coins on an IC card and use them for gaming without using medals or coins (so-called medal-less gaming machines). 【0004】 For example, in the normal gameplay of the aforementioned slot machine, after the player inserts a predetermined number of game tokens (game media, data of the number of tokens or tokens, credits), they operate the start lever. At that moment, an internal lottery (also referred to as "internal drawing") is performed for a bonus, multiple small wins, or a replay (re-play), causing multiple reels (usually three or four reel drums) to rotate from top to bottom, initiating a variable display game in which multiple symbols (usually these symbols are drawn on reel tape and attached to each drum) displayed on the reels change. The player also operates the stop button corresponding to each drum, and when a predetermined combination of symbols such as bells, watermelons, or cherries that have been internally won stops and is displayed on an active line, a win is achieved, and approximately 1 to 15 game tokens are paid out. In contrast, when a replay symbol appears on an active line and a replay (re-play) is activated, the game enters a re-play state where you can play the next normal game without inserting any more tokens (or by inserting the same number of tokens as in the previous game). However, although the symbols on the reels are displayed on the active lines, the symbols that actually stop on the active lines are stored in memory and used to determine a win, so the reel display and the actual display are different. In other words, moving the reels after they have stopped will not result in a win. 【0005】 In particular, if a bonus role (Type 1 or Type 2 special role continuous activation device) is internally triggered by the results of the internal lottery during normal gameplay, and specific symbols (for example, the red 7 symbol or the blue 7 symbol) line up and stop on an active line (active lines can be straight lines or irregular lines) through the reel stopping operation, the player enters the Big Bonus Game Mode (BB Game Mode: role continuous activation device), which is the most advantageous game mode for the player, and can win a large number of game tokens at once. Also, if a Regular Bonus (Type 1 special role) is triggered and the bar symbol aligns on an active line as a specific symbol, the Regular Bonus Game (RB Game) is executed, and although it is far from the BB Game, a reasonable amount of game tokens can be won. In any case, for players, the greatest concern in slot machine games is to trigger these bonus games. Furthermore, if a bonus game is won or released as a result of the internal lottery, a bonus flag is set and stored in a data storage area such as RAM or RWM. This flag is then carried over to subsequent spinning display games until a predetermined specific symbol (such as the 7 symbol or the bar symbol) is matched. 【0006】 Incidentally, conventional slot machines (Type 4 machines) had a relatively high degree of gambling risk, and in order to curb this, the Act on Regulation of Businesses Affecting Public Morals and Proper Operation of Such Businesses (last amended: Act No. 55 of May 30, 2003) was enacted and applied to the latest slot machines, known as Type 5 machines. 【0007】 For example, in the 5th or 6th generation slot machines, the payout rates (short-term, medium-term, and long-term) are strictly defined by regulations. In the Big Bonus Game (BB game), the game ends when the number of game tokens acquired exceeds a predetermined number (for example, 360 or 480 tokens), and in the Regular Bonus Game, although not as high as the BB game, the game ends when around 100-something tokens are acquired. In other words, the revised regulations have resulted in a lower limit on the maximum number of tokens that can be paid out in a single bonus game, and a lower limit on the rate at which tokens are increased per game (net increase in tokens). 【0008】 Furthermore, the bonus stock function, which was arguably the most distinctive feature of conventional slot machines (Type 4 machines) and allowed for consecutive bonus payouts (chain wins), was also prohibited by the same regulations. As a result, the ingenuity and performance that had been incorporated into conventional slot machines were lost, and naturally, the gameplay and gambling aspect have drastically decreased, leading to a decline in loyal customers (slot players). 【0009】 However, even under such strict regulations, some degree of deregulation has been implemented, and as a result of new innovations, slot machines equipped with the ART function (Assist Replay Time function) or AT function (Assist Time function), which are referred to as the third bonus, have been developed. These ART functions assist the button operation by notifying the player of the symbol stopping procedure (the order and manner of operating the stop switches, the timing of operation to notify the color of the bonus symbols to be targeted) in a high-probability replay state where replays are more likely to be won (i.e., a state where it is difficult to lose) in order to win the small wins that have been internally won by lottery, through LCD displays and voice announcements. Currently, ART machines and AT machines are the mainstream of 5th and 6th generation slot machines. 【0010】 More recently, instead of increasing the number of coins acquired through the main control's big bonuses and regular bonuses mentioned above, sub-controls are used to activate ART (pseudo-bonus, third bonus) at desired timings (when an AT lottery is won with a rare small win, or when the number of games played reaches the ceiling game count), and by notifying the order of button presses, the probability of winning the small wins in the correct order is increased, creating fluctuations in the number of coins won. Furthermore, many machines have become hits that maintain a high-probability re-play state by internally winning two types of big bonuses (2 types BB) that do not increase or decrease the number of coins even if they are won, and the game is played in this state at all times, with the number of coins being controlled solely by the ART function, resulting in a continuous stream of slot machines with diverse gameplay. 【0011】 Taking it a step further, a type of bonus (RB) has been introduced in which there are three or more types of small wins (for example, the bell win which pays out 9 coins) where the number of coins paid out (for example, 9 coins) is greater than the number of coins inserted (for example, 3 coins). By overlapping the winning areas for three or more types of bell wins during the bonus draw, a type of bonus has been introduced in which the number of coins paid out is reduced as a result. 【0012】 While this decreasing bonus (RB) may seem pointless at first glance, as it doesn't benefit the player, it has the advantage of allowing the amount lost due to this bonus to be concentrated into the assist bonus. In other words, it effectively creates fluctuations in the amount of winnings, which can significantly improve the reduced excitement of gambling. 【0013】 While there may be some similarities between the following Patent Documents 1 and 2, the "Main Control State 1" and "Main Control State 2" in Patent Document 1 are information notified to a dedicated unit (information to be transmitted as described in the dedicated unit connection manual), whereas the "Game State Command" in this application refers to commands such as the lever press command when the start lever is operated, the all-reels stop command when all reels are stopped, the insertion request command when the insertion button is operated, the settlement request command when the settlement button is operated, and the payout request command when the payout process is performed after all reels have stopped. Furthermore, the key point of the processing related to the "Game State Command" in this application is to detect errors when an unexpected request is received from the previously received Game State Command in the event of a communication abnormality (or cheating) for any reason (e.g., a settlement request is received even though no money has been inserted, or a payout request is received even though all reels have not stopped). 【0014】 The "ID number of the main control CPU" described in Reference 1 is information to be notified to the dedicated unit (information to be transmitted as described in the dedicated unit connection specification), but the "constant command" in this application is a command that is sent to the medal count control board (payout control device 92) via a timer interrupt to confirm whether the medal count control CPU is operating normally. In addition, the medal count control CPU notifies the main control CPU that the medal count control CPU is operating normally by sending a response command in response to the "constant command" sent by the main control CPU via a timer interrupt. If the medal count control CPU stops operating for any reason, the main control CPU outputs an error if it does not receive a response to the "constant command" sent via a timer interrupt. In response to the "constant command", the medal count control CPU sends a response command that includes information on the currently stored game points and information on whether communication with the gaming device is normal, thereby conveying both "the role of notifying the main control CPU that the medal count control CPU is operating normally" and "information on the currently stored game points and whether communication with the gaming device is normal" in a single command. In other words, I am confident that this does not constitute grounds for denying the novelty and inventive step of the present invention. 【0015】 Furthermore, amusement parlors that install amusement machines offer a variety of services to meet the needs of players. For example, Patent Documents 12 and 13 disclose amusement machines that transmit game data to a player's mobile phone using Bluetooth wireless communication technology. In this system, the amusement parlor uses Bluetooth wireless communication technology to transmit game data for each amusement machine to the player's mobile phone. On the other hand, the mobile phone uses Bluetooth wireless communication technology to receive the game data transmitted from the amusement parlor and displays the game data for the desired amusement machine within the parlor based on this received game data. Note that Bluetooth is a registered trademark. [Prior art documents] [Patent Documents] 【0016】 [Patent Document 1] Japanese Patent Application Laid-Open No. 2022-127516 [Patent Document 2] Japanese Patent Application Laid-Open No. 2015-084789 [Patent Document 3] Japanese Patent Application Laid-Open No. 2021-141981 [Patent Document 4] Japanese Patent Application Laid-Open No. 2015-134014 [Patent Document 5] Japanese Patent Application Laid-Open No. 2022-053719 [Patent Document 6] Japanese Patent Application Laid-Open No. 2019-195517 [Patent Document 7] Japanese Patent Application Laid-Open No. 2011-160844 [Patent Document 8] Japanese Patent Application Laid-Open No. 2011-125532 [Patent Document 9] Japanese Patent Application Laid-Open No. 2011-15719 [Patent Document 10] Japanese Patent Application Laid-Open No. 2016-202586 [Patent Document 11] Japanese Patent Application Laid-Open No. 2018-117700 [Patent Document 12] Japanese Patent Application Laid-Open No. 2003-126520 [Patent Document 13] Japanese Patent Application Laid-Open No. 2003-126495 [Non-Patent Document] 【0017】 [Non-Patent Document 1] Rotating Reel Gaming Machine "Hokuto no Ken - The Legend of the Last Century Savior" (Sammy Co., Ltd.) [Non-Patent Document 2] Rotating Reel Gaming Machine "Midori Don VIVA! Passionate South America Edition" (Ereco Co., Ltd.) [Non-Patent Document 3] Rotating Reel Gaming Machine "激烈闘西遊記" (KPE Co., Ltd.) [Summary of the Invention] [Problems to be Solved by the Invention] 【0018】 Incidentally, the applicant's newly developed original ART technology (Patent No. 5433889) involves selecting a 6-choice button sequence for a winning combination. If both the first and second button operations are correct, a predetermined symbol (for example, a bell symbol) is placed in a straight line on the winning line. Conversely, if the operation is incorrect, the machine stops in a way that prevents the target symbol from being won. When ART (assist function and high-probability near-game state) is triggered, the correct operation sequence is notified to the player, resulting in a significant difference in the number of medals won. As a result, by eliminating misses in the high-probability near-game state and notifying the player of the advantageous button sequence in AT, a large number of medals can be won, thus creating fluctuations in payouts. 【0019】 However, with conventional ART and AT machines, if the MY exceeds 2400 coins, the advantageous period ends, the notification function is reset to its initial value, and the game starts again from the non-advantageous period. This limits the amount of coins that can be won, so there was a problem in that it was not possible to reverse the situation and recover all the money that had been inserted in one go. 【0020】 Furthermore, with the conventional decreasing bonus (RB), when an RB is won, the number of tokens won always decreases, so there is no benefit for the player during the RB, and as a result, the player loses motivation. In addition, with the ART bonus, the conventional losing zone is changed to a replay win, so replays that do not increase tokens are won at a high rate during gameplay, and the player wastes time, which is frustrating. 【0021】 The present invention aims to improve the gameplay (including the element of chance) of the game, but specifically, it aims to provide the following game machines and the like (including the obvious effects and objectives described in the specification). 【0022】 The present invention (as described in the claims) aims to provide a gaming machine or the like that can eliminate the delay between video and audio when wirelessly transmitting audio data and playing voice, music, sound effects, etc., to the user's wireless earphones. 【0023】 Another invention described in this specification is to provide a gaming machine, etc., that can emphasize to the player that they won the special game through their own efforts, thereby giving them a sense of satisfaction. 【0024】 Another invention described in this specification is that differences in the player's timing skills can lead to differences in the acquisition of game-related benefits, allowing skilled players to demonstrate their superior skill to beginners. 【0025】 The present invention aims to provide an attractive gaming machine that allows players to recover their losses in one go even after a series of losses, and that offers a large return on investment as the gaming media is consumed, leading to increased usage (making it possible for opportunistic players to take advantage of losing opportunities). 【0026】 Furthermore, another invention described in this specification is to provide a gaming machine that can efficiently perform communication between a main control unit, which controls the execution of games, and a game point control unit, which controls the communication of game points information between the main control unit and the game point control unit, with a single response command, and can determine whether the communication between the main control unit and the game point control unit is normal or not. The main control unit monitors the status of the main control unit (commonly known as the "sand") as much as possible through communication with the game point control unit, and by determining whether the main control unit is normal or not, it can decide whether to execute various games or process them as errors, and can cause the sub-control unit to perform appropriate error processing. 【0027】 Furthermore, another first invention described in this specification is to provide a gaming machine, etc., that can increase the enjoyment of a game by drawing unfavorable RB1 and favorable RB2 in a big bonus game and changing the degree of benefit given to the player according to the internally won RB (reducing bonus). Also, to provide a gaming machine, etc., equipped with a difference counter (generally a difference counter) that efficiently counts the number of benefits (number of payouts) given to the player in AT games and ART games (games in the advantageous section). 【0028】 Another second invention described in this specification is to provide a gaming machine that is attractive to players, as it allows players to recover all of their inserted gaming media in a single blow, enabling them to turn a large loss into a profit. Furthermore, in the case of reel-type gaming machines (especially coinless gaming machines), it is to provide a gaming machine that is attractive to players by creating large payout waves. 【0029】 Furthermore, the third invention involves providing a battle-type special game (assist game or chance zone game) where the level of anticipation increases as the game progresses into the later stages. 【0030】 Furthermore, Bluetooth utilizes a license-free frequency band (2.4GHz band) and achieves a maximum transmission speed of 1Mbps (for Spec 1.0). Therefore, by using Bluetooth wireless technology in gaming machines, high-capacity and high-speed data communication becomes possible, allowing for the provision of more real-time information data to players. 【0031】 Therefore, the objective of the present invention is to provide a gaming machine that can transmit real-time information data to a player's mobile device using wireless technology such as Bluetooth. Furthermore, it is equipped with a function to adjust the discrepancy between music and images. [Means for solving the problem] 【0032】 To achieve the above objective, the game machine of the present invention comprises: a plurality of reels on which a plurality of types of symbols are arranged on their outer surfaces; a symbol lottery means for inserting a game medium, performing a draw for a symbol for each game, and determining whether a symbol has been won or lost; a reel control means for rotating the plurality of reels for each game, stopping the corresponding reel individually when an operation of a stop switch provided for each reel is received, and displaying symbols according to the determined symbol; a performance control means for performing a performance according to the game based on video data and audio data; an audio data conversion means for converting the audio data into a wireless audio signal; a transmission means for transmitting the wireless audio signal to a wireless speaker; a pairing execution means for pairing with the wireless speaker; and an early transmission means for speeding up the transmission timing of the wireless audio signal, wherein the early transmission means speeds up the transmission timing of the wireless audio signal when the pairing execution means is pairing with the wireless speaker, and the wireless speaker plays sound based on the wireless audio signal received from the early transmission means. 【0033】 Furthermore, in the case of a stop sound: After the player presses the stop button, a signal is sent from the main unit a certain number of frames before the machine actually stops, and the system is configured to sound a stop sound in response to that signal, even though the machine has not yet stopped. 【0034】 In the case of a starting sound: If there is a reel weight, a signal is sent from the main unit a specific number of frames before the weight is released, and in response to that signal, a starting sound is emitted even though the reel has not started. In other words, the system is characterized by emitting a starting sound while the reel is not rotating, and then delaying it to produce the correct starting sound. 【0035】 In the case of special effects 1: After the player presses the stop button, a signal is sent from the main unit a specific number of frames before the reels stop, and in response to this signal, a special effect sound is emitted even though the reels have not yet stopped. In other words, the special effect is emitted while the reels are still moving, and the delay makes the effect appear to occur at the exact moment. 【0036】 In the case of performance 2: If there is a reel weight, the system is characterized by sending a signal from the main unit a specific number of frames before the weight is released, and in response to that signal, it produces performance sound even though the reels have not started. 【0037】 In particular, the gaming machine of the present invention comprises: a plurality of reels on which a plurality of types of symbols are arranged on their outer periphery; a symbol lottery means for inserting a game medium and performing a draw for a symbol for each game to determine whether a symbol has been won or lost; a reel control means for rotating the plurality of reels for each game, stopping the corresponding reel individually when an operation of a stop switch provided for each reel is received, and displaying symbols according to the determined symbol; an effect control means for performing effects according to the game based on video data and audio data; an audio signal conversion means for converting the audio data into a wireless audio signal; a transmission means for transmitting the wireless audio signal to a mobile terminal; and a delay means for delaying the playback timing of the video data, wherein the effect control means performs the effects based on the playback timing delayed by the delay means. [Effects of the Invention] 【0038】 According to the present invention, by using wireless technology such as Bluetooth, real-time information data can be transmitted to the player's mobile device. This allows the player to enjoy game-related effects and other features using the display on their mobile device. Furthermore, a function to adjust the delay between video and audio data ensures that the player does not feel any discomfort with the various effects. 【0039】 According to the gaming machine and the like of the present invention, if the main control unit (main control unit 100) determines that a special role has been won in the role lottery during the current game, and if the role lottery unit determines that a guaranteed role has been won in the role lottery during the next game following the current game, the determination means determines that the special game has been won, making it possible to strongly appeal to the player that they have won through their own efforts. 【0040】 Furthermore, according to the gaming machine relating to the other invention described in this specification, the main control unit (main control unit 100), when it wins the payout lottery, continuously (or intermittently) executes assist gameplay until the difference exceeds the maximum allowable number. Therefore, even if 10,000 game tokens have been swallowed, it is possible to pay out up to +2,400 tokens in one go (up to a total of 12,400 tokens). After that, this difference is reset, so it is possible to continue to acquire more than 6,600 tokens, up to the daily payout limit of 19,000 tokens. 【0041】 When the main control unit (main control unit 100) receives either a game status command or a constant command, the game point control unit (credit control unit 165) sends a single response command to the main control unit (main control unit 100) containing information about the currently stored game points and information about whether communication with the game device (sanding device 300) is normal. Therefore, the main control unit (main control unit 100), which controls the execution of the game, can efficiently communicate with the game point control unit (credit control unit 165) and provide a game machine that can determine whether communication between the dedicated unit built into the sanding device 300 and the game point control unit (credit control unit 165) is normal. 【0042】 The main control unit, through communication with the game point control unit, can monitor the status of the dedicated unit (commonly known as the "sand") as much as possible and decide whether to execute various games or process them as errors. In other words, the game point control unit, which communicates bidirectionally with the dedicated unit, efficiently sends and receives information necessary for the game to the main control unit, and the main control unit can display and warn important information by instructing the sub-control unit. 【0043】 Furthermore, when a hall employee turns on the power to an island where pachislo machines are installed, if the slot machine unit 1 (pachislo unit 1) starts up before the sanding device 300 starts up, even if the connection to the sanding device 300 is correct, a VL abnormality (VL error) will occur. Therefore, it is possible to prevent an error sound from being emitted when VLOFF is detected for the first time. In other words, even if there is a VL abnormality (VL error), if VLON has never been detected, the main control unit 100 will detect the VL error and display a message to that effect, but the sub-control unit 160 will refer to this information and not emit a warning sound or display a warning light (or will display the error message discreetly). If this function or specification were not included, it is expected that an error sound would continue to be heard in the hall, so this can be resolved. 【0044】 According to the gaming machine relating to the other invention described in this specification, a win / loss lottery is held at 1 / 1 of the remaining games, and the probability of winning increases as the number of remaining games decreases, making it possible to create anticipation for the player. 【0045】 In the gaming machine relating to the other invention described in this specification, the same lottery data is used to draw winning combinations, but in normal gameplay and during the normal regular bonus gameplay within BB gameplay, if a combined winning combination is won, a common winning combination is awarded. However, in the advantageous regular bonus gameplay within BB gameplay, symbols are drawn in such a way that if a combined winning combination is won, a rare winning combination is awarded. As a result, the probability of winning an assist game based on a rare winning combination is greatly increased, making it possible to differentiate the degree of advantage. Furthermore, it becomes possible to dramatically increase the number of assist function activations (additional numbers). 【0046】 The gaming machine according to the other invention described in this specification provides a (2-byte) difference counter that efficiently counts the number of payouts during AT games and ART games (games in the advantageous section). Furthermore, although the same lottery data is used to draw for winning combinations, in normal games and games during the normal regular bonus during BB games, if a combined re-spin combination is won, a normal re-spin combination is awarded. However, in games during the advantageous regular bonus, if a combined re-spin combination is won, the symbols are drawn in in a way that awards a special re-spin combination. As a result, the probability of winning an assist game based on the awarding of a special re-spin combination is greatly increased, making it possible to differentiate the degree of advantage. In addition, it becomes possible to increase the number of assist function activations (additional numbers) all at once. In summary, according to the gaming machine of the present invention, when the same combined role (combined minor role or combined re-play role) is won, different roles (ordinary minor role and rare minor role, or ordinary re-play role and special re-play role) can be awarded in the normal regular bonus internal gameplay and the advantageous regular bonus internal gameplay, and the degree of advantage of the assist game can be changed regardless of the setting difference. 【0047】 According to the gaming machines and the like relating to other inventions described in this specification, it is possible to provide a battle-type special game (assist game or chance zone) in which the expectation level increases as the game progresses. By recovering all of the inserted gaming media in one go, it becomes possible for players to turn a large loss into a profit. [Brief explanation of the drawing] 【0048】 [Figure 1] This is a schematic front view of a slot machine. [Figure 2] This is a right-side view of a slot machine. [Figure 3] This is a perspective view of the design panel. [Figure 4] This is a schematic diagram of the internal structure of a slot machine. [Figure 5] This is a block diagram of the control circuit system for a slot machine. [Figure 6] This is a block diagram of the control circuit system that controls the drum section. [Figure 7]This is a block diagram of the drum section. [Figure 8] This is a diagram showing the placement of the drum symbols. [Figure 9] This is a block diagram of the drum section. [Figure 10] This is a block diagram of the drum section. [Figure 11] This is a timing chart showing the relationships between each signal. [Figure 12] This is a schematic diagram of the left drum. [Figure 13] This is a schematic diagram showing the relationship between the left drum, the window section, and the pattern position data. [Figure 14] This is a diagram for determining the display combination of patterns. [Figure 15] This is a block diagram of the display and presentation device configuration. [Figure 16] This is a conceptual diagram showing the memory state of the performance pattern data table. [Figure 17] This is a schematic diagram of the visual effects screen. [Figure 18] This is a schematic diagram of the visual effects screen. [Figure 19] This is a schematic diagram of the visual effects screen. [Figure 20] This is a conceptual diagram of a typical lottery table. [Figure 21] This is a payout table showing the relationship between the combination of symbols and the number of medals won. [Figure 22] This flowchart shows the main operating procedures for a slot machine. [Figure 23] This is a diagram showing the placement of the drum symbols. [Figure 24] This is a diagram for determining the display combination of patterns. [Figure 25] This is the payout table when the special feature is not activated (during normal gameplay, the specified number of 3 coins). [Figure 26] This is a conceptual diagram showing the transitions between game states and the probabilities of drawing various winning combinations. [Figure 27] This is a conceptual diagram showing the state of simultaneous winning of roles. [Figure 28] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 29]This is a schematic diagram showing the display state of the window area in chronological order. [Figure 30] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 31] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 32] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 33] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 34] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 35] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 36] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 37] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 38] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 39] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 40] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 41] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 42] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 43] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 44] This is a flowchart of the subroutine for stopping the pattern display. [Figure 45] This is a schematic diagram of the display screen shown by the display and presentation device. [Figure 46] This is a schematic diagram of the display screen shown by the display and presentation device. [Figure 47] This is a schematic diagram of the display screen shown by the display and presentation device. [Figure 48] This is a schematic diagram of the display screen shown by the display and presentation device. [Figure 49] This is a schematic diagram of the display screen shown by the display and presentation device. [Figure 50] This is a diagram showing the placement of the drum symbols. [Figure 51] This is a diagram for determining the display combination of patterns. [Figure 52] This is a payout table for when the special feature is not activated (during normal gameplay, the specified number of coins is 3). [Figure 53] This is a conceptual diagram showing the transitions between game states and the probabilities of drawing various winning combinations. [Figure 54] This is a conceptual diagram showing the probability of drawing each type of winning combination. [Figure 55] This is a conceptual diagram of the winning area for minor roles. [Figure 56] This is a conceptual diagram of the winning area for minor roles. [Figure 57] This figure shows an example of minor role identification information. [Figure 58] This figure shows an example of information that identifies the re-play bonus. [Figure 59] This figure shows an example of information that identifies the re-play bonus. [Figure 60] This figure shows an example of information that identifies the re-play bonus. [Figure 61] This is the arrangement of the drum patterns. [Figure 62] This is a diagram showing the configuration of the button-press sequence for small wins. [Figure 63] This is a diagram showing the configuration of the button-press sequence for small wins. [Figure 64] This is a diagram showing the configuration of the replay role. [Figure 65] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 66] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 67] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 68] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 69] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 70] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 71] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 72] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 73] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 74] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 75] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 76] This is a flowchart showing the processing steps leading up to the start of ART (Advanced Replay Time). [Figure 77] This is a flowchart of the bell replay processing subroutine. [Figure 78] This is a flowchart showing the processing subroutine for the special bonus zone D. [Figure 79] This is a flowchart of the freeze effect processing subroutine. [Figure 80] This is a flowchart of the freeze effect processing subroutine. [Figure 81] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 82] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 83] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 84] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 85] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 86] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 87] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 88] This is a schematic diagram of the special bonus screen. [Figure 89] This is a schematic diagram of the special bonus screen. [Figure 90]This is a diagram showing the configuration of the button-press sequence for small wins. [Figure 91] This is a diagram showing the configuration of the button-press sequence for small wins. [Figure 92] This is a schematic diagram of the visual effects screen. [Figure 93] This is a flowchart showing the procedure for transmitting role information. [Figure 94] This is a flowchart showing the procedure for transmitting role information. [Figure 95] This is a diagram showing the configuration of the button-press sequence for small wins. [Figure 96] This is a diagram showing the configuration of the button-press sequence for small wins. [Figure 97] This is a flowchart showing the procedure for transmitting role information. [Figure 98] This is a front view of the sanding machine. [Figure 99] This is a flowchart showing the settlement process. [Figure 100] This is a block diagram of the control circuit system for a slot machine. [Figure 101] This is a schematic diagram of the display unit and the control unit. [Figure 102] This is a schematic diagram of the display unit. [Figure 103] This is a schematic diagram of the display unit. [Figure 104] This is a schematic diagram of the display unit. [Figure 105] This is a schematic diagram of the display unit. [Figure 106] This is the arrangement of the drum patterns. [Figure 107] This is the payout table for when the special feature is not activated and during normal BB gameplay (standard number of 3 coins). [Figure 108] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 109] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 110] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 111] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 112] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 113] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 114] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 115] This is a schematic diagram showing the display state of the window area in chronological order. [Figure 116] This is a block diagram of the control circuit system for a slot machine. [Figure 117] This is a list of mainboard commands. [Figure 118] This is a list of medal count commands. [Figure 119] This diagram shows the probability of winning in the judgment game. [Figure 120] This diagram shows the probability of winning in the judgment game. [Figure 121] This diagram shows the probability of winning in the judgment game. [Figure 122] This diagram shows the probability of winning in the judgment game. [Figure 123] This diagram shows the probability of winning in the judgment game. [Figure 124] This diagram shows the probability of winning in the judgment game. [Figure 125] This diagram shows the probability of winning in the judgment game. [Figure 126] This is the payout table for when the special feature is not activated and during normal BB gameplay (standard number of 3 coins). [Figure 127] This is a diagram showing the transitions between game states. [Figure 128] This is a timing chart. [Figure 129] This is a flowchart. [Figure 130] This is a flowchart. [Figure 131] This is a flowchart. [Figure 132] This is a timing chart. [Figure 133] This is a front view of a slot machine. [Figure 134] This is a front view of a slot machine. [Figure 135] This is a diagram showing the arrangement of the symbols on the drum and the payouts. [Figure 136] This is a diagram showing the arrangement of the symbols on the drum and the payouts. [Figure 137] This is the concept of a lottery table. [Figure 138] This is a detailed diagram explaining the symbols used for timing button presses (re-play symbols or minor symbols). [Figure 139] This is a detailed diagram explaining the symbols used for timing button presses (re-play symbols or minor symbols). [Figure 140] This is a schematic diagram showing the reel symbol display state in the reel window. [Figure 141] This is a schematic diagram showing the reel symbol display state in the reel window. [Figure 142] This is a schematic diagram of the display screen shown by the display and presentation device. [Figure 143] This is the display screen shown by the display and presentation device. [Figure 144] This is the display screen shown by the display and presentation device. [Figure 145] This is a schematic diagram showing the reel symbol display state in the reel window. [Figure 146] This is a schematic diagram showing the reel symbol display state in the reel window. [Figure 147] This is a schematic diagram showing the reel symbol display state in the reel window. [Figure 148] This is a diagram showing the transitions between game states. [Figure 149] This is a diagram showing the arrangement of the symbols on the drum and the payouts. [Figure 150] This is a diagram explaining the game modes. [Figure 151] This is a diagram showing the transitions between game states. [Figure 152] This is a diagram showing the arrangement of the symbols on the drum and the payouts. [Figure 153] This diagram shows the eyes when the drum stops. [Figure 154] This is a flowchart of the overall gameplay. [Figure 155] This is a diagram showing the screen UI. [Figure 156] This figure shows the characteristic 1 under normal conditions. [Figure 157] This figure shows the second characteristic of the normal state. [Figure 158] This is a diagram showing the chance zone. [Figure 159] This diagram shows the gameplay flow for bonuses and AT (Automatic Trigger). [Figure 160] This is a diagram showing the bonus. [Figure 161] This is a diagram showing the Aqua Challenge. [Figure 162] A diagram showing the Rose Challenge. [Figure 163] This is a diagram showing challenges and bonuses. [Figure 164] This is a diagram showing AT. [Figure 165] This is a diagram showing the chance zone. [Figure 166] This is a diagram showing the Special Extra Zone. [Figure 167] This diagram shows the bonus zone. [Figure 168] This diagram shows the composition of winning combinations in a gaming machine. [Figure 169] This is a schematic diagram showing the adjustment screen for the video presentation and wireless audio signals. [Figure 170] This is a block diagram of the delayed processing. [Modes for carrying out the invention] 【0049】 Definition: In this specification, the display of a combination of symbols related to replay on the winning line will be referred to as "winning a replay combination" for convenience. However, the true meaning of "winning" is the display of a predetermined combination of symbols necessary to acquire game tokens or the like. 【0050】 A "press-order role" is a role in which both a target role and an obstructing role are won simultaneously, and the obstructing role consists of one or more types. A target role is won when the stop button is operated in the winning press order (winning operation method) announced by the notification means, while if the stop button is operated in a different order from the winning press order, an obstructing role is won or nothing is won. In other words, the obstructing role is a role that prevents the winning of the target role. For example, in the case of a press-order bell role, five things are internally won simultaneously: the target role bell role (15-coin payout), three types of the first obstructing role (1-coin payout), and the second obstructing role (2-coin payout). When the stop button is operated in the winning press order, the bell symbol is stopped on the active line, and the bell role is won. On the other hand, if the first stop operation is not a winning sequence, the symbols of the first obstructing small win are stopped on the active line, after which one of the first obstructing small wins will either be awarded or not awarded (missed). If the first stop operation is a winning sequence, but the second stop operation is not a winning sequence, the symbols of the second obstructing small win are stopped on the active line, after which the second obstructing small win will be awarded. Note that the payout for the second obstructing small win may be 1 coin, or it may be missed. Another type of button sequence win is the button sequence replay. 【0051】 Basic implementation example: As an example of a gaming machine according to the present invention, a revolving-type gaming machine will be taken up, and this embodiment will explain in detail the basic configuration and basic operation of the revolving-type gaming machine. 【0052】 Figure 1 is a schematic front view of a slot machine ((A) is an overall view, (B) is a top front view), Figure 2 is its right side view, and Figure 3 is a perspective view of the design panel. 【0053】 1 is the main body of a slot machine, commonly known as a "pachislo machine," and is broadly divided into a casing 1a that houses a rotating drum (drum section 2) and a front door 1b (see Figure 2 in particular). 【0054】 The front door 1b is a key part of the slot machine, and a distinctive metallic feel is required to create a sense of luxury and design. By adding finishes such as regular chrome plating, dark chrome plating, hard gold plating, metallizing (plating), or satin-finish (plating) to the resin material, the exterior is given a sense of elegance and weight. 【0055】 A transparent panel 21 is fitted to the front of the front door 1b. A design panel 22 is attached to the inside of the front door 1b, beyond the transparent panel 21. The front door 1b is equipped with a Bluetooth module and a Bluetooth antenna (not shown in the diagram). The Bluetooth antenna transmits and receives information data between the player's mobile phone or smartphone and the slot machine 1 using Bluetooth wireless communication technology. The Bluetooth module transmits and receives information data for each slot machine 1 via the Bluetooth antenna. In other words, the Bluetooth module is a means of transmitting music data to a smartphone, etc., and has a function to correct the discrepancy between music data and image data. 【0056】 Basically, the sub-CPU, as a means of wireless communication control, controls the output of video, sound, and light, and the communication of the Bluetooth module, according to the control program stored in the sub-ROM in response to commands sent from the main control circuit. The sub-RAM has storage areas for registering determined performance content and performance data, and storage areas for various data such as internal winning combinations transmitted from the main control circuit. The sub-ROM consists of a program storage area and a data storage area. 【0057】 The design panel 22 has an upper surface 22a to which a display device 11 (or video display device) that performs various effects according to the game situation is fixed with screws, an inner surface 22b in which a window 3 (pattern display window) is formed, and a lower surface 22c to which a light-emitting display device (display LED block 4) is attached, forming a bottom surface 22d that is bent inward from the housing 1a, and the left side surface 22e and right side surface 22f that connect the left and right sides of the bottom surface 22d form a roughly box shape and create a recessed space (see Figure 3 in particular). 【0058】 On this bottom surface 22d, there is a three-dimensionally protruding ornament 23 or a three-dimensionally electrically driven object 24 that is driven according to the progress of the game (for example, an electrically driven toy used in a performance related to an internally winning role to heighten anticipation, an opening and closing door, an up-and-down bumper, or a rocking ship. However, it may also simply perform a performance unrelated to an internally winning role). 【0059】 The front door 1b and design panel 22 are integrally molded from resin material using a mold. The molding methods generally include injection molding, extrusion molding, foam molding, and vacuum forming, and various general-purpose resins such as ABS are used as the resin material. 【0060】 2 is the drum section (reel drum) built into the cabinet 1a, and consists of three drums: the left drum 2a, the middle drum 2b, and the right drum 2c. Inside each drum, there is a reel symbol display LED (not shown) which lights up (on or off) or turns off according to various effects. In other words, each drum is a symbol row that displays multiple symbols from top to bottom in a single line, and in this case, a variable display game is started in which the three symbol rows (multiple rows) change. Note that even when symbols are displayed using a liquid crystal display device or the like instead of each drum, it is equivalent to a variable display game in which a symbol row with multiple symbols drawn on it changes. 【0061】 3 is a window located in the center of the front of the design panel 22, allowing the design on the reel tape attached (placed or applied) to the outer circumference of the drum section 2 to be seen through the transparent panel 21. In this window section 3, a total of five active lines are prominently displayed by lines connecting the left drum 2a and the middle drum 2b, and the middle drum 2b and the right drum 2c. However, the number of active lines is not limited to horizontal or diagonal directions, and can be determined as appropriate during the design phase, such as a V-shape or an inverted mountain shape. Below these active lines, a reel line indicator LED is embedded, which lights up or flashes when a win is achieved or when the machine is in operation. 【0062】 4 is a display LED block located below the window section 3 and on the lower surface of the design panel 22, and consists of a group of display LEDs, as described later, including an LED 4a for the number of coins inserted, an LED 4b for the number of coins stored, an LED 4c for the number of coins dispensed, an LED 4d for replay, an LED 4e for error, and an LED 4f for performance in progress. 【0063】 5 is the medal insertion section, and is equipped with a medal insertion slot for inserting game medals (game medium, sometimes called "coins" or simply "medals") to start a variable display game that rotates and stops the drum section 2 (rotating drum). On both sides of the medal insertion section 5 are left light-transmitting sections 5a and right light-transmitting sections 5b, and are illuminated by light from multiple light sources (e.g., LEDs) mounted on the lower left and right sides. When medals cannot be inserted, they light up red (first color), when medals can be inserted and added for gameplay, they light up blue (second color), and when added to the medal storage device, they light up green (third color). However, they may be turned off when medals cannot be inserted. In the game software, the game medium refers to data that means game medals or game coins (e.g., number of medals inserted, credit value data, or tokens), and actual game medals or game coins are not inserted from the medal insertion section 5. 【0064】 Coins inserted through the coin slot are counted by a coin sorting device (also called a "selector"; not shown), and the number of coins successfully inserted is added and displayed on the coin count LED4a or coin storage count LED4b of the display LED block 4. 【0065】 6 is the settlement button (or credit return switch), used to activate and deactivate the medal storage device (not shown), and to settle (return) the inserted medals and stored medals. In particular, as will be described later, the total value (game value) of the inserted medals and stored medals is output to the sanding device connected to the main body of the gaming machine to settle or return the game value. For example, assuming that 3 medals are inserted and 40 medals are stored (a total of 43 credits), if the settlement button is operated in this state, the main body of the gaming machine 1 will return a total game value of 43 by transmitting game value data. When the sanding device receives game value data corresponding to a total of 43 from the main body of the gaming machine, it records the game value information on its built-in membership card or card-shaped information recording medium and ejects it from the sanding device. Naturally, if 100 stored medals are recorded on the membership card, 143 new stored medals will be recorded. 【0066】 Button 7 is the 1-bet button, used to insert one token from the token storage device to play the game. Note that some machines nowadays do not have a 1-bet button 7. Also, to the left of the 1-bet button 7, there may be a directional pad (not shown) for cursor control in the up, down, left, and right directions, and for viewing history information. 【0067】 Button 8 is the Max Bet button, used when inserting the maximum number of tokens (3) stored in the token storage device to play the game, or when inserting the maximum number of tokens (1 or 2: optimal number) specified according to the game state, such as during a bonus game. An LED is installed inside the Max Bet button 3, which lights up when the Max Bet button 3 is operational. 【0068】 9 is the start lever (part of the reel rotation starter), and is used to start the drum section 2 all at once after inserting the predetermined number of game tokens required to play the game. LEDs are provided around the start lever 9, which light up when the machine is ready to start. The start lever 9 is also used to confirm the desired setting value selected from the stage values 1 to 6 (or four-stage numbering such as 1, 3, 5, 7) when setting the payout rate (when resetting the machine). 【0069】 10 is the stop button section (also known as the "stop switch"), which is used to stop the rotating drum section 2. This stop button section 10 consists of three button groups (rarely four) consisting of a left stop button 10a, a middle stop button 10b, and a right stop button 10c. By operating the stop button section 10 while the drum section 2 is rotating, the left drum 2a, middle drum 2b, and right drum 2c corresponding to each button can be stopped. When the rotation of the three drums (left drum 2a, middle drum 2b, and right drum 2c) reaches a predetermined speed (approximately 80 revolutions / minute) and the stop button section becomes operable, the LEDs built into the stop buttons 10a, 10b, and 10c light up. Furthermore, when the left stop button 10a, middle stop button 10b, and right stop button 10c are used as directional input means, they can be configured to correspond to leftward, upward, and rightward inputs, respectively. 【0070】 11 is a display and presentation device consisting of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel), or an FPD (flat panel display) such as an organic EL (electroluminescence), and is capable of displaying various video effects and providing necessary information related to slot machines under the control of a performance control unit (not shown). Regardless of whether or not special glasses are used, recently, display and presentation devices capable of 3D display have become inexpensive to manufacture, and gaming machines that employ 3D display devices in which performance images such as the number 7 pop out during reach or jackpot states are becoming mainstream. The performance control unit is equipped with ROM and RAM, communicates bidirectionally with the sub-control unit 160, and executes various effects according to the received performance commands. 【0071】 12 is the speaker unit, consisting of four speakers: upper left speaker 12a, upper right speaker 12b, lower left speaker 12c, and lower right speaker 12d. It emits sound effects corresponding to various effects, warning sounds when changing stage settings, when the front door 1b is open, or when a problem occurs. In the event of a serious problem (selector error, hopper error, or RAM error; however, door opening is not included), the error indicator LED 4e lights up along with a warning sound. The speaker unit 12 is also equipped with an earphone jack, and when headphones are connected, the sound from the four speakers is blocked, allowing the player to hear various sounds (music, sound effects, etc.) through the headphones without others hearing them. 【0072】 13 is the game status indicator LED section, and consists of an upper status indicator LED 13a located on the top of the display device 11, and upper left status indicator LEDs 13b and 13c, middle left status indicator LEDs 13d and 13e, and lower left status indicator LEDs 13f, 13g and 13h located on both sides, respectively, which can effectively perform various light effects. In addition, it flashes repeatedly as a warning indicator when the stage setting value is being changed, when the front door 1b is open, or when a problem occurs. 【0073】 The game status display LED section 13 (13a~13h) is arranged to roughly encircle the outer edge of the front door 1b, making it possible to effectively provide the player with a continuous stream of colorful lights that swirl around the outer edge. In particular, the upper status display LED 13a, located at the upper center of the front door 1b (the upper center of the front of the game machine), is called the top lamp and lights up in a specific color corresponding to the internally won or awarded rare small role, playing a central role in the light display that notifies the player of the awarded role and heightens their sense of anticipation. 【0074】 Figure 1(B) shows an embodiment of a slot machine cabinet in which the logo panel section 17, described later, has been eliminated, and the top lamp 13a has been enlarged accordingly. In a variable display game in which the drum section is varied, the internal winning combination is predetermined by lottery, and when the three drum sections are stopped by operating the stop switch, the top lamp 13a lights up in a specific color corresponding to the internal winning combination or prize (red for cherry, purple for plum, yellow for bell, blue for replay), and then turns off or lights up in a neutral color such as white, which is different from the specific color, during the interval period until the next variable display game starts. 【0075】 Furthermore, multiple status indicator LEDs may be provided in the left and right spaces (above the top surface 22a) of the display and presentation device 11 to notify the bonus winning notification and other necessary information. In addition, AT stock notification lamps for notifying the winning of AT stocks are provided in the left and right spaces (above the middle surface 22b) of the drum section 2. The AT stock notification lamp on the left lights up when the number of AT stocks is in the range of 1 to 9, and both the left and right AT stock notification lamps light up when the number of AT stocks is in the range of 10 or more. 【0076】 Button 14 is a special button, and the player inputs information required in response to various games and their visual effects displayed on the display device 11 (for example, input information such as the increase of the power level gauge, the display of bonus winning symbols, the operation of the fighter plane's machine guns or bomb drops, or the direction of movement of the characters) by pressing it once or repeatedly. In particular, if the AT stock lottery is won, the special button 14 flashes with a "beep beep beep" sound effect to prompt the player to press it, and when the player presses the special button 14 with anticipation, a "crack crack crack" sound effect is produced and the AT stock notification lamp lights up. The information input by this special button 14 is given to the sub-board (sub-block) described later and is used only for various visual and sound effects, and therefore does not affect the game result. 【0077】 15 is a tray, and game tokens dispensed from the token dispensing device 18 (see Figure 4) are discharged from the token dispensing port 16, and it can hold up to several hundred tokens. 【0078】 17 is the logo panel section, which is used to display various trademarks as needed, such as the manufacturer's name or model name. 【0079】 19 is a door keyhole, which is used when opening the front door 1b of the reel-type gaming machine 1 with a door key, when releasing the stop-play state (a state in which operation for coin-operated games is disabled), and when releasing the game after an error has been stopped. 【0080】 20 is a return button (officially called the "jammed token return button"), which is used to return jammed tokens from the token dispenser 16 after tokens have been inserted into the token slot 5 and the tokens have been jammed in the token selector (not shown). 【0081】 Referring to Figure 3, the design panel 22 shown in Figure 3(A) has a bottom surface 22d formed by an upper surface 22a on which a display device mounting section 22j for attaching the display device 11 is formed, a middle surface 22b on which a window section 3 (pattern display window 3) is formed, and a lower surface 22c on which the aforementioned display LED block 4 is attached. A decorative object or a three-dimensional electrically driven object is provided on the upper surface of the bottom surface. 【0082】 Furthermore, the left side section 22e and the right side section 22f, which connect the bottom section 22d, form a roughly box-shaped (or roughly boat-shaped) structure, creating a recessed space inside. The upper and lower parts of this structure are provided with an upper mounting section 22g and a lower mounting section 22h, which have multiple mounting holes for attachment to the front door 1b. By applying decorative stickers to the five inner surfaces consisting of the bottom section 22d, the left side section 22e, and the right side section 22f, three roughly flat surfaces are formed, particularly on the bottom section 22d. However, since decorative elements 23 and electrically driven components 24 are provided, it is natural that there are irregularities. 【0083】 4a is an LED displaying the number of tokens inserted, which shows the number of game tokens inserted from the token insertion section 5 or via the max bet button 8 or the 1 bet button 7 to play the game. 【0084】 4b is an LED that displays the number of stored tokens, showing the number of credits (stored tokens) of game tokens within a predetermined maximum range of, for example, 50 tokens. It also displays the payout animation when the stored tokens are settled. 【0085】 4c is an LED that displays the number of medals dispensed, showing the number of medals dispensed when a win occurs. It also displays the stage setting value of the payout rate and the error code when play is stopped or an error occurs. 【0086】 4d is a replay indicator LED that lights up when a replay is activated in a variable display game. 【0087】 4e is an error indicator LED that lights up when a serious problem occurs (for example, a problem other than door opening). 【0088】 LED 4f is an LED that indicates that a performance is in progress. It lights up to show that a performance is being played by the drum unit 2. In other words, it indicates that a drum performance is in progress. 【0089】 The design panel 22 shown in Figure 3(B) differs from that in Figure 3(A) in that it has an uppermost surface 22i which is a bent surface (edge). This uppermost surface 22i has advantages in that it makes the attached display device 11 more visible to the player and makes the design panel itself more robust. 【0090】 Figure 4 is a schematic diagram of the internal structure of a slot machine. 【0091】 In the central part of the housing 1a of the reel-type gaming machine body 1, a drum section 2 and a medal dispensing device 18 (medal hopper 18) are arranged below it. 【0092】 A reflector 27 is provided on the upper right of the housing 1a, and a photosensor is provided at the corresponding position on the front door 1b. When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor. When it is open, the reflected light is not detected, so the open or closed state of the front door 1b can be detected. 【0093】 28 is the power supply unit. When the power switch 28c is turned ON, power is supplied to each circuit block, and after initial checks and settings, the variable display game can be played. 【0094】 28a is a setting key switch (also called a setting change permission switch) and is used to operate the stage setting of the payout rate and to check the stage setting value. By inserting the operation key into the keyhole 28d and rotating it, it can be switched from the OFF state to the ON state or vice versa. 【0095】 28b is an error clearing switch, used when setting the payout rate levels or when canceling gameplay that was interrupted due to an error. 【0096】 4c is an LED that displays the number of medals dispensed, showing the stage setting value of the payout rate. Each time the error clear switch 28b is pressed, the value increases by 1, and after displaying "6", it returns to "1" and displays a turnaround. 【0097】 Figure 5 is a block diagram of the control circuit system of a slot machine. 【0098】 The control circuit system is broadly divided into a main block (main board: the part not enclosed by the dashed line) and a sub-block (sub-board: the part enclosed by the dashed line). The main block controls the game results, while the sub-block controls various effects that attract the player's attention and interest, such as notifying and displaying the game progress and internal lottery results. In addition, when ART is activated, the sub-block notifies the player of the stop operation procedure (the order and timing of operation of the stop button section 10) for winning small prizes or avoiding a fall-out replay. 【0099】 100 is the main control unit, an integrated one-chip microcontroller (LE4380A-PA-S manufactured by LETECH Corporation) equipped with a microprocessor that has a built-in CPU. It is equipped with a ROM 101 that stores a control program that describes a predetermined data table area and the control procedure for the entire device, and a RAM 102 (also called RWM: rewritable memory; this includes not only built-in RAM but also external RAM) which forms counters, registers, etc. and temporarily stores information necessary for control. As will be described later, even if the power switch 28c is turned off or the power cord is unplugged, all the control data stored in this RAM 102 is retained by the RAM backup power supply that is constantly supplied via the power connector. However, if the power connector itself is unplugged, power is no longer supplied, so the control data is erased (all clear or reset to 0) or becomes meaningless information. 【0100】 The main control unit 100 is connected to a start switch sensor 110, a stop button sensor 120, a medal detection sensor 130, a bet button sensor 140, a stage setting unit 150, a stop setting unit 180, and a payout button sensor via an I / 0 port (not shown) and a data bus, and the main control unit 100 is configured to receive input signals from these devices. 【0101】 Furthermore, the drum unit 2, medal dispensing device 18, display LED block 4, and external centralized terminal board 170 are connected to the main control unit 100 via I / 0 ports (not shown) and a data bus, and the main control unit 100 is configured to control each of these devices by transmitting and receiving input and output signals. An index signal of one pulse per rotation is input to the main control unit 100 from each index sensor provided on the drum unit 2. 【0102】 The main control unit 100 outputs information necessary for aggregating and managing the operating status of gaming machines in pachinko parlors, etc., from the external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals that the main control unit 100 outputs to the outside are a medal insertion signal, a medal payout signal, external output signal 1 (e.g., BB signal or pseudo-BB signal), external output signal 2 (e.g., RB signal or pseudo-RB signal), external output signal 3 (e.g., AT signal), external output signal 4 (e.g., a signal indicating that various errors have occurred), external output signal 5 (e.g., a cheating detection signal), and a relay common signal. In particular, the BB signal and RB signal are bonus roles, and the AT signal is a special role called the assist bonus role ("third bonus role"), and are not only aggregated and managed by the hall computer, but are also output to a data counter installed near the top of the pachinko machine and used to display key information about pachinko games (number of games played, number of BBs, number of ARTs, payout information) to the player. 【0103】 The main control unit 100 performs an internal lottery by selecting one of the random numbers (values from 0 to 65535) continuously generated by the built-in random number generator 103 in response to the player's operation of the start lever 9. This causes the drum section 2 (left drum 2a, middle drum 2b, and right drum 2c), which consists of three rows (multiple rows) of symbols with multiple symbols (usually 20 or 21 symbols) drawn on it, to rotate and start the symbol variation display game. For example, if one of the small winning combinations with payouts, such as bell, cherry, watermelon, or plum, is internally selected in this random number lottery, and the player operates the stop button section 10, the main control unit 100 sequentially stops the drum section 2 at predetermined positions according to the operation order. As a result, if the predetermined symbols are displayed in a line on any of the five active lines of the window section 3, a win is achieved. However, the number of active lines is not limited to five; it may change depending on the number of medals inserted, or may be increased or decreased as appropriate depending on the design specifications and game state. 【0104】 For example, assuming that the number of coins awarded for each type of winning combination is 1 coin for bells, 2 coins for cherries, 5 coins for watermelons, and 8 coins for plums, if only bell symbols are displayed in a row on the second line, the main control unit 100 will pay out 1 coin as a bell win. If the prescribed number of coins to be inserted is 3, even if a bell win occurs, there will be a net loss of 2 coins. Therefore, even if a bonus role and a minor role are internally won simultaneously, the minor role symbol that is internally won will be prioritized and stopped on the active line, resulting in the consumption of coins. On the other hand, if a bell symbol is displayed in a row on the second line and a plum symbol is displayed in a row on the third line, the main control unit 100 will pay out a total of 9 coins, consisting of the 1 bell coin and 8 plum coins, resulting in a net positive payout of 6 coins. 【0105】 The main control unit 100 is connected to the sub-control unit 160 and the credit control unit 165 via an I / 0 port (not shown) and a data bus. Basically, the main control unit 100 can transmit various information to both control units, but conversely, the main control unit 100 cannot receive information from the other control units (i.e., it is connected to the other control units to enable one-way communication). However, it can receive only 2-bit credit data from the credit control unit 165 via the data input circuit 166 (for example, two NOT gates). This credit data is 2-bit data with values of 00 for 0 credits, 01 for 1 credit, 10 for 2 credits, and 11 for 3 or more credits, and is input as a High or Low signal to the two input ports of the main control unit 100, similar to various sensor input signals. 【0106】 The main control unit 100 outputs control data necessary for various controls of the sub-block to the sub-control unit 160 (for example, coin insertion data, lottery results and winning status data, stage setting value data, data indicating the switch operation status of the stage setting unit 150, etc.). This sub-control unit 160, like the main control unit 100, is an integrated one-chip microcontroller equipped with a built-in CPU, and is equipped with a ROM 161 that stores a control program describing the control procedure for the entire sub-block, and a RAM 162 which has counters, timers, registers, etc. and temporarily stores information necessary for control received from the main control unit 100. Multiple BGM (background music) data are stored in this ROM 161, and especially during bonus games, specially arranged BGM is selected and played as appropriate according to the performance scene in order to excite the player. Note that it is not necessary to provide the main control unit 100 and the sub-control unit 160 separately, and it is possible to have a single control unit. 【0107】 The sub-control unit 160 is connected to the display and presentation device 11, speaker unit 12, game status display LED unit 13, input SW unit 25 (input switch unit 25), timing unit 26, operation direction sensor 111, special button sensor 112, and door abnormality signal output device 113 via I / 0 ports (not shown) and a data bus. The sub-control unit 160 can receive input signals from each of these devices and output necessary data and signals to perform various controls. 【0108】 The sub-control unit 160 counts the difference in the number of coins after initialization and the number of variable display games played after a bonus, based on the input coin count data, payout coin count data, and variable display game count data in the control data transmitted from the main control unit 100. When the counted difference in coins or count reaches a predetermined number, it activates the AT stock lottery or the selection game. At this time, the sub-control unit 160 displays "Do you want to start the selection game? If so, press the special button repeatedly." on the display device 11 and makes the special button 14 blink. 【0109】 This AT stock lottery selects the number of stocks, for example, within the range of 0 to 127. 0 is a loss, while 1 to 127 is a win. If 127 is won, a minimum of 127 consecutive wins are guaranteed. However, the AT stock lottery is also performed when ATs are already stocked, so additional stocks can be added, up to a maximum of 10,000. However, these are merely examples based on the design specifications and are not limited to these numbers. 【0110】 Furthermore, the sub-control unit 160 confirms whether or not to execute the selection game. When the player repeatedly presses the special button, it receives a pulse signal corresponding to the number of presses. When the number of pulses reaches a predetermined number of 8 or more, it conducts a selection game lottery to determine the winning number (for example, "0" or "1"). When the selection game is activated, the display device 11 displays "○ or ×" or "Left or Right" corresponding to the left stop button 10a and the right stop button 10c, respectively, prompting the player to make a selection. For example, if "0" is the winning number in the selection game lottery, the player wins the selection game by operating the left stop button 10a to select the corresponding "○" or "Left". When the sub-control unit 160 determines that a win has occurred, it activates the AT function (a function that notifies auxiliary information via a notification means) in the subsequent variable display game until the number of game media increases by a quantity corresponding to the number of coins inserted, the difference in coins, or the number of variable display games, or for the number of times the AT stock lottery (1 to 127) has been won. 【0111】 In response, if the player operates the right stop button 10c and selects the corresponding "X" or "Right," they will lose the selection game. When the sub-control unit 160 determines that the player has lost, it resets the difference in tokens or the number of display games without activating the AT function and returns to the start. As a result, even if the player is in a losing streak, if they win the selection game, they can recover more than what they have lost so far or even have a long winning streak, giving them the chance for a dramatic comeback. In the above example, a 2-choice system was used, and the winnings were doubled, but if there were five choices, for example, the winnings could be 5 times the amount, and allowing the player to choose the multiplier would further enhance the game's appeal. 【0112】 When the start lever 9 is activated, the sub-control unit 160 receives notification of a result from the main control unit 100, which has performed a random number draw internally, resulting in a jackpot, a replay, a minor win, or a loss. Before notifying the player of the draw result, the sub-control unit 160 performs a draw to determine whether or not to perform a performance on the display device 11, speaker unit 12, and game status display LED unit 13. If the sub-control unit 160 wins the performance draw, it selects a performance video to display from among multiple performance videos stored in the ROM 161 and outputs it to the display device 11. 【0113】 In particular, as will be described later, if an AT stock exists and a push-order winning combination (the first winning combination and some of the multiple push-order winning combinations) is internally won, the sub-control unit 160 displays assist information (auxiliary information) on the display device 11 to help align the winning first winning combination symbol (for example, the bell symbol) on the active line. This makes it easier for the player to win the first winning combination. 【0114】 Returning to Figure 5, the credit control unit 165 is connected to the sanding device 300. When set to the sanding mode described later, it receives the amount information corresponding to the cash inserted by the player, or credit information from a recording medium such as a membership card, visitor card, cash card, or prepaid card, and displays the amount information or credit information. When the player operates the dispensing button 167, 50 for 1000 yen is added to the stored credit display and displayed. For example, if the stored credit display is showing 1, 50 is added to this 1 to display 51, but it is limited to displaying up to a maximum of 99. The credit control unit 165 also changes the state from inputting data 01 to inputting data 11, which indicates that the number of credits is 3 or more, to inputting data 11. When the max bet button 8 is operated in this state, the main control unit 100 lights up three of the inserted number LEDs 4a and outputs insertion data to the credit control unit 165 indicating that 3 credits have been inserted as the bet. The credit control unit 165 displays 48, which is the value obtained by subtracting 3 credits, on the stored credit display unit. In this state, when the player operates the settlement button 190 (credit return switch), the main control unit 100 transmits bet data indicating a bet of 3. Upon receiving this bet data, the credit control unit 165 transmits return credit information (game value) of 51 (48 + 3) to the card dispenser 300. The card dispenser 300 adds the return credit of 51 to the member card, etc., records the cash balance, and dispenses it. If a replay (re-play bonus) is won and the next game is playable, and the player operates the settlement button, the main control unit 100 transmits bet data indicating a bet of 0, and the credit control unit 165 transmits return credit information (game value) of 48 to the card dispenser 300. The card dispenser 300 adds the returned credit of 48 to the member card, records the cash balance, and ejects it. The main control unit 100 outputs a warning command to the sub-control unit 160. The sub-control unit 160 displays a warning screen on the display device 11 and emits a warning sound from the speaker unit 12 to inform the player that they can play again. 【0115】 The operation direction sensor 111 outputs a direction signal corresponding to the up, down, left, and right directions in which the start lever 9 is operated. The sub-control unit 160 receives this direction signal and displays various video effects, winning announcements, etc., on the display device 11 according to the direction signal, and also generates sound effects from the speaker unit 12. 【0116】 The special button sensor 112 outputs an ON signal (e.g., a HIGH signal) when the special button 14 is pressed and an OFF signal (e.g., a LOW signal) when it is released. The sub-control unit 160 displays various games, their visual effects, and winning announcements on the display device 11 according to the timing of the ON signal reception and the number of pulses received (referred to as rapid pressing). Furthermore, the speaker unit 12 generates sound effects such as bomb drops and machine gun operation. 【0117】 The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-control unit 160. When the main power is ON, it outputs an ON / OFF signal according to the opening and closing of the front door 1b, while when the main power is OFF, it is driven by power supplied from the sub-power (backup battery) and detects and stores the abnormal opening and closing of the front door 1b when the main power is cut off. Even when the main power is subsequently turned ON, it notifies the sub-control unit 160 of the abnormal opening and closing that occurred when the main power was cut off. As a result, even if the front door 1b is closed and there appears to be no abnormality, the sub-control unit 160 will emit a warning sound when the main power is turned on, so that the manager of the gaming hall can recognize the abnormal situation and take appropriate measures such as checking and inspecting the gaming machine. 【0118】 The medal detection sensor 130 consists of a medal passage sensor and a proximity sensor (not shown), and outputs a number of pulse signals corresponding to the number of medals inserted from the medal slot 5. The main control unit 100 receives these pulse signals and performs counter logic processing on the rising and falling edges of the pulse signals to control the inserted medal count LED 4a or the stored medal count display LED 4b in the display LED block 4 to display the inserted medal count or credit count, which has increased by a number corresponding to the number of pulses. 【0119】 The bet button detection sensor 140 consists of two sensors: a 1-bet button detection sensor 140a that outputs a pulse signal in response to the operation of the 1-bet button 7, and a max-bet button detection sensor 140b that outputs a pulse signal in response to the operation of the max-bet button 8. These sensors are connected separately to two ports of the main control unit 100 (details not shown). The main control unit 100 controls the display of the number of tokens inserted on the token count LED 4a to correspond to the obtained pulse signals. 【0120】 Furthermore, after the player inserts a predetermined number of tokens and operates the start lever 9, the start SW sensor 110 outputs a start signal. The main control unit 100, upon receiving this start signal, performs a random number draw and starts the variable display game, and also outputs a drive pulse signal to the drum unit 2. One operation of the start lever 9 constitutes one game of the variable display game, and the player repeats the game with the aim of increasing their tokens by winning a bonus game (big bonus or regular bonus). A bonus game refers to, for example, a first-type special feature (RB), a continuous first-type special feature, or a continuous second-type special feature. 【0121】 Then, when the stop buttons 10a, 10b, and 10c are operated during the variable display game, the main control unit 100 stops the rotation of the rotating drums. When a predetermined winning combination is achieved (a win occurs when the symbols on each rotating drum are displayed in a predetermined combination), and medals are dispensed, the number of medals dispensed is displayed on the medal dispensed amount display LED 4c in the display LED block 4, and this is added to the credit count and displayed on the medal stored amount display LED 4b. Furthermore, when a payout operation is performed by the settlement button 6, or when the number of credits exceeds, for example, the maximum number of 50, the main control unit 100 drives and controls the medal dispensing device 18, and dispenses the required number of medals from the medal dispensing port 16 and stores them in the receiving tray 15. 【0122】 Furthermore, when a re-play, a small win, or especially a bonus is internally triggered, the main control unit 100 outputs control data (event data) related to the internal win to the sub-control unit 160. Upon receiving the control data from the main control unit 100, the sub-control unit 160 is configured to perform various performance operations, such as controlling the lighting of the game status indicator LED unit 13, controlling the voice synthesis LSI (not shown) for generating sound effects from the speaker unit 12, and controlling the display of characters and background images within the display screen of the display performance device 11. 【0123】 150 is the stage setting unit, and by performing the stage setting operation of the payout rate described later, the hall can select a desired setting value from stage values 1 to 6 (or skipped numbers such as 1, 3, 5, 7, etc.) depending on the large number of medals to be released during events or grand openings, or the recovery situation for profit improvement. 【0124】 If the stop-out setting unit (not shown) is ON (or set to "1"), after the bonus game ends, the total number of medals displayed on the inserted medal count LED 4a and the medal storage count display LED 4b will be forcibly dispensed, the operation to play the variable display game will be disabled (stopped state), and a warning sound will be emitted from the speaker unit 12. Recently, there are many slot machines that do not have this stop-out setting unit, and it is provided as needed. 【0125】 25 is an input switch section for inputting various data, such as setting a warning mode when the payout rate is adjusted, and setting the time period during which warnings are issued or not issued. There are three warning modes: an on state for the warning function, an off state, and a timer state that issues warnings only during the set time period. The input switch section 25 consists of an initialization switch for initializing the subblock and a volume switch used to adjust the volume of the speaker section 12, and it functions when both are pressed simultaneously. 【0126】 Component 26 is a timekeeping unit consisting of a radio-controlled clock that receives absolute time data from satellites and other sources to keep accurate time, and continuously outputs the measured time to the sub-control unit 160. 【0127】 Figure 6 is a block diagram of the control circuit system that controls the drum section. 【0128】 The drum unit 2 is equipped with stepper motors 30a, 30b, and 30c for controlling the rotation of three drums: the left drum 2a, the middle drum 2b, and the right drum 2c. Each stepper motor 30a, 30b, and 30c is driven in response to a drive pulse signal from the main control unit 100. If the drive pulse signal is continuously supplied to all three phases simultaneously, an attractive force is generated, causing an abrupt stop. 【0129】 These stepper motors 30a, 30b, and 30c use a 4-phase 1-2 excitation system and have 252 steps per revolution (1.43 degrees per step). When the main control unit 100 receives 504 drive pulses, they complete exactly one revolution. The main control unit 100 receives one index signal (reference signal or reference position signal) from each of the drum sensors 31a, 31b, and 31c, which consist of a photointerrupter installed on each drum, allowing it to accurately determine the position of each drum. In other words, the resolution per input pulse is 0.714 degrees per pulse. To further increase the resolution, the rotational position can be precisely determined by managing the time between input pulses and the rotational speed. 【0130】 Figure 7 is a block diagram of the drum section. 【0131】 The rotating shafts of the stepper motors 30a (not shown), 30b (not shown), and 30c are connected to the centers of the left drum 2a, middle drum 2b, and right drum 2c, which are thick-walled, disc-shaped rotating bodies, respectively, and rotate in the direction of the arrows shown in the figure (i.e., from top to bottom). In addition, left reel bands 32a, middle reel band 32b, and right reel band 32c, each depicting multiple types of patterns, are attached to the outer circumference of each drum. In the variable display game, if the same patterns (predetermined patterns) line up on the active line and are displayed in the window section 3, a win (winning or activation) occurs. Note that the star, +, plum (black circle), and triangle marks in the figure are for convenience only and do not represent the actual patterns. The 7, bar, bell, watermelon, and cherry patterns are commonly used. The reel bands are generally called reel tapes. 【0132】 Each of the stepper motors 30a, 30b, and 30c is provided with a reel sensor 31a, 31b, and 31c (not shown), and one index signal pulse is returned from each reel sensor for each rotation of the stepper motor. The main control unit 100 constantly knows the symbol number and rotation angle (24 divisions / symbol) at the reference position (for example, the lowest position of the window section 3) based on this index signal and the number of drive pulse signals output. 【0133】 Figure 8 is a diagram showing the pattern arrangement on the drum. 【0134】 Each of the left drum 2a, middle drum 2b, and right drum 2c has a reel band (not shown) attached around its outer circumference, depicting the left drum design, the middle drum design, and the right drum design, respectively. 【0135】 Each reel band features 21 different symbols arranged as shown in the example. These include the "Red 7" and "Blue 7" big bonus symbols that trigger bonuses, various small winning symbols such as cherries, watermelons, and bells, and the replay symbol that triggers re-spins. Discarded symbols do not form any winning combinations even if they stop on an active payline, and are printed inconspicuously to the player, for example, with a light gray circle containing an "N". 【0136】 Figure 9 is a block diagram of the drum section, and Figures 9(A) and 9(B) show the state in which the right drum 2c is retracted in chronological order. 【0137】 The main control unit 100 receives the start signal for the variable display game, and if the lottery result is a win and a winning combination is internally determined, it performs pull-in control to pull the symbols of that combination onto the active lines as much as possible. 【0138】 For example, when a big bonus is internally won and the symbols "7, 7" are aligned on the active line diagonally below and to the right of the stopped left drum 2a and middle drum 2b, in a so-called "reach" state, if the symbol "7" is located within 4 frames above this active line (i.e., within 5 frames including the symbol on the active line), when the right stop button 10c is pressed (see Figure 9(A)), the main control unit 100 performs a pull-in control to forcibly pull the symbol "7" onto the active line and align it to form the combination "7, 7, 7" (see Figure 9(B)). 【0139】 On the other hand, even if a winning combination is internally determined by the lottery, the player will not be in a favorable position unless the designated symbols corresponding to that combination are displayed on the active payline. For example, the Big Bonus Game (BB Game) will not activate unless it is displayed as shown in Figure 9(B). This retraction control is performed not only on the right drum 2c, but also on any of the symbols on the left drum 2a and the middle drum 2b. The main control unit 100 performs stop control by referring to a stop table that defines the stopping position of each drum according to the random number lottery status (internal win or loss). 【0140】 In the example shown in Figure 9, in the reach state, the "7" symbol on the right drum 2c is exactly 4 frames above, and becomes subject to pull-in control, aligning it on the active line. However, this pull-in control is not limited to 4 frames; the number of frames to be pulled in can be increased or decreased by software control to conform to design specifications or legal regulations. Furthermore, when the random number drawing result in general gameplay is a win, the sub-control unit 160 notifies the user of auxiliary information (assist information such as operation sequence and timing: AT) to stop the rotation of the rotating drum so that the symbols are displayed in a predetermined combination by pull-in control. 【0141】 Figure 10 is a block diagram of the drum section, and Figures 10(A) and 10(B) show the state in which the right drum 2c is controlled to avoid (or kicked) over time. 【0142】 The main control unit 100 receives the start signal for the variable display game, and if the lottery result is a loss and no winning combination is formed (if not all winning combinations are internally won), it performs avoidance control to prevent the symbols of winning combinations (bonus, small win, replay) from landing on the active lines. 【0143】 For example, if a big bonus has not been internally won, and the symbols "7, 7" are aligned on the effective line diagonally below and to the right of the stopped left drum 2a and middle drum 2b, in a reach state (tenpai state), when the player uses "eye-stopping" to position the symbol "7" within one frame of this effective line and operates the stop button 10c (for example, this is called "perfect stop"; see Figure 10(A)), the main control unit 100 performs avoidance control to forcibly make it a loss by moving the symbol "7" one position further to prevent "7, 7, 7" from aligning on the effective line (see Figure 10(B)). This avoidance control is performed not only on the right drum 2c, but also on any of the symbols on the left drum 2a and middle drum 2b, and is also performed to prevent non-winning small prize symbols from entering the winning position. These pull-in controls and avoidance controls (kick-away controls) are performed by the main control unit 100 by referring to a stop table according to the internal winning status or by programmatic control control. 【0144】 Figure 11 is a timing chart showing the relationship between the index signal, pattern position data (frame data), drive pulse signal, and stop button sensor signal. 【0145】 Figure 11(A) shows the index signals output from each of the reel sensors 31a, 31b, and 31c, which are controlled by the main control unit 100 so that T1 remains constant at 0.751 seconds (i.e., 79.9 revolutions / minute). 【0146】 Figure 11(B) shows the pattern position data of the rotating drum, and Figure 11(C) shows the drive pulse signal. 【0147】 The symbol position data is generated by dividing the drive pulse signal, and the data is decremented by 1 every 24 pulses of the drive pulse signal. In other words, using the index signal as a reference, the symbol position data is "21" when the drive pulse signal is in the range of 1 to 24 pulses, "20" when the drive pulse signal is in the range of 25 to 48 pulses, "19" when the drive pulse signal is in the range of 49 to 72 pulses, ..., and the symbol position data is "1" when the drive pulse signal is in the range of 481 to 504 pulses, so the symbol position data turns around from 21 to 1. In other words, the symbol position data returns to "21" after "1". 【0148】 The drive pulse signal is a set of predetermined drive pulses input to the motor coil to rotate the rotating drum in a specific direction. As can be seen in the diagram, there are eight pattern numbers, from pattern 0 to 7. When these drive pulse signals, with patterns 0 to 7, are applied to the motor coils 1 to 4 three times (i.e., 24 pulses are input), the rotating drum rotates from top to bottom by one pattern (one frame). 【0149】 In particular, the input pulse phase data of the drive pulse input to the stepper motor is 5 bits of data from 0 to 23 that drives the rotating drum by one step, and pattern numbers 0 to 7 are the lower 3 bits of this phase data, and the drive pulse corresponding to the pattern number is actually applied to the motor coils 1 to 4. Therefore, even if only the pattern number is stored in the work RAM (RAM 102), it still corresponds to a phase data storage means that stores the input pulse phase data. 【0150】 Figure 11(D) shows the stop button sensor signals output when each stop button is operated. In this figure, the main control unit 100 recognizes the pattern position data "11" and the input pulse phase data "10" (or pattern number "2") at the rising edge of the stop button sensor signal. 【0151】 Figure 12 is a schematic diagram of the left drum 2a included in the drum section. 【0152】 As shown in Figure 12(A), the left drum 2a rotates in the direction of the arrow (from top to bottom), and when the cherry symbol stops in the upper, middle, or lower of the three windows 3 shown by the solid lines, a prize is won and a predetermined number of game tokens are dispensed. Figure 12(A) shows the state when the cherry symbol has stopped in the upper of the window 3. 【0153】 When a player initiates a variable display game, the main control unit 100 performs an internal lottery. If the result is an upper cherry (cherry 1), the unit performs either retraction control (see Figure 9) or avoidance control (see Figure 10) of the cherry symbol depending on the position (timing) at which the stop button is pressed. 【0154】 Figure 12(B) shows the range in which the pull-in control is possible. When the stop button 10a is operated when the cherry symbol is four frames above the upper position, the main control unit 100 stops the cherry symbol in the upper position of the window section 3 (assuming the perfect symbol is in the upper position). In reality, it takes about 36ms to stop, so it will be positioned higher by that amount, but this is written for the sake of explanation. Also, since it is specified that it must stop within 190ms of the stop operation, it may not slide four frames. 【0155】 On the other hand, Figures 12(C) and 12(D) show the range in which avoidance control is performed. Even if an upper cherry is won, if the stop button 10a is operated when the cherry symbol is at a position more than 4 frames above the upper position (i.e., above position 4 in Figure 12(A)) or even slightly past the upper position, the main control unit 100 will stop the cherry symbol one position above the upper position or one position below the lower position, resulting in a loss. In other words, since a middle cherry (cherry 2) or a lower cherry (cherry 3) has not been won, the cherry symbol must be forcibly stopped outside the window section 3. 【0156】 Figure 13 is a schematic diagram showing the relationship between the left drum 2a, the window section 3, and the pattern position data. 【0157】 As shown in Figures 13(A) and 13(B), the cherry symbols on the left drum 2a are frame numbers 8 and 19 (see Figure 8). Therefore, if the upper cherry is internally selected, and using the lowest position of the window section 3 as the measurement reference, the main control unit 100 will stop the cherry symbol in the upper position and award a prize if the stop button 10a is operated within the range of symbol position data "15" and input pulse phase data "0" to symbol position data "11" and input pulse phase data "23", or symbol position data "5" and input pulse phase data "0" to symbol position data "1" and input pulse phase data "23". In other words, even if you randomly operate the stop button 10a, you will not only have a 10 / 21 chance of winning, but if a winning notification is made, a skilled player can perform a precise stop and win with a probability close to 100%. 【0158】 Figure 14 is a diagram for determining the display of combinations of patterns. 【0159】 When all three drums have stopped, the main control unit 100 determines the combination of symbols that will result in a win and activation on the active lines according to the number of game tokens inserted. For example, if three game tokens are inserted and the cherry symbol that pays out two tokens on the left drum 2a is displayed in the window 3, then four tokens (two tokens x two lines: the second and fourth lines) will be paid out if the machine is on the upper line, two tokens (two tokens x one line: the first line) if it is on the middle line, and four tokens (two tokens x two lines: the third and fifth lines) if it is on the lower line. However, these active lines are the conventional ones that have been used for a long time, and as will be described later, there are many irregular lines in recent years. 【0160】 Furthermore, if the 8-coin payout bell symbols are aligned on the active lines of window section 3, 8 coins (8 coins x 1 line: 1st line) will be paid out if they are only in the middle row, and 15 coins (8 coins x 2 lines, but a maximum of 15 coins: 2nd line and 4th line) will be paid out if they are in the upper row and diagonally down to the right. In other words, the game pays out the total number of game tokens corresponding to the type of win, but the maximum payout at one time is 15 coins. 【0161】 Figure 15 is a block diagram of the display and presentation device. 【0162】 The display and presentation device 11 includes a command receiving unit 11a that receives presentation commands from the sub-control unit 160, a display and presentation control unit 11b (including ROM 11c and RAM 11d), and a display panel 11e such as an LCD, organic EL, or LED. In this case, the display and presentation control unit 11b is provided with a separate ROM 11c, but there is no problem in storing all the video data in ROM 161. Therefore, ROM 11c can be considered as part of ROM 161. 【0163】 Figure 16 is a presentation pattern table, which shows the relationship between presentation commands and presentation pattern data stored in ROM. 【0164】 The performance command consists of 1-byte mode data and 1-byte event data, and is stored in association with performance pattern data (mainly videos but also including still images) which is the content of the performance. 【0165】 When the sub-control unit 160 receives control data (especially including various data indicating a big win, a small win, a replay, or a loss in the random number draw result) necessary for various controls from the main control unit 100, before notifying the result of the random number draw, it transmits an appropriate performance command corresponding to the control data to the display performance device 11 side, and the command receiving unit 11a receives this performance command and transmits it to the display performance control unit 11b. 【0166】 When the display performance control unit 11b receives a performance command, it reads out the performance pattern data corresponding to the performance command from the ROM 11c, expands the data in the RAM 11d, and transmits it to the display panel 11e, thereby being configured to display a performance image corresponding to the performance command on the display screen. 【0167】 Figures 17 to 19 are schematic diagrams of the performance screens displayed by the display performance device. 【0168】 When the sub-control unit 160 transmits, for example, ($Z0$00) as a performance command, the display panel 11e displays the "day performance pattern 0" of the low-probability stage mainly indicating a state where there is no AT stock or a state where it is difficult for AT to be selected (see Fig. 17(A)). On the other hand, when the sub-control unit 160 transmits ($Y0$00) as a performance command, the display panel 11e is configured to display the "night performance pattern 0" of the high-probability stage suggesting a state where there is an AT stock or a high-probability state where AT is likely to be selected (see Fig. 17(B)). Therefore, the player eagerly hopes that the "night performance stage" mainly suggesting the high-probability state will be displayed during the game. However, there may also be a fake performance that displays the "night performance stage" even in a state where there is no AT stock or a non-high-probability state, or vice versa, displays the "day performance stage" in a state where there is an AT stock or a high-probability state, which is devised to arouse the player's interest. 【0169】 Furthermore, when the sub-control unit 160 transmits ($S0$00) as a production command, the display panel 11e displays the "Dracula Castle", which is an image corresponding to the "Castle Production Pattern 0", overlaid on the background screen of the blue sky (see Fig. 17(A)) or overlaid on the background screen of the moonlit night (see Fig. 17(B)). After that, bats of yellow, red, blue, etc. fly out from the Dracula Castle, and a notification video corresponding to the established role (minor role or replay) is displayed (see Fig. 17(C)). 【0170】 If the production shown in Fig. 17(B) occurs frequently and then develops in multiple stages, it becomes a precursor production (extremely exciting production) with a state of having an AT stock or a high expectation of AT release. For example, in Fig. 18(A), the "Dracula Castle" is displayed in an enlarged state and the iron gate is open. Then the door further expands (see Fig. 18(B)), gradually opens (see Fig. 18(C)), and the magnificent interior of the "Dracula Castle" is displayed (see Fig. 18(D)). After that, it develops into a battle between the protagonist and Count Dracula, the vampire. If the protagonist wins, there is an AT stock, the AT release is confirmed, or it is in the middle of winning a bonus and the bonus release is confirmed. 【0171】 Starting from the state of displaying the normal night screen of Fig. 19(A) (the same as Fig. 17(B)), when the display screen is scrolled to the right, the cemetery is enlarged and the character of the butler emerges from the grave in the center of the dug-up screen with a shout of "Orya" and an effect sound of "Tirororororon", and the character of the protagonist appears (see Fig. 19(B)), or the word "BONUS" meaning "big win" is displayed (see Fig. 19(C)). This can also be an extremely exciting premiere production. All of these display productions are also executed by the sub-control unit 160 outputting production commands according to the program. 【0172】 Fig. 20 is a conceptual diagram of a general lottery table. 【0173】 The lottery table is stored in a predetermined area of the ROM 101 and defines the relationship between the winning roles and the numbers used for random number lottery. 【0174】 In the slot machine of the present invention, the main control unit 100 generates random values. These random values are generated randomly only once per cycle, with all values from 0 to 65535 (m7) occurring periodically. Figure 20(A) is a lottery table used in the normal state (non-RT state). When the start lever 9 is operated, the main control unit 100 performs an internal lottery, and if the random value is in the range of 0 to m1, a Big Bonus (BB) is won. In other words, this internal lottery involves picking (extracting) only one random value at a predetermined timing during the start operation, comparing it with the lottery table, and determining the winning combination. 【0175】 Similarly, a random value in the range of m1+1 to m2 results in a regular bonus (RB), a random value in the range of m2+1 to m3 results in a cherry, a random value in the range of m3+1 to m4 results in a watermelon, a random value in the range of m4+1 to m5 results in a bell, and a random value in the range of m5+1 to m6 results in a replay, while a random value in the range of m6+1 to m7 results in a loss. 【0176】 Normally, these m1 to m7 values are set appropriately considering legal regulations (the Entertainment Business Act) and gameplay, but in the case of a standard A-type machine, the probability of winning a Big Bonus (BB) is about "1 / 200", the probability of winning a Regular Bonus (RB) is about "1 / 400", the probability of winning a Cherry or Watermelon is about "1 / 50", the probability of winning a Bell is about "1 / 6", and the probability of winning a Replay is 1 / 7.3. 【0177】 On the other hand, Figure 20(B) shows the lottery table used in the high-probability replay state (RT state). In Replay Time, the range of winning replays expands by α, while the range of losing replays narrows by α, resulting in a replay winning probability of approximately "1 / 2". As a result, the probability of winning a replay, which is equivalent to a 3-coin payout, increases significantly, while the probability of losing decreases. Consequently, in Replay Time, the expected value of game tokens paid out increases significantly. Furthermore, the main control unit 100 can set the expected value of Replay Time to a desired value by increasing or decreasing this α value. 【0178】 While a detailed diagram of the lottery tables is omitted, there are six lottery tables, Table 1, Table 2, ... Table 6, corresponding to the payout rate stage settings 1 to 6 and the number of tokens inserted (specified number). The main control unit selects a lottery table according to the stage setting value and the number of tokens inserted set by the stage setting unit 150, and performs internal lotteries for bonus games and multiple small wins in the variable display game. Generally, the expected value of winning a bonus game in the internal lottery is in the order of Lottery Table 1 < Lottery Table 2 < ... < Lottery Table 6, so players seek out machines with high settings. However, if it is a machine that only accepts 3 tokens, the lottery table for inserting 1 token is unnecessary. 【0179】 Figure 21 is a payout table showing the relationship between the combination of symbols and the number of medals won. 【0180】 BB (Big Bonus) is the name of the winning combination that occurs when the "Red 7" BB symbol aligns on an active payline. When this combination occurs, the number of medals won is 0, but a flag 1 is set in the corresponding flag area, and the Big Bonus Game (BB Game: activation of the continuous mechanism) begins, ending with a payout of 360 medals or more. 【0181】 RB (Regular Bonus) is the name of the winning combination that occurs when the "Blue 7" RB symbol aligns on an active payline. When this combination occurs, the number of medals won is 0, and a flag 1 is set in the corresponding flag area, triggering the Regular Bonus Game (RB Game: Activation of the continuous mechanism). The game ends when more than 120 medals are paid out. These continuous mechanism devices can be either Type 1 or Type 2 special mechanisms, and are selected appropriately according to the design specifications. 【0182】 If the cherry symbol stops on an active payline on the left drum, one medal is awarded for each active payline. For example, if the active paylines are as shown in Figure 14, stopping in the middle of the left drum awards one medal (short cherry), but stopping in the upper or lower position awards two medals, resulting in a total payout of two medals (corner cherry). 【0183】 If the watermelon symbols line up on a winning payline, you will win 5 medals. 【0184】 If the bell symbols line up on a winning payline, you will win 8 medals. 【0185】 If the replay symbols line up on an active payline, a replay is activated without awarding any medals, setting flag 1 in the flag area. The player then operates the start lever 9 to perform a replay and lower the flag (i.e., set it to 0). In other words, the next game can be played without inserting any medals. 【0186】 Next, the basic operation of the reel-type gaming machine configured as described above will be explained in detail with reference to flowcharts and other diagrams. 【0187】 First, let's assume that, in the factory-shipped state of a slot machine, the warning mode is set to "on," the stop-play setting unit 180 (stop-play setting switch) is set to "off," and the stage setting value is set to the lowest value of "1." 【0188】 Before allowing players to play, the arcade staff opens the front door of the reel-type gaming machine 1 and turns on the power switch 28c, supplying power to each circuit block. The main control unit 100 performs initial checks (such as hardware abnormality checks) and initial settings (for example, writing the stop-play setting flag "1", the stage setting value "1" stored in the ROM 101, and the initial values of the control data to the RAM 102) in step S100, described later. The sub-control unit 160 sets the warning mode to "on," and once the front door 1b is closed, the variable display game can be played. 【0189】 In this playable state, even if the game hall side opens the front door 1b again and operates the input SW unit 25 (an operation of pressing the initialization switch and the volume switch simultaneously), the sub-control unit 160 does not receive control data meaning the stage setting mode of the out-ball rate from the main control unit 100, so it does not change the warning mode from the "on state" to another state ("off state" or "timer state"). Therefore, there is a unique effect that a gambler or the like cannot easily change the warning mode. Note that the stop setting flag "1" corresponds to the stop setting unit 180 being "on", and "0" corresponds to "off". 【0190】 And assume that the game hall side attempts to change the setting of the out-ball rate for grand opening, new store opening, or an event in this setting state. 【0191】 Figure 22 is a flowchart showing the main operation processing procedure of the rotating drum type gaming machine. 【0192】 An employee of the game hall opens the front door of the rotating drum type gaming machine main body 1, once turns off the power switch 28c, inserts the setting change key into the setting key switch 28a, turns it to the right to the ON state (refer to the enlarged view of the setting key switch in FIG. 4), and then turns on the power switch 28c again. After power is supplied to each circuit block and initial checks and initial settings are executed in step S100, the main control unit 100 determines in step S110 whether the setting key switch 28a is in the ON state. 【0193】 If the setting key switch 28a is not in the ON state, the main control unit 100 transfers to step S130. On the other hand, if it is in the ON state, it calls the setting change subroutine in step S120 (transfers to the setting change mode). 【0194】 In the setting change mode of step S120, before the game hall staff inputs the payout rate setting value "6" and confirms the setting value by hitting the start lever 9 once, and then turns the setting key switch 28a to the OFF position, the main control unit 100 returns to step S100, sets the setting value to "6", and performs necessary processing such as initial hardware checks and initial settings again. 【0195】 Furthermore, in step S100, the main control unit 100 outputs control data to the sub-control unit 160 to set the display settings for the initial screen. The sub-control unit 160 then sends, for example, ($Y0$01) as a performance command to the display performance device 11. As a result, the display panel 11e displays "Night Performance Pattern 1" as the start screen, which consists of a screen with a full moon in the night sky, Dracula's castle, and a graveyard (not shown). 【0196】 When the main control unit 100 moves to step S130 after the stage setting value has been changed, it checks for abnormalities such as door open, hopper error, and selector error. If an abnormality is found, it moves to step S140 to process the abnormality and then returns to step S100. If no abnormality is found, it moves to step S150. In particular, as an abnormality check, the main control unit 100 checks whether the stage setting value data stored in the work RAM area is within the range of 0 to 5 (the stage setting values displayed on the medal payout display LED 4c correspond to 1 to 6). If the stage setting value is not within the predetermined range, the display and presentation device 11, speaker unit 12, and game status display LED unit 13 generate a warning (display of the word "EE" error, light emission, and warning sound) and initiate error processing (abnormal processing in step S140). 【0197】 When the main control unit 100 moves to step S150, it uses the medal detection sensor 130 or the bet button sensor 140 to determine whether the player has inserted the required number of game medals. If a predetermined number has been inserted, it moves to step S160; otherwise, it returns to step S130 and waits, looping through each step until a medal insertion operation is made. 【0198】 When the main control unit 100 moves to step S160, it checks whether the player has operated the start lever to start the variable display game. If the game has been started, it moves to step S170; otherwise, it returns to step S130 and waits, looping through each step until a start operation is made. 【0199】 In step S170, the main control unit 100 executes the main processing of the variable display game, performs a random number drawing in accordance with the timing of receiving the start signal, compares the picked-up random number value with the current internal state (RT or non-RT) drawing table to determine whether or not an internal win has occurred (see explanation in Figure 20). 【0200】 The main control unit 100 transmits a lottery result command and a game start signal to the sub-control unit 160, and simultaneously rotates the drum unit 2 to start a variable display game in which multiple symbols displayed on the left drum 2a, middle drum 2b, and right drum 2c change at a predetermined speed. 【0201】 As explained in Figures 9 and 10, when a player stops each symbol row (slot machine band) by operating the left stop button 10a, middle stop button 10b, or right stop button 10c of the stop button unit 10, the main control unit 100 performs pull-in control to align symbols corresponding to the internally winning combination on the active line, or conversely, avoidance control to prevent the symbols from aligning. The sub-control unit 160, upon receiving the lottery result command and game start signal from the main control unit 100, performs a lottery to determine whether or not to display a performance on the display performance device 11, speaker unit 12, and game status display LED unit 13, and informs the player of the lottery result, whether it is a big win (bonus win), a small win, a replay, or a miss. 【0202】 In each variation display game of general gameplay, the main control unit 100 determines that a winning combination has been formed if predetermined symbols are displayed in a line on the active line of the window section 3, and dispenses game tokens from the token dispensing device 18 and ejects them from the token dispensing outlet 16 according to the payout table shown in Figure 21. 【0203】 In the Big Bonus Game (BB game) where three red 7s line up, the continuous mechanism activates and the BB game mode ends when the number of acquired coins exceeds 360. In the Regular Bonus Game (RB game) where three blue 7s line up, the continuous mechanism activates and the RB game mode ends when the number of acquired coins exceeds 120. 【0204】 Then, when the main control unit 100 finishes the game main processing in step S170, it returns to step S130 and repeats the processing sequentially. 【0205】 Basic Example 2: Now, let me explain the effect on the presentation. When using Bluetooth, the conversion process for audio data takes time, resulting in a problem where the displayed video is ahead of the played audio. For example, when watching a baseball game, when the batter hits the ball thrown by the pitcher, light is faster, so spectators in the outfield seats can see the video of the hit, but the sound of the ball being hit is heard with a delay. 【0206】 A Bluetooth module 90, serving as a transmission device, is located in the center of the rear side of the front door 2A, below the display windows 4L, 4C, and 4R. The Bluetooth module 90 transmits and receives information data for each pachislo machine 1 via the Bluetooth antenna 91 (please note that the numbering is not standardized). 【0207】 The sub-control circuit 72 is electrically connected to the main control circuit 71 and performs processing such as determining and executing the content of the performance based on commands sent from the main control circuit 71. The sub-control circuit 72 basically consists of a CPU (hereinafter referred to as sub-CPU 74), ROM (hereinafter referred to as sub-ROM 75), RAM (hereinafter referred to as sub-RAM 76), rendering processor 82, drawing RAM 83, driver 85, DSP 86 (digital signal processor), audio RAM 87, and A / D converter 88 and amplifier 89. 【0208】 As a wireless communication control means, the sub-CPU 74 controls the output of video, sound, and light, and controls the communication of the Bluetooth module 90, in accordance with the control program stored in the sub-ROM 75, based on commands transmitted from the main control circuit 71. The sub-RAM 76 is provided with a storage area for registering determined performance content and performance data, and a storage area for various data such as internal winning combinations transmitted from the main control circuit 71. The sub-ROM 75 basically consists of a program storage area and a data storage area. The program storage area also stores the control program executed by the sub-CPU 74. For example, the control program includes a main board communication task for controlling communication with the main control circuit 71, a performance registration task for extracting random values for performance and determining and registering performance content (performance data), a drawing control task for controlling the display of video by the liquid crystal display device 5 based on the determined performance content, a lamp control task for controlling the output of light by the lamp 29, and an audio control task for controlling the output of sound by speakers 21L and 21R. 【0209】 The data storage area includes a storage area for various data tables, a storage area for performance data that constitutes each performance, a storage area for animation data related to video creation, a storage area for sound data related to BGM and sound effects, and a storage area for lamp data related to the on / off patterns of lights. It also stores image data, sound data, information related to game operation methods, and data related to the setting values of the lottery probabilities that transition to the game state, which will be displayed on the mobile phone 100 described later. In addition, the sub-control circuit 72 is connected to peripheral devices whose operation is controlled, including the liquid crystal display device 5, speakers 21L and 21R, lamps 29, and a Bluetooth module 90. The sub-CPU 74, rendering processor 82, drawing RAM 83 (including frame buffer 84), and driver 85 create video according to animation data specified by the performance content, and display the created video on the liquid crystal display device 5. In addition, the sub-CPU 74, DSP 86, audio RAM 87, A / D converter 88, and amplifier 89 output BGM and other sounds through speakers 21L and 21R according to sound data specified by the performance content. Furthermore, the sub-CPU 74 turns the lamps 29 on and off according to lamp data specified by the performance content. 【0210】 Furthermore, when the Bluetooth module 90 receives a signal from the Bluetooth module 110 on the mobile phone 100 side, it transmits information data (such as performance data that constitutes each performance, animation data related to video, sound data related to BGM and sound effects, image data and sound data that notify the game state, information related to the game operation method, and data related to each setting value of the lottery probability for transitioning to the game state) to the Bluetooth module 110 on the mobile phone 100 side via the Bluetooth antenna 91. As a result, when the mobile phone 100 accesses the pachislot 1, any type of information data stored in the storage devices such as the main ROM 32, main RAM 33, sub ROM 75, sub RAM 76, drawing RAM 83, and audio RAM 87 can be wirelessly transmitted to the mobile phone 100. This allows the player to enjoy game-related performances and other features using their mobile phone 100. 【0211】 The mobile phone 100 is equipped with a Bluetooth antenna 109 for wireless communication with the pachislo machine 1, a display 107 that displays various function settings and telephone numbers and also serves as a touch panel for setting keys, operation keys 108 including a cross-directional key for adjusting ringtone volume and call volume, displaying the contents of the memory dial on the display 107 in the required state, and selecting various function settings, as well as a dial key used for inputting telephone numbers and characters, and an earpiece for transmitting the user's voice during a call and an earpiece for listening to the sound. 【0212】 The main body forms the exterior of the mobile phone 100. The main body is divided into two parts: a case for housing the necessary interior components (including electrical components) and a cover that covers the interior components housed in the case. The case and cover are fitted together with the interior components housed inside the case. The main body also houses the necessary interior components (including electrical components). Specifically, it contains the operation keys 108, the mobile CPU 103 which controls the central control unit, and the display driver circuit 106 which is connected to the display 107 and drives the display 107. It also has a sound source IC 111, a power amplifier 112, and an earphone jack 113 for connecting headphones 101. 【0213】 The mobile CPU 103 is connected to a Bluetooth module 110 which has a mobile RAM 104, a mobile ROM 105, and a Bluetooth antenna 109, and performs control according to the program stored in the mobile ROM 105. When the Bluetooth module 110 receives information data from the pachislo machine 1, the mobile CPU 103 provides a drive signal to the display drive circuit 106 via the interface 102 based on the information data. The mobile RAM 104 stores various data for executing various functions of the mobile phone 100, such as memory dialing. In particular, the mobile RAM 104 can store information data transmitted from the pachislo machine 1 (performance data that constitutes each performance content, animation data related to video, sound data related to BGM and sound effects, image data and sound data that notify the game state, information related to the game operation method, and data related to each setting value of the lottery probability for transitioning to the game state). 【0214】 The mobile ROM 105 stores various control programs for processing various functions of the mobile phone 100. In this embodiment, it stores programs that perform sending and receiving information data with the pachislo machine 1 using Bluetooth wireless communication technology. Therefore, the mobile ROM 105 stores a transmission program that sends a signal to the Bluetooth module 90 of the pachislo machine 1, a reception program that receives information data transmitted from the pachislo machine 1 in response to the signal transmitted by the transmission program, a creation program that creates a menu screen based on the information data received by the reception program in order to obtain desired information data, a first display program that displays the menu screen created by the creation program on the display 107, a program for selecting the pachislo machine 1 from which to obtain information data from the menu screen displayed on the display 107 by the first display program, and a second display program that displays the information data of the selected pachislo machine 1 on the display 107. 【0215】 This section describes the Bluetooth connection process performed on the pachislo machine 1 and the mobile phone 100. When the pachislo machine 1 is powered on, the Bluetooth connection process on the pachislo machine side, as shown in Figure 26, is executed. Additionally, when a communication operation is performed using the operation key 108 of the mobile phone 100, the Bluetooth connection process on the mobile phone side, as shown in Figure 26, is executed. The Bluetooth connection process on the pachislo machine side and the Bluetooth connection process on the mobile phone side are executed in parallel. 【0216】 First, the main CPU 31 of pachislo 1 determines whether the Bluetooth module 90 is in a state where it can communicate (discover) (B1). That is, it determines whether it is in a state where it can respond to access from the mobile phone 100. If it is not in a state where it can communicate (discover) (B1: NO), it repeats the process of B1 until the Bluetooth module 90 becomes in a state where it can communicate (discover). On the other hand, if the Bluetooth module 90 is in a state where it can communicate (discover) (B1: YES), the main CPU 31 determines whether it has received a communication (discover) signal from the mobile phone 100 (B2). If it has not received a communication (discover) signal (B2: NO), it waits for a communication (discover) signal to be received from the mobile phone 100. If a communication (discover) signal is received (B2: YES), it sends a selection signal containing identification information to recognize pachislo 1 to the mobile phone 100 (B3). 【0217】 Next, the main CPU 31 determines whether or not it has received a connection signal from the mobile phone 100 (B4). If it has not received a connection signal (B4: NO), it waits for a connection signal from the mobile phone 100. On the other hand, if it has received a connection signal (B4: YES), pairing is completed, and the connection partner is identified (B5). That is, a wireless communication connection is established between the pachislo machine 1 and the mobile phone 100, which have completed pairing. Then, a pairing completion signal is sent to the mobile phone 100 to inform it that pairing is complete (B6). This completes the execution of the Bluetooth connection process on the gaming machine side. 【0218】 Meanwhile, the mobile CPU 103 of the mobile phone 100 determines whether or not a communication (discovery) operation has been performed using the operation keys 108 of the mobile phone 100 (A1). That is, it determines whether or not access to pachislo 1 has been made from the mobile phone 100. If there is no communication (discovery) operation (A1: NO), it waits for a communication operation. On the other hand, if a communication operation is performed (A1: YES), the mobile CPU 103 sends a communication (discovery) signal to pachislo 1 (A2). 【0219】 Next, the mobile CPU 103 determines whether or not it has received a selection signal from pachislo 1 that includes identification information to recognize that pachislo 1 (A3). If it has not received a selection signal (A3: NO), it waits for a selection signal to be received. On the other hand, if it has received a selection signal (A3: YES), it displays all the identification information for each pachislo 1 included in the received selection signal on the display 107 (A4). 【0220】 Next, from the identification information of each pachislo 1 displayed on display 107, select any pachislo It is determined whether the identification information for Pachislo 1 has been selected using the touch panel (A5). If it has not been selected (A5: NO), it enters a waiting state for selection. On the other hand, if the identification information of any Pachislo 1 is selected from among the identification information of each Pachislo 1 (A5: YES), a connection signal is sent to the Pachislo 1 with the selected identification information (A6). 【0221】 Next, the mobile CPU 103 determines whether or not it has received a pairing signal from the pachislo machine 1 (A7). If it has not received a signal (A7: NO), it waits for the pairing signal to be received. On the other hand, if it receives a pairing signal, the pairing is completed and the connection partner is identified (A8). That is, a wireless communication connection is established between the paired pachislo machine 1 and the mobile phone 100, and the program used for acquiring performance data on the mobile phone side is sent to the mobile phone 100 and executed. This completes the execution of the mobile phone side Bluetooth connection process. 【0222】 The following describes the flowchart for the mobile phone-side performance data acquisition process, which is executed on the mobile phone 100. Figure 29 is a diagram showing the display changes related to sound output settings displayed on the mobile phone 100. Figure 30 is a diagram showing the display changes of the notification screen regarding the current game status displayed on the mobile phone 100. Figure 31 is a diagram showing the display changes of the explanation screen regarding game operation methods displayed on the mobile phone 100. Note that the mobile phone-side performance data acquisition process is executed after the Bluetooth connection process described above has been completed and the program used for the mobile phone-side performance data acquisition process has become executable. 【0223】 First, the mobile CPU 103 of the mobile phone 100 uses the operation keys 108 of the mobile phone 100 to determine whether the main menu display button has been selected (C1). If the main menu display button is not selected (C1: NO), the system waits for the main menu display button to be selected. On the other hand, if the main menu display button is selected (C1: YES), the main menu shown in Figures 29, 30, and 31 is displayed (C2). 【0224】 Next, on the main menu screen, it is determined whether or not "Sound Output ON / OFF" 120 has been selected (C3). Specifically, the selection button 124 on the operation key 108 moves the cursor 123, and it is determined whether or not the confirmation button 125 has been selected to match the "Sound Output ON / OFF" item 120. If "Sound Output ON / OFF" 120 has been selected (C3: YES), the sound output ON / OFF selection process is executed (C4). This is because the display items on the display 107 change to match the sound output ON / OFF menu shown in Figure 29, and the cursor 128 is moved to switch the audio output of the mobile phone 100 ON (126) or OFF (127), and it is determined whether or not the confirmation button 130 has been selected to match the "Sound Output ON" 126 or "Sound Output OFF" item. As a result, the sound effects used in the game of Pachislo 1 become available for output from the headphones 101 attached to the mobile phone 100. After the sound output ON / OFF selection process is completed, this process ends. If the back button 131 is selected, the user will return to the main menu screen shown in Figure 29. 【0225】 On the other hand, if "Sound Output ON / OFF" 120 is not selected (C3:NO), it is determined whether or not "Current Game Status" 121 has been selected on the main menu screen shown in Figure 30 (C5). Specifically, by pressing the selection button 124 on the operation key 108, Sol 123 is moved to determine whether the confirmation button 125 is selected according to the "current game state" item 121. If the "current game state" 121 is selected (C5: YES), the current game state is inquired about (C6: A signal to inquire about the current game state is sent to pachislo 1). Then, information about the current game state is obtained from pachislo 1 (C7). As a result, the current game state is determined by the operating flag stored in sub-RAM 76, and the corresponding image data and sound data are sent from pachislo 1 to mobile phone 100. 【0226】 Then, based on the image data and sound data acquired in C7, the system executes a notification process for the current game state (C8). As shown in Figure 30, the current game state ("General Game State" 140, "RB Game State" 141, "BB Game State" 142) is indicated by the cursor 144. If the current game state of pachislo 1 is "General Game State", a notification screen 145 (image data) indicating that the current game state is General Game State is displayed on the display 107, and a "Classic" sound effect (sound data) is output from the headphones 101 attached to the mobile phone 100. If the current game state of pachislo 1 is "RB Game State", a notification screen 146 (image data) indicating that the current game state is RB Game State is displayed on the display 107, and a "Pop" sound effect (sound data) is output from the headphones 101 attached to the mobile phone 100. Furthermore, if the current game state of pachislot 1 is "BB game state," a notification screen 147 (image data) indicating that the current game state is BB game state is displayed on the display 107, and a "rock-style" sound effect (sound data) is output from the headphones 101 attached to the mobile phone 100. Once the notification process for the current game state is complete, this process ends. If the back button 143 is selected, the user will return to the main menu screen shown in Figure 30. 【0227】 On the other hand, if "Current Game Status" 121 is not selected (C5:NO), it is determined whether "Game Operation Method Voice Guidance" 122 is selected or not on the main menu screen shown in Figure 31 (C9). Specifically, the cursor 123 is moved using the selection button 124 of the operation key 108, and it is determined whether the confirmation button 125 is selected to match the item "Game Operation Method Voice Guidance" 122. If "Game Operation Method Voice Guidance" 122 is not selected or not (C9:NO), this process ends. 【0228】 On the other hand, if "Voice guidance for game operation" 122 is selected (C9: YES), a request for instructions on how to operate the game is made (C10: A signal requesting instructions for how to operate the game is sent to pachislo 1). Then, information regarding how to operate the game is obtained from pachislo 1 (C11). As a result, the information regarding how to operate the game stored in sub-ROM 75 is transmitted from pachislo 1 to mobile phone 100. 【0229】 Then, based on the information regarding game operation methods obtained in C11, the process of guiding players on how to operate the game is executed (C12). This is when the "Game Operation Method Voice Guidance" menu shown in Figure 31 is displayed on the display 107, and the items "Voice Guidance ON / OFF" 150, "Basic Function Explanation" 151, "Winning Combination Explanation" 152 and the cursor 153 are displayed. When the "Voice Guidance ON / OFF" 150 item is selected, the voice guidance ON / OFF switching screen 155 is displayed, and the voice guidance is switched ON / OFF using the selection button 124 and the confirm button 125. Also, when the "Basic Function Explanation" 151 item is selected, the pachislot 1 game operation explanation screen 156 is displayed using the selection button 124. In this way, by selecting the items the player needs, explanation screens for various items are displayed on the display 107. If voice guidance is ON, the game operation is explained by voice. Furthermore, when the "Winning Combination Explanation" item 152 is selected, the explanation screen 157 for the various winning combinations and payouts of Pachislo 1 is displayed via the selection button 124. This allows the player to select the items they need. Selecting an option will display a screen on display 107 explaining various winning combinations and payouts. If voice guidance is ON, the system will provide voice explanations of the winning combinations and payouts. Once the game operation guidance is complete, this process will end. If the back button 154 is selected, the system will return to the main menu screen shown in Figure 31. 【0230】 This section describes the flowchart for the game machine-side performance data transmission process performed in pachislot 1. First, the sub-CPU 74 determines whether or not it has received a signal from the mobile phone 100 inquiring about the current game status (D1). 【0231】 If no signal is received to inquire about the current game state (D1: NO), the process proceeds to D3. On the other hand, if a signal is received to inquire about the current game state (D1: YES), the sub-CPU 74 transmits information about the current game state (D2). That is, the current game state is determined by the operational flag stored in the sub-RAM 76, and the corresponding image data and sound data are transmitted from the pachislo machine 1 to the mobile phone 100. 【0232】 Next, the sub-CPU 74 determines whether or not it has received a signal from the mobile phone 100 regarding the game operation method (D3). If it does not receive a signal regarding the game operation method (D3: NO), this process ends. On the other hand, if it does receive a signal regarding the game operation method (D3: YES), the sub-CPU 74 transmits information regarding the game operation method (D4). That is, it transmits the information regarding the game operation method stored in the sub-ROM 75 from the pachislo machine 1 to the mobile phone 100. This concludes this process for now. 【0233】 With the above configuration, when an inquiry regarding the game status (general game status, RB game status, BB game status) is received from the mobile phone 100, image data and sound data indicating the currently running game status can be wirelessly transmitted to the mobile phone 100. As a result, the player can find out the current game status via the display 107, headphones 101, etc. of their mobile phone 100. 【0234】 Furthermore, if an inquiry regarding game operation is received from the mobile phone 100, information data guiding the game operation can be sent to the mobile phone 100. This allows the player to learn how to operate the game using the display 107 and headphones 101 of their mobile phone 100. 【0235】 The main CPU 31 may also transmit information regarding each of the setting values from setting value 1 to setting value 6 to the mobile phone 100 as image data and sound data. In this case, the pachislo machine 1 can transmit image data and sound data informing the mobile phone 100 of information regarding each of the setting values from setting value 1 to setting value 6. This allows the player to learn about the setting values related to the lottery probability set in the pachislo machine 1 using the display 107 and voice guidance on their mobile phone 100, and to get a hint to select a pachislo machine 1 with a high probability when choosing which pachislo machine to play. 【0236】 In this case, when the mobile phone 100 inquires about the setting value of the lottery probability for transitioning to the game state, the pachislo machine 1 can transmit information data (a hint about which of the six levels the setting value of the pachislo machine 1 is currently in) to the mobile phone 100, providing information on multiple types of lottery probabilities. This allows the player to see the information on the display 1 of their mobile phone 100. By using device 07 and headphones 101, etc., it is possible to find out the setting value, which is information regarding the probability of winning a slot machine 1, and when a player chooses a slot machine 1 to play, they can get a hint to choose a slot machine 1 that is set to a high probability. 【0237】 Figure 169 is a schematic diagram showing the adjustment screen between the visual effects and the wireless audio signal. Figure 170 is a block diagram of the delay processing. 【0238】 Once pairing between a mobile device (such as a smartphone) and the pachislot machine is complete, an adjustment screen can be displayed to correct the discrepancy between the visual effects and the wireless audio signal, for example, by using the directional keys. However, if pairing is not complete, the sub-control unit will not display this adjustment screen even if the directional keys are used. 【0239】 Figure 169(A) shows the initial screen of the adjustment screen. The vertical line on the far left is the cursor, and this cursor moves to the right while the video and wireless audio signals are being adjusted (see Figure 169(B)). Figure 169(B) shows the case where the video playback delay time is 0 seconds (delay level 0), and when the cursor passes the peak waveform, a "beep" sound is emitted from the smartphone's headphones. In other words, the difference between the position of the cursor where the beep occurred and the peak waveform is the delay time, and it can be seen that there is a considerable discrepancy. Furthermore, the wireless audio signal is delayed compared to the video, which causes a sense of unease for the player. 【0240】 When the player operates the directional pad to change the delay time from 0.1 seconds (delay level +1) to 0.4 seconds (delay level +4), the cursor that emits a "beep" sound gradually moves to the left (not shown). 【0241】 Furthermore, if the player uses the directional keys to set the delay time to, for example, 0.5 seconds (delay level +5) (see Figure 169(C)), the position of the cursor that emits the "beep" sound and the position of the peak waveform will almost coincide. This eliminates the delay between the visual effects and the wireless audio signal. Then, if the player uses the directional keys to adjust the delay time from 0.6 seconds (delay level +6) to 1.0 second (delay level +10), the position of the cursor that emits the "beep" sound will move to the left of the peak waveform (not shown), and the wireless audio signal will play faster than the visual effects, which will feel unnatural to the player. This allows the player to set the delay level themselves on the adjustment screen and determine the optimal delay level based on the timing of cursor movement and "beep" sound playback. 【0242】 In other words, a slot machine is equipped with a performance control means (sub-control unit) that performs performances according to the game based on video data and audio data, an audio signal conversion means that converts audio data into a wireless audio signal, a transmission means that transmits the wireless audio signal to a mobile terminal, and a delay means that delays the playback timing of the video data, and the performance control means can perform the performances based on the playback timing delayed by the delay means. 【0243】 Furthermore, in consideration of the delay that occurs during communication between Bluetooth and earphones, we have implemented a mechanism to handle this delay internally (see Figure 170). 【0244】 1) In the case of a stop sound: After the player presses the stop button, the main unit sends a signal a certain number of frames before the reels actually stop, and in response to that signal, it plays a stop sound even though the reels are not yet stopped. In other words, the stop sound is emitted while the reels are not stopped, and the delay makes it sound like the reels have just stopped. 【0245】 2) In the case of a starting sound: If there is a reel weight, a signal is sent from the main unit a specific number of frames before the weight is released, and in response to that signal, a starting sound is emitted even though the reel has not started. In other words, the starting sound is emitted while the reel is not rotating, and the delay makes it sound just right as the reel starts. 【0246】 3) In the case of special effects 1: After the player presses the stop button, a signal is sent from the main unit a certain number of frames before the reels stop, and the machine reacts to this signal by playing special effects sounds even though the reels are not yet stopped. In other words, the special effects are played while the reels are still moving, and the delay makes the effects appear to occur at the exact moment. 【0247】 4) In the case of special effects 2: If there is a reel weight, a signal is sent from the main unit a specific number of frames before the weight is released, and in response to that signal, the special effect sound is played even though the reels have not started. In other words, the special effect is played while the reels are not rotating, and the delay makes the effect just right. [Examples] 【0248】 Figure 23 is a diagram showing the pattern arrangement on the drum. 【0249】 Each of the left drum 2a, middle drum 2b, and right drum 2c has a reel band (not shown) attached around its outer circumference, depicting the left drum design, the middle drum design, and the right drum design, respectively. 【0250】 Each slot machine features 21 symbols arranged in different patterns. These include the "Pentagon (Red)," "Pentagon (Blue)," and "Pentagon (White)" symbols that trigger bonuses, as well as the "Red 7," "Bell," "Square (Red)," "Square (Blue)," and "Square (White)" symbols that make up various small wins, and the replay symbol that triggers re-spins. The three types of pentagon symbols also serve as small win symbols. 【0251】 Figure 24 is a diagram for determining the display of combinations of patterns. 【0252】 When all three drums have stopped, the main control unit 100 determines the combination of symbols that will result in a win and activation on the active line of the window section 3, according to the number of game tokens inserted (3 tokens for general play). 【0253】 Figure 24(B) shows the active lines when the prescribed number of 3 game tokens are inserted. The four lines become active in the order of left drum 2a, middle drum 2b, and right drum 2c: the 1st line (upper, middle, lower: downward right), the 2nd line (lower, middle, upper: upward right), the 3rd line (upper, middle, upper: V-shape), and the 4th line (lower, middle, lower: mountain shape or inverted V-shape). Note that in the bonus game (RB: when the first type special mechanism is activated), the prescribed number of game tokens is 2, but the active lines are exactly the same for lines 1 to 4. 【0254】 Figure 25 shows the payout table when the special feature is not activated (during normal gameplay, the prescribed number of 3 coins). 【0255】 When all three drums have stopped, the main control unit 100 determines the combination of symbols that will result in a win or activation on the active line (see Figure 24) corresponding to the number of game tokens inserted. In this case, the active line is the same regardless of the number of tokens inserted (3 or 2). 【0256】 (1) Bonus role (RB: Type 1 Special Role): This role occurs when any of the following symbols stop on an active line: (Pentagon (Red), Pentagon (Blue), Pentagon (White)) on the left drum 2a, (Pentagon (Red), Pentagon (Blue), Pentagon (White)) on the middle drum 2b, or ((Pentagon (Red), Pentagon (Blue), Pentagon (White))) on the right drum 2c. The number of coins won is 0, and a regular bonus game is awarded afterward. There are 27 combinations of bonus symbols (3x3x3), and when a single symbol is internally selected, the symbols are arranged so that the predetermined bonus symbol will stop on one of the active lines and always result in a win, regardless of the order or timing of the stop button operation 10. This regular bonus game is a maximum of 8 rounds and ends after 8 wins, but since only 2 coins are inserted and 2 coins are always won, there is no increase or decrease in the number of coins. No. On the other hand, if the expected value of the increase or decrease in the number of coins in the regular bonus game is set to 0, and the game is configured so that the winning small role is missed, the number of coins will decrease as in normal play, thus creating a disadvantageous situation for the player. In the initial state (RT0 state: replay probability is approximately 1 / 7.3), when a bonus role (RB) is internally won (condition device activated), the probability of winning a replay changes from the next game, and the game enters a high-probability replay state (RT1 state: replay probability is approximately 1 / 1.8). When the regular bonus game caused by the activation of this bonus role ends (activation ends), the probability of winning a replay changes and returns to the initial state (RT0 state). In other words, the player will play the variable display game in one of the following game states: RT0 state, RT1 state, or regular bonus game state. Note that this initial state is the normal gameplay state (see Figure 26). 【0257】 (2) Red 7 small win (FR1: 1st target small win): This is the name of the win that occurs when the red 7 symbol on the left drum 2a, the bell symbol on the middle drum 2b, and the bell symbol on the right drum 2c are aligned and stop on the active line, and the number of coins obtained (payout) is 15. When the red 7 small win is internally won in the lottery, one FR1 (Fruit 1) condition device is activated. FR1 has only one combination of symbols, and assuming it is internally won on its own, the symbols are arranged so that the predetermined red 7 small win symbol will stop on any one of the active lines and always result in a win, regardless of the stopping order or timing of the stop button section 10. As will be described later, the red 7 small win is designed to be won simultaneously with one of the 1-coin small wins for push order control, left 1-3, middle 1-3, or right 1-3, in RT0 state or RT1 state. The first target winning combination is the winning combination that should be achieved, and it is advantageous for the player. 【0258】 (3) Bell small win (FR2: Second target small win): This is the name of the win that occurs when the bell symbol aligns on an active line, and the number of coins won is 2. When the bell small win is internally won in the lottery, one FR2 (Fruit 2) condition device is activated. FR2 has only one combination of symbols, and assuming it is internally won on its own, the symbols are arranged so that the bell symbol will always stop on one of the active lines and be awarded, regardless of the stopping order or timing of the stop button section 10. As will be described later, the bell small win is awarded simultaneously with one of the single-coin small wins used for push order control: left 1-3, middle 1-3, or right 1-3, in RT0 state or RT1 state. The second target small win is the small win that should be awarded, and is advantageous to the player. 【0259】 The single-coin winning combination for button press control is a combination used to draw in the aforementioned bonus combination (bonus draw-in combination). In this embodiment, there are nine types of these combinations. If the order of pressing the stop buttons is correct, the simultaneously won red 7 combination (first target combination) or bell combination (second target combination) is awarded. On the other hand, if the order is incorrect, a single-coin combination or a simultaneously won bonus combination is awarded. The probability of winning a bonus combination in the case of an incorrect order is 2 / 3. 【0260】 (4) Single-coin small win Left 1 (FR3): This is the name of the win that occurs when a square (brown) symbol appears on the left drum 2a, one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the middle drum 2b, and one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the right drum 2c (there are 9 possible symbol combinations) and all line up on an active line, resulting in a payout of 1 coin. When the single-coin small win Left 1 is internally selected in the lottery, one FR3 (Fruit 3) condition device is activated. FR3 has 9 possible symbol combinations, and assuming it is internally selected individually, if the left stop button 10a is operated at the timing when the square (brown) symbol can be drawn in, the symbols are arranged so that the predetermined single-coin small win Left 1 symbol stops on any one of the active lines and results in a payout, regardless of the order or timing of the other stop button operations 10. Conversely, if you operate the left stop button 10a at a time when you cannot pull in the square (brown) symbol, it will result in a loss. Note that the first stop operation is stored as the button press data 1 (01 in 2-bit binary) corresponding to the single-coin small win left 1. However, it is possible to program the button press order determination program to deduce that the first stop operation is the left stop button 10a if it is the single-coin small win left 1, but this would take time to process and require a certain amount of data, so generally the button press order data is stored. 【0261】 (5) Single-coin small win left 2 (FR4): This is the same as the single-coin small win left 1, except that the symbol on left drum 2a has changed to a square (blue) symbol. The rest is the same, so the explanation is omitted. 【0262】 (6) Single-coin small win on the left 3 (FR5): This is the same as the single-coin small win on the left 1, except that the symbol on the left drum 2a has changed to a square (white) symbol. The rest is the same, so the explanation is omitted. 【0263】 (7) One-coin small win 1 (FR6): This is the name of the win that occurs when one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) is lined up on the active line on the left drum 2a, a square (brown) symbol is lined up on the middle drum 2b, and one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) is lined up on the right drum 2c (there are 9 possible symbol combinations), and one coin is awarded. When the one-coin small win 1 is internally selected in the lottery, one FR6 (Fruit 6) condition device is activated. FR6 has 9 possible symbol combinations, and assuming it is internally selected individually, if the middle stop button 10b is operated at the timing when the square (brown) symbol can be drawn in, the symbols are arranged so that the predetermined one-coin small win 1 symbol will stop on one of the active lines and be awarded, regardless of the order or timing of the other stop button operations 10. Conversely, if you operate the middle stop button 10b at a time when you cannot pull in the square (brown) pattern, it will result in a loss. As mentioned above, the number 2 is stored as the push order data (10 in 2-bit binary) corresponding to the single-coin small win 1, meaning that the first stop operation is the middle stop button 10b. 【0264】 (8) Single-coin small win 2 (FR7): This is the same as single-coin small win 1, except that the symbol on the middle drum 2b has changed to a square (blue) symbol. The rest is the same, so the explanation is omitted. 【0265】 (9) Single-coin small win 3 (FR8): This is the same as single-coin small win 1 except that the symbol on the middle drum 2b has changed to a square (white) symbol, and everything else is the same, so the explanation is omitted. 【0266】 (10) Single-coin small win Right 1 (FR9): This is the name of the win that occurs when one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) is lined up on the left drum 2a, one of the symbols (pentagon (red), pentagon (blue), or pentagon (white)) is lined up on the middle drum 2b, and a square (brown) symbol (there are 9 possible symbol combinations) is lined up on the right drum 2c and stops on an active line, and one coin is awarded. When the single-coin small win Right 1 is internally won in the lottery, one FR9 (Fruit 9) condition device is activated. FR9 has 9 possible symbol combinations, and assuming it is internally won individually, if the right stop button 10c is operated at the timing when the square (brown) symbol can be pulled in, the symbols are arranged so that the predetermined single-coin small win Middle 1 symbol stops on any one of the active lines and is awarded, regardless of the order or timing of the other stop button operations 10. Conversely, if you operate the right stop button 10c at a time when you cannot pull in the square (brown) symbol, it will result in a loss. As mentioned above, the number 3 is stored as the push order data (11 in 2-bit binary) corresponding to the single-coin small win on the right 1, meaning that the first stop operation is the right stop button 10c. 【0267】 (11) Single-coin small win on the right 2 (FR10): This is the same as the single-coin small win on the right 1, except that the symbol on the right drum 2c has changed to a square (blue) symbol. The rest is the same, so the explanation is omitted. 【0268】 (12) Single-coin small win on the right 3 (FR11): This is the same as the single-coin small win on the right 1, except that the symbol on the right drum 2c has changed to a square (white) symbol. The rest is the same, so the explanation is omitted. 【0269】 (13) Replay: This is the name of the winning combination that occurs when three replay symbols line up on an active payline. No medals are awarded for this combination, and an RP flag is set in the flag area. Replay is always activated whether this is a standalone win or a simultaneous win with other minor wins or bonus wins. There is only one type of combination of symbols for a replay, and the next game can be played without inserting medals by operating the start lever 9. Note that even if a replay is activated, it does not trigger a change in the RT (replay winning probability). 【0270】 This embodiment describes the basic configuration, and it is possible to include not only the winning combinations mentioned above, but also rare combinations such as cherries and watermelons, other special replay combinations, and the red 7 replay combination that can only be won during bonus games (a replay combination that appears as if the red 7 symbols are aligned on the upper, middle, or lower horizontal lines, which are invalid lines). When these rare combinations are internally won, an ART lottery is held, or when the red 7 replay combination is internally won, ART is confirmed, and multiple sets of ART are awarded through a lottery. 【0271】 Figure 26 is a conceptual diagram showing the transitions between game states and the probabilities of drawing various winning combinations. Figure 26(B) shows the probability of drawing during normal gameplay, Figure 26(C) shows the probability of drawing during RB (Regular Bonus), and Figure 26(D) shows the probability of drawing during RB. 【0272】 In Figure 26(A), a regular game (labeled "General Gameplay" in the figure) begins in the game following the end of a regular bonus game (RB game) or the game following a reset of the stage setting value. The replay probability (the probability of winning a replay) in this general game is approximately 1 / 7.3. 【0273】 When the bonus role, RB, is internally triggered and the RB is awarded in that game, the RB game starts from the next game. The RB game ends after 8 games or 8 awards, and from the next game onwards, the game returns to a normal replay state with a lower probability of winning the replay role. When a player is in a losing streak, the game repeats the cycle of normal gameplay (medal loss in normal replay state) → internal RB trigger → RB award → 8 RB games → RB game ends → normal gameplay. 【0274】 On the other hand, even if an RB (Regular Bonus) is internally triggered during normal gameplay, if the RB is not awarded, the game enters an RT (Replay Time) state where a bonus role is internally triggered (RB is internally active) (see the shaded area in Figure 26(A)). As will be explained later, there are no misses (failures) in this RT state, so players can play the variable display game in an advantageous state. 【0275】 During normal gameplay (see Figure 26(B)), the number of RB (Regular Bonus) occurrences is 12,000, and the probability of winning is 12,000 / 65,536. The number of occurrences where RB, bell, and single-coin combinations are won simultaneously is 6,000, and the probability of winning is 6,000 / 65,536. The number of occurrences where red 7 and single-coin combinations are won simultaneously is 23,000, and the probability of winning is 23,000 / 65,536. The number of replay occurrences is 8,978, and the probability of winning is 8,978 / 65,536 (1 / 7.3). On the other hand, the probability of not winning (missing) is 15,558 / 65,536 (1 / 4.2). 【0276】 During the RB (Regular Bonus) internal state (see Figure 26(C)), no RB lottery is conducted, so the probability of winning is 0. The RB internal state is the state where the RB flag is set and an RB has already been won. During this RB internal state, the probability of winning a replay changes, resulting in a high-probability replay state (RT state). The lottery area of 12,000 for RB and 15,558 for unsuccessful (missed) RBs shown in Figure 26(B) becomes the new replay winning area. Therefore, the original replay number of 8,978 is added to the 12,000 and 15,558 numbers, resulting in a total of 36,536. The probability of winning a replay is 36,536 / 65,536 (approximately 1 / 1.8), and there are 0 unsuccessful attempts. In other words, during the RB internal state where there are no misses, the AT function is activated, and the player is notified of the order of pressing buttons to win the red 7 and bell symbols, allowing the player to efficiently acquire medals. 【0277】 Calculating the expected value during RB, the probability of winning the red 7 combination is 23000 / 65536, and the increase in coins is 12 (15 coins paid out - 3 coins inserted), resulting in 4.2 coins / game. On the other hand, the probability of winning the bell combination is 6000 / 65536, and the increase in coins is -1 (2 coins paid out - 3 coins inserted), resulting in -0.09 coins / game. Even if a replay is won, the next game can be played without inserting any more coins, so the expected value does not change. Therefore, if AT is activated during RB and the red 7 combination and bell combination are won, the average increase will be approximately 4.1 coins / game, achieving the highest net increase in coins for a 5th generation machine. 【0278】 During RB (see Figure 26(D)), the number of bell symbols is 65536, and the probability of winning is 100%. Since 2 coins are paid out and 2 coins are inserted, there is no increase or decrease in the number of coins during this period. However, by drawing multiple types of symbols and making it possible to miss them depending on the order in which the buttons are pressed, it is possible to intentionally lower the expected value of the number of coins acquired. 【0279】 Figure 27 is a conceptual diagram showing the state of simultaneous winning of roles. 【0280】 Figure 27(A) shows the state during normal gameplay where RB, bell (FR2), and single-coin (FR3) are all won simultaneously (see Figure 26(B)). Since the button press order data for the single-coin (FR3) is 1, the correct operation sequence is to stop the left button 10a. 【0281】 Figure 27(B) shows the state where the red 7 small win (FR1) and the single-coin small win (FR7) are won simultaneously during normal gameplay (see Figure 26(B)). Since the button press order data for the single-coin small win (FR7) is 2, the correct operation sequence is to press the middle stop button 10b. 【0282】 Figure 27(C) shows the state in RB where the red 7 small win (FR1) and the single-coin small win (FR11) are won simultaneously (see Figure 26(C)). In RB, the RB flag is naturally set, and the RB is won without any further drawing. The push order data for the single-coin small win (FR11) is 3, so the correct operation sequence is to stop the right button 10c. 【0283】 Figure 28 is a schematic diagram showing the display state of the window section in chronological order. 【0284】 For example, during normal gameplay, if the RB, bell symbol (FR2), and single-coin symbol (FR3) shown in Figures 26(B) and 27(A) are simultaneously won through random number generation, the RB flag, FR2 flag, and FR3 flag will be set. 【0285】 When all the drums of the drum unit 2 are rotating, and the player operates the left stop button 10a at the first stop, the main control unit 100 determines that this matches the stored control information (pulling in the bell symbol at the first left stop) (the button press order is "correct"). Therefore, regardless of the order of the subsequent second and third stop operations, the stop control process ensures that only the bell symbol is awarded and pays out two medals. In other words, the main control unit 100 starts a variable display game that changes three rows of symbols, and through a draw for the winning combination (also called "symbol draw"), it simultaneously internally selects RB, the bell symbol (second target symbol), and the 1-coin symbol (there are 9 possible symbol combinations), which is a button press order-specified symbol. When the stop button unit 10 is operated in the button press order (left first) corresponding to this 1-coin symbol, the bell symbol is stopped on the active line and the bell symbol is awarded. Furthermore, as will be explained later, if the button press order is correct, the system will stop the reels in a way that prevents either the internally awarded RB or the single-coin small win from being awarded. 【0286】 Figure 28(A) shows the state in which all drums of drum unit 2 are rotating. In this state, if the player stops the left stop button 10a at the first stop when the red 7 No. 9 is in the reference position (the red 7 No. 9 is in a state where it can immediately stop at the lower position of the left drum 2a; see Figure 28(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the active lines. In this case, the bell symbol No. 5, which is four spaces above, is stopped at the lower position of the left drum 2a (see Figure 28(C)). As a result, the left drum 2a slides four spaces and stops. The main control unit 100 can also stop the square (brown) symbol of the simultaneously winning single-coin prize (FR3) on the active line, but it stops the bell symbol that makes up the bell prize with a large payout. However, the main control unit 100 is configured to stop the reels in a way that prioritizes aligning the minor role symbols over the bonus role symbols when it is possible to draw in either a bonus role or a minor role symbol. 【0287】 Figure 29 is a schematic diagram showing the display state of the window section in chronological order. 【0288】 Figure 29(A) is the same as Figure 28(C). When the left drum 2a stops and the bell symbol is displayed on the lower row, if the player stops the middle stop button 10b at the second stop, the main control unit 100 stops, for example, bell symbol No. 8 on the middle row of the middle drum 2b (see Figure 29(B)). Since the five bell symbols on the middle drum 2b are spaced at least 4 frames apart, it is possible to stop any of the bell symbols within the pull-in range on the middle row of the middle drum 2b to create a "tenpai" state. The tenpai state in Figure 29(B) is also synonymously referred to as the "reach state" for a predetermined winning combination. 【0289】 In the winning state shown in Figure 29(B), when the player stops the right stop button 10c at the third stop, the main control unit 100 stops, for example, the bell symbol No. 7 on the upper part of the right drum 2c (see Figure 29(C)). Since the six bell symbols on the right drum 2c are arranged within 4 frames of each other, it is possible to stop any of the bell symbols on the upper or lower part of the right drum 2c to win a prize (the second line in the diagram). If it stops on the upper part, it becomes a strong bell, and an AT lottery is held with a high probability. 【0290】 Figure 30 is a schematic diagram showing the display state of the window section in chronological order. 【0291】 Figure 30(A) is the same as Figure 29(A). When the left drum 2a stops and the bell symbol is displayed on the lower row, if the player stops the right stop button 10c at the second stop, the main control unit 100 stops the bell symbol No. 7 on the upper row of the right drum 2c, similar to Figure 29(C) (see Figure 30(B)). Since the six bell symbols on the right drum 2c are arranged within a 4-frame interval, it is possible to stop any of the bell symbols within the pull-in range on the upper or lower row of the right drum 2c to create a winning combination. 【0292】 In the winning state shown in Figure 30(B), when the player stops the middle stop button 10b at the third stop, the main control unit 100 stops, for example, the bell symbol No. 8 in the middle position of the middle drum 2b (see Figure 30(C)). Since the five bell symbols on the middle drum 2b are spaced at least 4 frames apart, it is possible to stop any of the bell symbols within the pull-in range in the middle position of the middle drum 2b and win a prize (second line in the figure). In other words, if RB, bell symbols, and left-first single-coin symbols (FR3~FR5) are won simultaneously, if the first button pressed is the left stop button 10a, the bell symbols will be won regardless of how the button is operated afterward, while RB or single-coin symbols will not be won. As a result, in the next game and subsequent variable display games, the game enters a high-probability replay state (RT state) while RB is internally won, allowing the player to play without losing (missing). In AT mode, the sub-control unit 160 uses the display and presentation device 11 and the speaker unit 12 to announce a predetermined first sequence (in this case, left first) for winning the bell prize. 【0293】 Figure 31 is a schematic diagram showing the display state of the window section in chronological order. 【0294】 Figure 31(A), like Figure 28(A), shows the state in which all the drums of the drum unit 2 are rotating. In this state, if the player presses the middle stop button 10b at the first stop, for example when the No. 1 pentagon (red) is in the reference position (the No. 1 pentagon (red) is in a state where it can stop immediately at the lower position of the middle drum 2b; see Figure 31(B)), the main control unit 100 stops the No. 17 pentagon (white) symbol, which is 5 frames above the middle position of the middle drum 2b through which the active line passes (see Figure 31(C)). As a result, the middle drum 2b slides 4 frames before stopping. Furthermore, the main control unit 100 can also stop the bell symbol (No. 19) of the simultaneously won bell small win (FR2) on the active line, but the push order data is 1, which means left first, and the push order is incorrect, so it stops the pentagon (white) symbol of the single small win (FR3) that is within the pull-in frame range on the active line. In addition, no matter when the player operates the middle drum 2b at the first stop, it can stop one of the pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the single small win (FR3), which are located at intervals of 4 frames at the furthest point, in the middle position. However, the reason the main control unit 100 does not pull in the bell symbol is that when a single-coin winning symbol is pulled in, the number of symbol combinations is 3 (square (brown), pentagon (white), pentagon (red / blue / white)), while when a bell winning symbol is pulled in, the number of symbol combinations is 1. In either case, the single-coin winning symbol (FR3) has more symbol combinations than the bell winning symbol. In other words, if the order of pressing the buttons for the first stop is incorrect, the symbols that make up the single-coin winning symbol (FR3) can be pulled in and stopped on the active line. And since this single-coin winning symbol also serves as the RB symbol, the result is that symbols for both winning combinations are pulled in. 【0295】 Figure 32 is a schematic diagram showing the display state of the window section in chronological order. 【0296】 Figure 32(A) is the same as Figure 31(C). When the middle drum 2b stops and the replay symbol is displayed on the lower row, if the player stops the right stop button 10c at the second stop, the main control unit 100 stops, for example, the pentagon (red) symbol No. 3 on the lower row of the right drum 2c (see Figure 32(B)). Note that the pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the single-coin small win (FR3) are arranged on the right drum 2c at 6-frame intervals, so it is possible to stop any of the pentagon (red / blue / white) symbols within the pull-in range on the upper or lower row of the right drum 2c to create a winning combination. In this case, not only the single-coin small win (FR3) but also the RB win will be in a winning combination state (double winning combination state). 【0297】 In the double-tenpai state shown in Figure 32(B), if the player stops the left stop button 10a at the third stop when the bell symbol No. 5 is in the reference position, the main control unit 100 stops the square (brown) symbol No. 4, which is one frame above, in the lower position of the left drum 2a, and awards a single-coin prize (FR3) on the fourth line (see Figure 32(C)). Furthermore, if the left stop button 10a is stopped when the discarded symbol No. 10 to the square (brown) symbol No. 4 are in the reference position, the square (brown) symbol No. 4 will be stopped on the first line or the fourth line, and a single-coin prize (FR3) can be awarded. In other words, the stopping operation is only required within a range of 7 frames out of 21, so the probability of winning is 1 / 3. As a result, in subsequent games with variable display settings, the game enters a high-probability replay state (RT state) where an RB (Regular Bonus) has been internally won, allowing players to play without losing (getting a miss). 【0298】 Figure 33 is a schematic diagram showing the display state of the window section in chronological order. 【0299】 Figure 33(A) shows the same double-tenpai state as Figure 32(B). When the player stops the left stop button 10a at the third stop, with the discarded symbol No. 3 in the reference position, the main control unit 100 stops the pentagon (red) symbol No. 1, which is two spaces above, in the lower position of the left drum 2a, causing the RB (Regular Bonus) to land on the fourth line (see Figure 33(B)). 【0300】 Furthermore, in the state shown in Figure 33(A), if the player stops the left stop button 10a at the third stop when the No. 11 square (blue) is in the reference position, the main control unit 100 stops the No. 8 pentagon (blue) symbol, which is three spaces above, in the lower position of the left drum 2a, and the RB prize is awarded on the 4th line (see Figure 33(C)). In other words, if the player stops the left stop button 10a when any of the No. 1 to No. 3 or No. 11 to No. 21 symbols is in the reference position, the RB symbol will stop on the 1st line or the 4th line, and the RB prize will be awarded. In other words, if the player stops the machine within a range of 14 out of 21 spaces, the RB prize will be awarded, and the probability of winning is 2 / 3. As a result, the next game will be a bonus game, and the player will continue playing without increasing their medal count. Furthermore, if you operate the left stop button 10a at the second stop, the winning pattern will ultimately be the same, so we will omit the explanation. 【0301】 Figure 34 is a schematic diagram showing the display state of the window section in chronological order. 【0302】 For example, during normal gameplay, if the red 7 small win (FR1) and the single-coin small win (FR7) shown in Figures 26(B) and 27(B) are simultaneously won through random number generation, the FR1 flag and the FR7 flag are set. 【0303】 When all the drums of the drum unit 2 are rotating, and the player operates the middle stop button 10b at the first stop, the main control unit 100 determines that this matches the stored control information (pulling in the bell symbol at the first middle stop) (i.e., the button press order is "correct"). Therefore, regardless of the order of the subsequent second and third stop operations, the stop control process ensures that only the red 7 small win is awarded and pays out 15 medals. In other words, the main control unit 100 starts a variable display game that changes the three rows of symbols, and through a draw for the winning combination, it simultaneously internally selects the red 7 small win (first target small win) and the 1-coin small win (there are 9 possible symbol combinations), which is a button press order-specified small win. When the stop button unit 10 is operated in the button press order (middle first) corresponding to this 1-coin small win, the bell symbol is stopped on the active line and the red 7 small win is awarded. Furthermore, as will be described later, if the button press order is correct, the stop control is performed to prevent the internally selected 1-coin small win from being awarded. 【0304】 Figure 34(A) shows the state in which all drums of drum unit 2 are rotating. In this state, if the player stops the machine by pressing the middle stop button 10b at the first stop when the bell symbol No. 8 is in the reference position (the pentagon (blue) symbol No. 7 is in a state where it can immediately stop in the middle position of the middle drum 2b; see Figure 34(B)), the main control unit 100 performs pull-in control so that the bell symbol stops on the active line. In this case, the bell symbol No. 3, which is 5 frames above, is stopped in the middle position of the middle drum 2b (see Figure 34(C)). As a result, the middle drum 2b slides 4 frames before stopping. Note that in this case, the main control unit 100 cannot stop the square (blue) symbol of the simultaneously winning single-coin prize (FR7) on the active line because it is not within the pull-in range. 【0305】 Figure 35 is a schematic diagram showing the display state of the window section in chronological order. 【0306】 Figure 35(A) is the same as Figure 34(C). When the middle drum 2b stops and the bell symbol is displayed in the middle position, if the player stops the right stop button 10c at the second stop, the main control unit 100 stops, for example, bell symbol No. 11 on the upper position of the right drum 2c (see Figure 35(B)). Since the six bell symbols on the right drum 2c are spaced at least 3 frames apart, it is possible to stop any of the bell symbols within the pull-in range on the upper or lower position of the right drum 2c to create a winning combination. 【0307】 In the winning state shown in Figure 35(B), when the player stops the left stop button 10a at the third stop, the main control unit 100 stops, for example, the No. 2 red 7 symbol on the lower part of the left drum 2a (see Figure 35(C)). Since the three red 7 symbols on the left drum 2a are spaced 6 frames apart, it is possible to stop any of the red 7 symbols on the upper or lower part of the left drum 2a to win the red 7 small prize (FR1) (the second line in the diagram). Note that even if the left stop button 10a is pressed at the second stop and the right stop button 10c is pressed at the third stop, the red 7 small prize (FR1) will always be won, and the winning method will be the same, so the explanation is omitted. 【0308】 Figure 36 is a schematic diagram showing the display state of the window section in chronological order. 【0309】 Figure 36(A), like Figure 34(A), shows the state in which all the drums of the drum unit 2 are rotating. In this state, if the player stops the left stop button 10a at the first stop, for example when the No. 7 replay symbol is in the reference position (the No. 7 replay symbol is in a state where it can immediately stop at the lower position of the left drum 2a; see Figure 36(B)), the main control unit 100 stops the No. 1 pentagon (red) symbol, which is 6 frames above, at the upper position of the left drum 2a through which the active line passes (see Figure 36(C)). As a result, the left drum 2a slides 4 frames before stopping. The main control unit 100 could also stop the red 7 symbol (No. 2) of the simultaneously won red 7 small win (FR1) on the active line, but the push order data is 2, which means middle first, and the push order is incorrect, so it stops the pentagon (red) symbol of the 1-coin small win (FR7), which is within the pull-in frame range, on the active line. Furthermore, regardless of when the player stops the left drum 2a at the first stop, it is possible to stop one of the pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the single-coin winning combination (FR7), which are located at intervals of up to 6 frames, in the upper or lower position. However, the reason why the main control unit 100 does not pull in the red 7 symbol is that when a single-coin winning combination symbol is pulled in, the number of symbol combinations is 3 (pentagon (red), square (blue), pentagon (red / blue / white)), while when a red 7 winning combination symbol is pulled in, the number of symbol combinations is 1, and in either case, the single-coin winning combination (FR7) has more symbol combinations than the red 7 winning combination. In other words, if the order of pressing the buttons at the first stop is incorrect, it is possible to pull in and stop the symbols that make up the single-coin winning combination (FR7) on the active line. Furthermore, this single small winning symbol also serves as the RB symbol, so if an RB is internally triggered, it will effectively result in drawing both winning symbols. 【0310】 Figure 37 is a schematic diagram showing the display state of the window section in chronological order. 【0311】 Figure 37(A) is the same as Figure 36(C). When the left drum 2a stops and the pentagon (red) symbol is displayed in the upper position, if the player stops the right stop button 10c at the second stop, the main control unit 100 stops, for example, the pentagon (red) symbol No. 3 in the lower position of the right drum 2c (see Figure 37(B)). The pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the single-coin winning combination (FR7) are arranged on the right drum 2c at 6-frame intervals, so it is possible to stop any of the pentagon (red / blue / white) symbols within the pull-in range in the upper or lower position of the right drum 2c to create a winning combination. The single-coin winning combination that is in a winning combination also serves as the RB symbol, so if an RB is internally won, it results in a double winning combination where both symbols are pulled in. 【0312】 In the state of a one-coin small win (FR7) as shown in Figure 37(B), if the player stops the middle stop button 10b at the third stop when the No. 16 square (white) symbol is in the reference position, the main control unit 100 stops the No. 11 square (blue) symbol, which is 5 spaces above, in the middle position of the middle drum 2b, and the one-coin small win (FR7) is awarded on the first line (see Figure 37(C)). If the middle stop button 10b is stopped when the No. 16 square (white) symbol to the No. 11 square (blue) symbol are in the reference position, the No. 10 or No. 11 square (blue) symbol will be stopped on the first line, and the one-coin small win (FR7) can be awarded. In other words, the stopping operation should be performed within a range of 6 spaces out of 21 spaces, so the probability of winning is 3 / 7, but operating at any other timing will result in a loss. Note that even if you press the middle stop button 10b at the second stop and the right stop button 10c at the third stop, you will either win a single small prize (FR7) or lose, and the winning pattern will ultimately be the same, so we will omit the explanation. 【0313】 Figure 38 is a schematic diagram showing the display state of the window section in chronological order. 【0314】 In the gameplay during the RB shown in Figure 26(C), the RB flag is set. During the RB, for example, if the red 7 small win (FR1) and the single-coin small win (FR11) shown in Figure 27(B) are simultaneously won through random number drawing, the FR1 flag and the FR11 flag are set. Therefore, the internal state will ultimately be one where the RB flag, FR1 flag, and FR11 flag are set (see Figures 26(C) and 27(C)). 【0315】 When all the drums of the drum unit 2 are rotating, and the player operates the right stop button 10c at the first stop, the main control unit 100 determines that it matches the stored control information (pulling in the bell symbol at the first right stop) (the button press order is "correct"). Therefore, regardless of the order of the subsequent second and third stop operations, the stop control process ensures that only the red 7 small win is awarded and pays out 15 medals. In other words, the main control unit 100 starts a variable display game that changes three rows of symbols, and through a draw for winning combinations (also called "symbol draw"), it simultaneously internally selects RB, the red 7 small win (first target small win), and the 1-coin small win (there are 9 possible symbol combinations), which is a button press order-specified small win. When the stop button unit 10 is operated in the stored button press order corresponding to this 1-coin small win (right first), the bell symbol that makes up the red 7 small win is stopped on the active line, and the red 7 small win is awarded. Furthermore, as will be explained later, if the button press order is correct, the system will stop the reels in a way that prevents either the internally awarded RB or the single-coin small win from being awarded. 【0316】 Figure 38(A) shows the state in which all drums of drum unit 2 are rotating. In this state, if the player stops the right stop button 10c at the first stop when the bell symbol No. 4 is in the reference position (the bell symbol No. 4 is in a state where it can stop immediately at the lower position of the right drum 2c; see Figure 38(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the active lines. In this case, the bell symbol No. 21, which is 4 frames above, is stopped at the lower position of the right drum 2c (see Figure 38(C)). It is also possible to stop the bell symbol on the upper or lower position of the active line with a perfect stop or a 2-frame slide, but since this is a particularly strong "sliding red 7 small win", the right drum 2c will end up sliding 4 frames before stopping, and the player who sees this will expect to win the ART. Similarly, there is also a strong "sliding 1-coin small win". The main control unit 100 can also stop the square (white) symbol of the simultaneously winning single-coin combination (FR11) in the upper position on the active line, but it stops the bell symbol, which constitutes the red 7 combination with a larger payout, on the active line. However, regarding bonus combinations and small combinations, if either symbol can be drawn in, the main control unit 100 controls the stopping process to prioritize aligning the small combination symbol over the bonus combination symbol. 【0317】 Figure 39 is a schematic diagram showing the display state of the window section in chronological order. 【0318】 Figure 39(A) is the same as Figure 38(C). When the right drum 2c stops and the bell symbol is displayed on the lower row, if the player stops the middle stop button 10b at the second stop, the main control unit 100 stops, for example, bell symbol No. 8 on the middle row of the middle drum 2b (see Figure 39(B)). Since the five bell symbols on the middle drum 2b are spaced at least 4 frames apart, it is possible to stop any bell symbol within the pull-in range on the middle row of the middle drum 2b at any timing, thereby creating a winning combination. 【0319】 In the winning state shown in Figure 39(B), when the player stops the left stop button 10a at the third stop, the main control unit 100 stops, for example, the No. 2 red 7 symbol on the upper part of the left drum 2a (see Figure 39(C)). Since the three red 7 symbols on the left drum 2a are spaced 6 frames apart, it is possible to stop any of the red 7 symbols on the upper or lower part of the left drum 2a and win (the first line in the diagram). If the player aims for the red 7 symbol on the upper part and stops it precisely, it becomes the strongest red 7 small win, and an AT lottery is held with a high probability (for example, a 50% winning rate). On the other hand, if it is a weak red 7 small win, the red 7 symbol will slide and stop in the lower position. Therefore, if the button sequence is correct, the internal RB winning state is maintained, so the player can play without losing. 【0320】 Figure 40 is a schematic diagram showing the display state of the window section in chronological order. 【0321】 Figure 40(A), similar to Figure 38(A), shows the state where all the drums of the drum unit 2 are rotating. In this state, if the player stops the left stop button 10a at the first stop, for example when the No. 7 replay symbol is in the reference position (the No. 7 replay symbol is in a state where it can immediately stop at the lower position of the left drum 2a; see Figure 40(B)), the main control unit 100 stops the No. 1 pentagon (red) symbol, which is 6 frames above, at the upper position of the left drum 2a through which the active line passes (see Figure 40(C)). As a result, the left drum 2a slides 4 frames before stopping. The main control unit 100 could also stop the red 7 symbol (No. 2) of the simultaneously won red 7 small win (FR1) on the active line, but the push order data is 3, which means right first, and the push order is incorrect, so it stops the pentagon (red) symbol of the single small win (FR11), which is within the pull-in frame range, on the active line. Furthermore, regardless of when the player stops the left drum 2a at the first stop, it is possible to stop one of the pentagon (red), pentagon (blue), or pentagon (white) symbols that make up the single-coin winning combination (FR11), which are arranged at 6-frame intervals, in the upper or lower position. However, the reason why the main control unit 100 does not pull in the red 7 symbol is that when a single-coin winning combination symbol is pulled in, the number of symbol combinations is 3 (pentagon (red), pentagon (red / blue / white), square (white)), while when a red 7 winning combination symbol is pulled in, the number of symbol combinations is 1 (red 7, bell, bell), and in either case, the number of symbol combinations for the single-coin winning combination (FR11) is greater than that for the red 7 winning combination. In other words, if the order of pressing the buttons at the first stop is incorrect, it is possible to pull in and stop one of the symbols that make up the single-coin winning combination (FR11) on the active line. Furthermore, this single small winning symbol also serves as the RB symbol, so if an RB is internally triggered, it will effectively result in drawing both winning symbols. 【0322】 Figure 41 is a schematic diagram showing the display state of the window section in chronological order. 【0323】 Figure 41(A) is the same as Figure 40(C), and when the left drum 2a stops and the pentagon (red) symbol is displayed in the upper position, if the player stops the middle stop button 10b at the second stop, for example when the pentagon (red) symbol No. 1 is in the reference position (the pentagon (red) symbol No. 1 is in a position where it can immediately stop in the lower position of the middle drum 2b; see Figure 41(B)), the main control unit 100 stops the pentagon (white) symbol No. 17 in the middle position of the middle drum 2b (see Figure 41(C)). Note that the pentagon (red), pentagon (blue), or pentagon (white) symbols that constitute the single-coin small win (FR11) are arranged on the middle drum 2b within a 4-frame interval, so it is possible to stop any of the pentagon (red / blue / white) symbols within the pull-in range in the middle position of the middle drum 2b to create a winning combination. Furthermore, the single winning symbol that is in a ready state also serves as the RB symbol, and since the RB has been internally won, the result is a double ready state where both winning symbols have been drawn in. 【0324】 Figure 42 is a schematic diagram showing the display state of the window section in chronological order. 【0325】 Figure 42(A) is the same as Figure 41(C), and when the left drum 2a stops and the pentagon (red) symbol is displayed on the upper row, and the middle drum 2b stops and the pentagon (white) symbol is displayed on the middle row, if the player stops the right stop button 10c at the third stop, for example when the No. 5 replay symbol is in the reference position (the No. 5 replay symbol is in a position where it can stop immediately at the lower position of the right drum 2c; see Figure 42(B)), the main control unit 100 stops the No. 20 square (white) symbol on the upper row of the right drum 2c, and a single-coin small win (FR11) is awarded on the third line (see Figure 42(C)). Furthermore, if you stop the replay symbol No. 5 to the square (white) symbol No. 20 when they are in the reference position, you can stop the square (white) symbol No. 20 on the first or third line, resulting in a single-coin win (FR11). In other words, if you stop the reels within a range of 7 out of 21 frames, you will win a single-coin win (FR11), with a probability of 1 / 3. However, if you stop the reels at any other time, you will win an RB, as will be explained later. Similarly, if you stop the reels with the right stop button 10c on the second stop and the middle stop button 10b on the third stop, you will win either a single-coin win (FR7) or an RB, and the winning pattern will be the same, so the explanation will be omitted. 【0326】 Figure 43 is a schematic diagram showing the display state of the window section in chronological order. 【0327】 Figure 43(A) is the same as Figure 42(A), and when the left drum 2a stops and the pentagon (red) symbol is displayed on the upper row, and the middle drum 2b stops and the pentagon (white) symbol is displayed on the middle row, if the player presses the right stop button 10c at the third stop, for example when the bell symbol No. 7 is in the reference position (the bell symbol No. 7 is in a position where it can immediately stop at the lower position of the right drum 2c), the main control unit 100 slides the pentagon (red) symbol No. 3 four spaces and stops it on the lower position of the right drum 2c, and the RB is awarded on the first line (see Figure 43(B)). Furthermore, in the state shown in Figure 43(A), if the player stops the right stop button 10c at the third stop, for example when the red 7 symbol No. 16 is in the reference position (the red 7 symbol No. 16 is in a state where it can immediately stop at the lower position of the right drum 2c), the main control unit 100 slides the pentagon (blue) symbol No. 10 four spaces to stop it on the upper position of the right drum 2c, and the RB is awarded on the third line (see Figure 43(C)). In other words, if the order of operation of the stop button unit 10 is incorrect, there is a 1 / 3 probability that a single small win will be awarded and the internal RB winning state will be maintained, while there is a 2 / 3 probability that the RB will be awarded and the RB game will start, and when it ends, it will return to a normal game with the possibility of losing. In other words, if a red 7 (FR1), bell (FR2), or single-coin (FR3~FR11) combination is achieved while an RB (Regular Bonus) is internally triggered, the next game's spinning display will enter a high-probability replay state (RT state) while the RB is internally triggered, allowing the player to continue playing without losing (missing). 【0328】 Figure 44 is a flowchart showing the pattern stopping processing subroutine. Solid lines indicate processing executed by the main control unit 100, and dashed lines indicate processing executed by the sub-control unit 160. 【0329】 In the main game processing of step S170 in Figure 22, the main control unit 100 performs a random number draw (draw for a winning combination or a symbol) in response to the player's operation of the start lever 9 (timing of receiving the start signal), and after calling this subroutine, starts the symbol variation display game by rotating the drum unit 2. 【0330】 In step S200, the main control unit 100 outputs a notification signal (commands, data, etc.) and notifies the sub-control unit 160 of the lottery result and internal state (bonus flag, normal replay state or RT state, number of games played after bonus, etc.), and then proceeds to step S210, which will be described later. 【0331】 When the sub-control unit 160 receives a notification signal, in step SS100 it checks whether any of the combined minor roles (see Figures 25, 26(B), and 26(C)) have been won using commands or data. If it has not been won, it performs an effect corresponding to the other winning roles and then terminates. If it has been won, it proceeds to step SS110. 【0332】 In step SS110, the sub-control unit 160 checks whether the game is in AT mode and whether there are remaining games. If there are no remaining games, it proceeds to step SS120; however, if there are AT stocks, it proceeds to step SS130. 【0333】 In step SS120, the sub-control unit 160 checks whether there is an AT stock and whether the conditions for releasing it (activating the AT function) are met. If the conditions are not met, it terminates; otherwise, it proceeds to step SS130. 【0334】 The sub-control unit 160 activates the AT function in step SS130, announces the order in which to press the stop buttons corresponding to the internally won combination of small wins, and then terminates this process. Specifically, this AT function is displayed on the display device 11 as an image along with the voice of a male saying "Left," "Middle," "Right," or a female saying "Left," "Middle," "Right." 【0335】 When the main control unit 100 moves to step S210, if the internally won combination small win and the stop operation is performed in the correct order corresponding to that combination small win (i.e., if the order is correct), the target small win is awarded in step S220 and the process ends. If the order is incorrect, the process moves to step S230. Although not shown in the diagram, if the internally won combination is not a combination small win, the process ends after performing a predetermined stop control corresponding to other internally won combinations. 【0336】 When the main control unit 100 moves to step S230, it first ensures that one of the symbols constituting the bonus-drawing small win is stopped on an active line. When it moves to step S240, if the timing of the subsequent stopping operations matches, the main control unit 100 enters the bonus-drawing small win in step S250 and terminates; however, if the timing of the stopping operations does not match, it moves to step S260. 【0337】 When the main control unit 100 moves to step S260, if a bonus has been internally awarded, it will award a bonus symbol in step S270; otherwise, if a bonus has not been internally awarded, it will stop the drum unit 2 with a losing symbol in step S280 and terminate. 【0338】 Figure 45 is a schematic diagram of the display screen shown by the display and presentation device. 【0339】 The sub-control unit 160 switches and displays the animation video shown on the display device 11 according to the game state. Figure 45(A) is the daytime stage screen, which is used when the probability of winning the AT is low. Figure 45(B) is the nighttime stage screen, which is mainly used when the probability of winning the AT is high, so when this screen is displayed, the player's spirits are lifted with the expectation of an AT release. When a rare small win (for example, a middle cherry, strong watermelon, strong bell, etc.) is achieved by the sub-control unit 160, an AT lottery (a lottery for the release of an AT bonus) and a high probability lottery are then conducted. If the high probability lottery is won, the screen switches from the normal daytime screen to the nighttime screen, while a fall-out lottery is conducted at a predetermined probability each time a replay is achieved during the AT high probability period, so during normal gameplay, the normal daytime screen and the nighttime screen are displayed alternately at a predetermined frequency. Generally, these display screens change the time, weather, etc., depending on the current mode (low probability state, high probability state, RB internal win, etc.) to provide the player with the correct mode indication. However, false effects (fake effects) can also be used as appropriate to further heighten the player's anticipation. In addition, normal notification effects are executed according to the various winning combinations. 【0340】 Figure 45(C) shows the nighttime thunder screen. When the player operates the start lever from the night stage screen to begin the variable display game, the sub-control unit 160 performs an assist lottery (AT lottery) whenever predetermined conditions are met, such as when a rare small role is won. When the sub-control unit 160 performs an AT lottery, it performs a lightning strike on the night stage screen along with thunder to inform the player of this, in accordance with the timing of the operation of the stop button unit 10. Furthermore, if an AT is won while the daytime stage is displayed, the screen abruptly changes from the daytime stage screen to the night stage screen and performs at least two consecutive thunder effects to suggest an impending AT release. If the lightning effect is performed three times consecutively from the daytime stage screen, and lightning strikes three times in accordance with the timing of the operation of the stop button unit 10, it announces that an AT release is confirmed (AT bonus confirmed). Thus, by appropriately generating thunder and lightning, the player's sense of anticipation can be heightened. 【0341】 Another premonition of AT release is the use of a nighttime thunderstorm screen accompanied by the sound effect "rumble, boom." In particular, during the premonition of normal gameplay shown in Figure 26, if "RB + bell small role + 1-coin small role" is internally won, along with a super-hot AT activation animation, the stop button section 10 will freeze, making it impossible to stop the machine, and then the button sequence for landing the bell small role will be announced. This will lead to an internal bonus win state. Also, during the premonition of AT bonus release, if "red 7 small role and 1-coin small role" shown in Figure 26 are internally won, the button sequence for landing the red 7 small role will be announced. 【0342】 The AT lottery described above is also called the navigation lottery (a shortened name for "navigation lottery"). When the AT function is activated, the sub-control unit 160 announces the operation sequence of the stop button unit 10 in order to win the push-order small win (target small win). Furthermore, if the AT lottery is won, the AT function is not activated immediately, but is added and stored as AT stock (storage or accumulation), and by releasing it all at once at the desired timing, it is possible to allow the player to acquire a large amount of medals. For example, in the RT state (high probability replay state) after winning the special replay of matching red 7s (a red 7 replay role that appears as if the red 7 symbols are aligned on the upper horizontal line, middle horizontal line, or lower horizontal line, which are invalid lines), if all of the 50-game AT stock is released and an AT lottery is performed during ART, the ART can continue indefinitely without reducing the number of medals held by RT, thus creating a large payout. 【0343】 Figure 46 is a schematic diagram of the display screen shown by the display and presentation device. 【0344】 When the sub-control unit 160 announces an AT win, in the next spinning display game after the lightning effect shown in Figure 45(C), it displays the night stage screen again (see Figure 46(A)), and in response to the operation of the stop button unit 10, two bats holding plates approach from a distance, gradually displaying the word "BONUS" so that it can be recognized (see Figure 46(B)), and finally the bats fly away to announce the win. 【0345】 Additionally, if the nighttime stage screen is displayed, scrolling the screen to the right to enlarge the graveyard and have the character's butler shout "Oryaa!" and the sound effect "Tirorororoon" bring out the main character from the excavated grave in the center of the screen, which can be a thrilling premium effect for the player (see Figure 46(C)). 【0346】 Figures 47 and 48 are schematic diagrams of the display screens shown by the display and presentation device. 【0347】 As described above, after the sub-control unit 160 notifies the player of the AT bonus win and the first game is started by the player's operation, it displays the remaining number of games and the number of acquired coins in the upper right corner of the display device 11, as well as the preparation screen before the ART is activated (see Figure 47(A)). 【0348】 When the first game during ART preparation begins and a combined small win (red 7 small win + 1-coin small win) is internally won, the sub-control unit 160 displays the number 1 to indicate the order in which to press the stop button section 10 necessary to win the target small win, the red 7 small win. In this case, the number 1, which signifies the first stop operation, is displayed in a large circle, and the voice of Dracula or the protagonist pronounces "Naka" (see Figure 47(B)). Note that the red 7 small win is won simply by correctly performing the first stop operation, but if the stop operation is incorrect, the 1-coin small win (bonus-drawing small win) will be won or it will be a miss. 【0349】 When the player correctly operates the middle stop button 10b, the sub-control unit 160 changes the text in the large circle in the center to OK and makes it a small circle (see Figure 47(C)). 【0350】 When the player operates the right stop button 10c at the second stop and the left stop button 10a at the third stop in the state shown in Figure 47(C), the sub-control unit 160 changes the text "ANY" in the right circle to "OK" (see Figure 48(A)), and then changes the text "ANY" in the left circle to "OK". Finally, since the red 7 small win is achieved, it changes "15GET" and the number of acquired coins to "15" (see Figure 48(B)). For example, if the first stop operation is incorrect and the wrong left stop button 10a is operated, the text "ANY" in the left circle is changed to "×" and the information necessary to win a 1-coin small win is displayed. In this case, the blue color representing the square (blue) on the middle drum 2b that should be targeted is enlarged and displayed (see Figure 48(C)). If the middle stop button 10b is operated at the correct timing, the square (blue) symbol will be pulled in, resulting in a single-coin payout. If a bonus round is currently in progress, this allows you to avoid winning the bonus payout. This is a groundbreaking and original technology that demonstrates progressive thinking. 【0351】 Figure 49 is a schematic diagram of the display screen shown by the display and presentation device. 【0352】 In the state shown in Figure 48(B), when the next game starts due to the player's MAX bet operation, the number of coins to be won is changed to "12". If "RB + Bell small role + 1 small role" is internally won at that time, the number 1 is displayed to indicate the order in which to press the stop button section 10 necessary to win the target small role, the Bell small role. In this case, the number 1, which signifies the first stop operation, is displayed in a large right-hand circle, and the word "Migi" is pronounced in the voice of Dracula or the protagonist (see Figure 49(A)). 【0353】 When the player correctly operates the right stop button 10c, the sub-control unit 160 changes the text in the large circle on the right to OK and makes it a small circle (see Figure 49(B)). 【0354】 In the state shown in Figure 49(B), if the player operates the left stop button 10a at the second stop and the middle stop button 10b at the third stop, the sub-control unit 160 changes the text "ANY" in the left circle to "OK", and then changes the text "ANY" in the middle circle to "OK". Finally, a bell symbol is awarded, and the RT state is entered where a bonus symbol is internally won (high probability re-play state; see Figures 26(A) and 26(C)). The sub-control unit 160 changes the screen display of the display device 11 to "2GET・ART Start", remaining games "50", and acquired coins "14" (see Figure 49(C)). On the other hand, if, for example, the player makes a mistake in the first stop operation and operates the incorrect middle stop button 10b, the text "ANY" in the center circle is changed to "×", and the information necessary to award a 1-coin symbol is displayed. In this case, the "white" symbol, which represents the square (white) on the right drum 2c that should be targeted, is displayed in an enlarged view (not shown in the illustration, but similar to Figure 48(C)). If the right stop button 10c is operated at the correct timing, the square (white) symbol will be pulled in, resulting in a single-coin win, thus avoiding the bonus win and maintaining the internal bonus state. This is a groundbreaking and original technology with an advanced approach. 【0355】 When ART starts, either (1) "RB + Bell small role + 1 small role" or (2) "RB + Red 7 small role + 1 small role" as shown in Figure 26(C) is internally selected, and the sub-control unit 160 notifies the player of the operation sequence to win the Bell small role or the Red 7 small role, so the player can continue playing while maintaining the RT state and win a large number of medals. If (3) "RB + Replay" is internally selected, one of the multiple types of replays will always be won, so there is no need to insert medals in the next game. It is also possible to change the winning replay role depending on the order in which the buttons are pressed. For example, when winning the Red 7 replay for special effects (a replay that looks like the Red 7s are lined up horizontally), or when avoiding the fall-out replay, the sub-control unit 160 notifies the player of the order in which the buttons are pressed, such as reverse pressing or avoidance procedures. [Examples] 【0356】 Figure 50 is a diagram showing the pattern arrangement on the drum. 【0357】 Each of the left drum 2a, middle drum 2b, and right drum 2c has a reel band (not shown) attached around its outer circumference, depicting the left drum design, the middle drum design, and the right drum design, respectively. 【0358】 Each slot machine band features 21 symbols arranged in different patterns, including the symbols that activate the bonus feature (Type 1 continuous feature activation device; hereinafter referred to as "RBB"), albeit in an unconventional way: "Blue 7, Red 7, White Bar", as well as the symbols that make up various small wins and various replay wins: "Black Bar", "Bell 1", "Bell 2", "Bell 3", "Cherry", "Square (Red)", "Square (Blue)", "Square (White)", "Pentagon (Red)", "Pentagon (Blue)", "Pentagon (White)", "Replay 1", and "Replay 2". 【0359】 Figure 51 is a diagram for determining the display of combinations of patterns. 【0360】 When all three drums have stopped, the main control unit 100 determines the combination of symbols that will result in a win and activation on the active line of the window section 3, according to the number of game tokens inserted (3 tokens for general play). 【0361】 Figure 51(B) shows the active lines when the prescribed number of 3 game tokens are inserted. In the order of left drum 2a, middle drum 2b, and right drum 2c, only one of the first lines (middle, middle, middle: a straight horizontal line in the center) becomes active. Note that even in the bonus game (RBB: when the Type 1 continuous mechanism is activated), the prescribed number of game tokens is 3, and the active line is exactly the same, consisting only of the first line. 【0362】 Figure 52 shows the payout table when the special feature is not activated (during normal gameplay, the prescribed number of 3 coins). 【0363】 When all three drums have stopped, the main control unit 100 determines the combination of symbols that will result in a win or activation on the active line (see Figure 52) according to the number of game tokens inserted. In this case, the number of tokens inserted is 3, and there is only one active line, the central horizontal line. 【0364】 (1) Bonus role (RBB: Special role mechanism continuous activation device related to the first type of special role): This is the name of the role when a blue 7 stops on the left drum 2a, a red 7 stops on the middle drum 2b, and a white bar stops on the right drum 2c on the active line. The number of coins won is 0, and a Big Bonus Game (RBB game) is awarded afterward. There is only one type of combination of symbols for the bonus role, and even if an internal win occurs with a single symbol, if the timing of the stop operation of the stop button section 10 is not correct, the above-mentioned predetermined bonus role symbols will not stop on the active line, and will be carried over to the next game. This RBB game is designed to end when the number of coins paid out (number of coins won) exceeds 120, but the number of coins inserted is 3, and the expected value of the number of coins paid out per game is less than 3 (for example, about 2), as will be explained later, so when the RBB game ends, the number of coins will almost certainly decrease in calculations (in other words, the expected value of the increase in coins in one RBB game is negative). In other words, the RBB game is a disadvantageous game state for the player. In the normal gameplay state (RT0 state: replay probability is approximately 1 / 7.3), if a bonus role (RBB) is internally triggered (condition device activated), the replay probability changes for at least the next game onward, resulting in a high-probability replay state (RT1 state: replay probability approximately 1 / 5.5). When this bonus role symbol is displayed (winning) and the RBB game triggered by the bonus role ends (operation ends), the replay probability changes again, returning to the initial state (RT0 state). In other words, the player will play the variable display game in one of the following game states: RT0 state, RT1 state, or RBB game state. Note that this initial state (state where the replay probability does not change) is a transitional state (game preparation state) until the transition to the RT1 state, and the RT0 state is rarely reached during actual gameplay; the machine is shipped from the factory in the RT1 state. Similarly, since internally triggered bonus roles are rarely won, the player rarely plays the BB game (see Figure 53(A)). 【0365】 (2) First small win (FR1: First target small win): This is the name of the win that occurs when any of the (Bell 1 / Bell 2 / Bell 3) symbols stop on the active line on the left drum 2a, any of the (Bell 1 / Bell 2 / Bell 3) symbols stop on the middle drum 2b, and any of the (Bell 1 / Bell 2 / Bell 3) symbols stop on the active line on the right drum 2c, and the number of coins won (payout) is 9. When the first small win is internally won in the win lottery, the FR1 (Fruit 1) condition device is set and activated. FR1 has 9 combination symbols (3 x 3 x 3), and assuming it is internally won individually, the symbols are arranged so that the above predetermined bell symbols will stop on the active line and always result in a win, regardless of the order or timing of the stop button operation 10 (the bell symbols are displayed in a horizontal line in the center). The first small win is, in most cases, awarded simultaneously with a single-coin small win (obstructive small win) used for button press order control in RT0 or RT1 states. The first target small win is the small win that should be awarded, and it is awarded when the button press order is correct, making it advantageous for the player. On the other hand, if the button press order is incorrect, the obstructive small win is awarded or the player loses. When the assist function is activated, it notifies the player of the operation sequence of the stop button section 10 in order to award the first target small win. 【0366】 (3) Second small win (FR2: Second target small win): When the second small win is achieved, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the upper part of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the middle part of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the lower part of the right drum 2c, and the number of acquired coins (payout) will be 9. However, on the active lines, for example, Replay 2 will stop on the left drum 2a, Bell 3 on the middle drum 2b, and a square (blue) will stop on the right drum 2c (see Figure 52(B)). When the second small win is internally won in the win lottery, the FR2 (Fruit 2) condition device is set and activated. FR2 has nine combination symbols (3x3x3), and assuming an internal win occurs with a single symbol, the symbols are arranged so that the predetermined symbols will always stop on the active line and result in a win, regardless of the order or timing of the stop button operation on the stop button section 10 (the bell symbol is displayed in a straight line diagonally downwards to the right). As described later, in RT0 state or RT1 state, the second small win is almost always won simultaneously with a single small win (obstruction small win) used for push order control. Similarly, the second target small win is the small win that should be achieved, and it is achieved when the push order is correct, making it advantageous for the player. On the other hand, if the push order is incorrect, the obstruction small win will be achieved or the player will lose. When the assist function is activated, it notifies the player of the operation order of the stop button section 10 in order to achieve the second target small win. 【0367】 (4) Third small win (FR3: Third target small win): When the third small win is achieved, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the lower part of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the middle part of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the upper part of the right drum 2c, and the number of coins won (payout) will be 9. However, on the active lines, for example, a pentagon (white) will stop on the left drum 2a, a Bell 3 on the middle drum 2b, and a Replay 1 on the right drum 2c (see Figure 52(C)). When the third small win is internally won in the win lottery, the FR3 (Fruit 3) condition device is set and activated. FR3 has nine combinations of symbols (3x3x3), and assuming an internal win occurs with a single symbol, the symbols are arranged so that the predetermined symbols will always stop on the active line and result in a win, regardless of the order or timing of the stop button operation on the stop button section 10 (the bell symbols are displayed in a straight line diagonally upwards). As described later, in RT0 state or RT1 state, the third small win is almost always won simultaneously with a single small win (obstruction small win) used for push order control. Similarly, the third target small win is the small win that should be achieved, and it is achieved when the push order is correct, making it advantageous for the player. On the other hand, if the push order is incorrect, the obstruction small win will be achieved or the player will lose. When the assist function is activated, it notifies the player of the operation order of the stop button section 10 to achieve the first target small win. 【0368】 (5) Single-coin winning combinations (blocking combinations for controlling the button press order: FR4~FRn): These are winning combinations (bonus blocking combinations) that prevent the bonus combinations mentioned above from being drawn in. When these combinations are won, the number of coins obtained (payout) is 1. Also, when these combinations are won simultaneously with any of the 1st to 3rd target winning combinations, and the button press order is incorrect, these combinations (bonus blocking combinations) prevent the drawing in of each target winning combination. Note that n is an arbitrary integer and is determined as needed during the design process, resulting in n+3 types of single-coin winning combinations. 【0369】 (6) Middle Cherry Symbol (FRn+1): This is the symbol that appears when the cherry symbol appears on the left drum 2a, and the (ANY symbol) appears on the middle drum 2b and right drum 2c, and the winnings are 2 coins. When the middle cherry symbol is internally selected in the lottery, one FRn+1 (fruit n+1) condition device is activated. If a bonus symbol is internally selected, and the middle cherry symbol is internally selected, even if the player operates the left stop button 10a near the blue 7, the machine will not stop the blue 7 symbol No. 10 on the active line, but will stop the pentagon (blue) No. 7 or the pentagon (white) No. 12 to award the middle cherry symbol, thus preventing the bonus symbol from being awarded. 【0370】 (7) Lower Cherry Symbol (FRn+2): This is the name of the symbol that appears when a black bar (cherry on the lower row) appears on the left drum 2a, one of the (bell 1 / bell 2 / bell 3) symbols appears on the middle drum, and the (ANY symbol) appears on the right drum 2c, all aligned on the active line, and 2 coins are awarded. If the lower cherry symbol is internally selected in the lottery, one FRn+1 (fruit n+2) condition device is activated. If a bonus symbol is internally selected, and the lower cherry symbol is internally selected, even if the player operates the left stop button 10a near the blue 7, the lower cherry symbol will not be awarded by stopping the blue 7 symbol No. 10 on the active line, but by stopping the pentagon (blue) No. 7 or the pentagon (white) No. 12, thus preventing the bonus symbol from being awarded. 【0371】 (8) Replay: This is the name of the winning combination when the Replay 1 or Replay 2 symbols line up on the active lines on the three drums, and no medals are awarded for this. When an internal win occurs, an RP flag is set in the flag area, and whether it is a standalone win or a simultaneous win with a bonus, a replay is always triggered. There are 8 types of combination symbols for a replay, and the next game can be played without inserting medals by operating the start lever 9. Note that even if a replay is activated, it does not trigger a change in the RT (replay winning probability). 【0372】 (9) Red 7 Replay (Replay): This is the name of the winning combination when the red 7 symbols line up on the active lines on the three drums, and no medals are awarded for this combination. When internally won, a red 7 RP flag is set in the flag area, but it is always won simultaneously with other replay combinations (not shown), and the red 7 replay is awarded only if the button press order is correct and the operation timing is appropriate, but if the timing is missed, one of the other replay combinations will always be awarded. If it is won simultaneously with a bonus combination, one of the replay combinations will always be awarded and activated. It is used to clearly indicate to the player that an assist bonus (commonly referred to as the "third bonus") has been won. The red 7 replay is equivalent to the conventional big bonus. Note that even if the red 7 replay is activated, it does not trigger a change in the RT (replay winning probability). 【0373】 (10) Blue 7 Replay (Replay): This is the name of the winning combination when a blue 7 appears on the left drum 2a and red 7 symbols appear on the other two drums on the active lines. No medals are awarded for this combination. When internally won, a blue 7RP flag is set in the flag area. It is always won simultaneously with other replay combinations (not shown), and a red 7 replay is awarded only if the button press order is correct and the timing of the operation is appropriate. If the timing of the button press is missed, one of the other replay combinations will always be awarded. If won simultaneously with a bonus combination, one of the replay combinations will always be awarded and activated. It is used to clearly indicate to the player that an assist bonus (commonly referred to as the "third bonus") has been won. The red 7 replay is equivalent to the conventional big bonus. Note that even if a blue 7 replay is activated, it does not trigger a change in the RT (replay winning probability). 【0374】 This embodiment describes the basic configuration, and it is possible to include not only the winning combinations mentioned above, but also rare combinations such as watermelons and chance symbols, and other special replay combinations as needed. When these rare combinations are internally triggered, a lottery for additional ATs is held, or the sub-control unit can draw a lottery to have the player line up red 7 replay combinations during ATs, thereby granting multiple sets of ATs. 【0375】 Figure 52(D) is an explanatory diagram of the button-press sequence winning combinations, where the bell combination (1st to 3rd combinations: target combinations) is awarded when the button-press sequence is correct twice. 【0376】 The push-order small win (Middle 1) is a small win that can be won by the following: the bell small win (1st to 3rd small wins) whose purpose is to be won, multiple types of single-coin small wins that make up a group of single-coin small wins whose purpose is to prevent the bell small win from being won (for example, red 7 - square - pentagon, etc.), and multiple types of other single-coin small wins that make up a group of single-coin small wins whose purpose is to prevent the 1st small win from being won (for example, red 7 - any of bells 1 to 3 - pentagon, etc.) (see Figure 52(D)). Note that the explanation of the other single-coin small wins is omitted in Figure 52(A). 【0377】 When the variable display game starts, the main control unit 100 internally selects one of several push-order winning combinations by lottery, and controls the stopping of the drum unit 2 so that the left drum 2a, middle drum 2b, and right drum 2c (multiple symbol rows) stop at predetermined positions according to the lottery result and the operation of the stop button unit 10. The ROM 101 stores the operation order of the stop switches as operation order data (in this case, middle → left → right or 2-1-3) in association with the multiple push-order winning combinations that are selected by lottery. The ROM 101 also stores the payout of 9 coins (a predetermined number) for the bell winning combination, 1 coin for the single-coin winning combination, and 1 coin for the other single-coin winning combinations. 【0378】 The main control unit 100 recognizes or confirms the operation sequence for awarding the bell symbol among the internally awarded push-order symbols (in this case, middle → left → right). The main control unit 100 also creates a slide frame count table for all drum units 2 (left drum 2a, middle drum 2b, and right drum 2c) while waiting for the stop operation to be performed (see Japanese Patent Application Publication No. 2012-040355). This slide frame count table is a stop control table that stores slide frame count data for moving the drum units 2 within a range of 0 to 4 frames relative to the stop operation position and stopping them. 【0379】 For example, when the replay 2 symbol (No. 13) on the middle drum 2b is on an active line, and the correct middle stop button 10b is pressed as the first stop, the main control unit 100 controls the middle drum 2b to move 4 frames so that the bell 1 symbol (No. 9) stops. When the blue 7 symbol (No. 10) on the left drum 2a is on an active line, and the correct left stop button 10a is pressed as the second stop, the main control unit 100 controls the left drum 2a to move 1 frame so that the bell 3 symbol (No. 9) stops, putting the first small win in a ready state. After that, when the right drum 2c is pressed as the third stop, one of the bell 1 to bell 3 symbols stops on an active line, and the first small win (target small win) is awarded. If the right stop button 10c is pressed incorrectly as the second stop operation, either the square or pentagon symbol will stop on the active line of the right drum 2c, and another single-coin winning combination will be in a ready state. After that, the other single-coin winning combination will be awarded. It is also possible to make the other single-coin winning combination either be awarded or miss. For example, the second winning combination will be a replay-bell-square symbol stopping on the active line (see Figure 52(B)). The third winning combination will be a square-bell-replay symbol stopping on the active line (see Figure 52(C)). 【0380】 In contrast, when the drum section 2 is fully rotating and the blue 7 symbol No. 10 on the left drum 2a is on the active line, if the left stop button 10a is pressed as the first stop in the incorrect sequence, the main control unit 100 controls the left drum 2a to move 3 spaces so that the pentagon (blue) symbol No. 7 stops. It is also possible to stop the bell 3 symbol No. 9 on the left drum 2a, but the pentagon (blue) symbol, which has higher priority, is stopped. In the subsequent second and third stop operations, a single-coin small win will be awarded or a loss will occur. The same applies to the right drum 2c, so the explanation is omitted. 【0381】 Figures 53 and 54 are conceptual diagrams showing the transitions between game states and the probabilities of drawing various winning combinations. Figure 53(B) shows the probability of drawing during the initial state of general gameplay, Figure 54(B) shows the probability of drawing during RBB (Real Big Bonus), and Figure 54(B) shows the probability of drawing during RBB (during a Type 1 BB game). Note that the game state is maintained even if the stage setting values are reset. 【0382】 In Figure 53(A), a regular game (labeled "Regular Gameplay" in the figure) begins in the game following the end of the Big Bonus Game (RBB game). The replay probability (the probability of winning a replay) in this regular game is approximately 1 / 7.3 (8978 / 65536) (Initial replay state: a state where the replay probability has not changed). 【0383】 In a regular game, if the bonus role RBB is internally triggered and the RBB is awarded in that game, the RBB game will start from the next game. The RBB game ends when the payout of medals exceeds a predetermined number of 120, and from the next game onwards, the game returns to a normal replay state with a lower probability of winning the replay role. It should be noted that the sequence of regular game → internal RBB trigger → RBB awarded → payout of more than 120 medals in the RBB game → RBB game ends → regular game rarely occurs, and players will repeatedly play in the RBB internal state described below (hereinafter referred to as the "internal game"). The regular game can be considered a so-called "preparation state" until the transition to the internal game. There are 2000 RBBs available, and there are 2558 RBBs available that can be triggered simultaneously with a 1-coin small win (a small win that prevents RBB awarding). Only the former can award an RBB when internally triggered. However, unless you consciously aim for the blue 7, red 7, and white bar symbols at the moment of internal winning, you won't win, and even if you do win, you'll only lose game tokens, so there's no benefit for the player in winning. 【0384】 On the other hand, even if an RBB is internally triggered in a regular game, if the RBB is not won, the player enters a high-probability replay state (RT1) where a bonus role has been internally triggered (RBB internally) (see the shaded area in Figure 53(A)). In this RT1 state, as will be described later, there are no misses (failures), so the player can play the variable display game in a very advantageous state. In addition, the number of misses in the RT1 state may be set to around 1 to 10, and when a miss is drawn with a probability of 1 / 65536 to 10 / 65536, a freeze effect may be performed to greatly increase the assist function. In this case, the miss becomes a freeze trigger role or a freeze-guaranteed role. 【0385】 During normal gameplay (see Figure 53(B)), the total number of RBBs is 4558 (2000 + 2558), and the probability of winning is 4558 / 65536. The number of 1st, 2nd, and 3rd small wins is 17000 each, and the probability of winning is 17000 / 65536. The combined probability of winning is 51000 / 65536, in which case there is approximately a 78% chance that one of the 1st to 3rd small wins will be internally won. However, basically, multiple different single-coin small wins are designed to be won simultaneously due to the push order control, but the 1st to 3rd small wins can also be won individually. The number of middle cherry wins is 250, the number of lower cherry wins is 750, and the number of replay wins is 8978. However, basically, multiple different replay wins are designed to be won simultaneously. 【0386】 During the RBB (Replay Bonus) internal state (see Figure 54(A)), no RBB draw is performed, so the probability of winning is 0. The RBB internal state is a state where the RBB flag is set and an RBB has already been won and carried over. During this RBB internal state, the probability of winning a replay changes, resulting in a high-probability replay state (RT state). The lottery area of 2000, where RBB is won independently as shown in Figure 53(B), becomes the new winning area for replays. Therefore, the original number of replays, 8978, is increased by 2000 to 10978, and the probability of winning a replay is 10978 / 65536 (approximately 1 / 6), with 0 misses. In other words, during the RBB internal state where there are no misses, the assist function is activated to inform the player of the order in which to press the buttons to win the 1st to 3rd small wins (9 target small wins), thereby allowing the player to efficiently acquire medals. The area with 2558 spaces where RBB and a single-coin win occur simultaneously becomes an area where only the single-coin win occurs. The rest is the same, so the explanation is omitted. 【0387】 When calculating the expected value when the assist function is activated during an internal game, the probability of winning the 1st to 3rd small wins is 51000 / 65536, and the increase in coins is 6 (9 coins paid out - 3 coins inserted), resulting in 4.67 coins / game. On the other hand, the probability of winning the two cherry wins is 1000 / 65536, and the increase in coins is -1 (2 coins paid out - 3 coins inserted), resulting in -0.03 coins / game. The probability of winning the 1-coin win is 2558 / 65536, and the increase in coins is -2 (1 coin paid out - 3 coins inserted), resulting in -0.08 coins / game. Even if a replay is won, you can play the next game without inserting any more coins, so the expected value does not change. Therefore, if the AT is activated during the internal game and all small wins, including the 1st to 3rd small wins, are achieved, the average increase will be approximately 4.56 coins per game, achieving the highest net increase in coins among 5th generation machines. 【0388】 In the RBB game (see Figure 54(B)), the biggest difference from the internal middle game is that the first, second, and third small wins can now be won simultaneously, resulting in 17,000 possible winning combinations. In other words, in the internal middle game, the combined winning probability for the first, second, and third small wins, whose winning areas are dispersed, is 51,000 / 65,536. In the RBB game, however, the winning areas overlap, reducing the same winning probability to 17,000 / 65,536, or 1 / 3. Of the remaining 34,000 possible winning combinations (51,000 - 17,000), 30,000 and 10,978 for replays become misses (non-wins: 40,978 combinations) in the RBB game, while the remaining 4,000 combinations become areas where a single-coin small win as an increasing combination is won. However, it is also possible to set aside a number of replay combinations and conduct a draw for them. In other words, in the internal game, the winning areas for the 1st to 3rd small wins are dispersed, so target small wins 1 to 3, which pay out 9 coins, do not win simultaneously. In contrast, in the RBB game, the winning areas for the 1st to 3rd small wins coincide (or overlap), so target small wins 1 to 3, which pay out 9 coins, can win simultaneously. As a result, in the RBB game, the number of game tokens decreases or does not increase. 【0389】 Calculating the expected number of games until the RBB game ends, the probability of winning the 1st to 3rd small wins simultaneously is 17000 / 65536, and the payout is 9 coins, resulting in a payout of 2.33 coins per game. The probability of winning two cherry symbols is 1000 / 65536, and the payout is 2 coins, resulting in a payout of 0.03 coins per game. The probability of winning a single small win is 6558 / 65536, and the payout is 1 coin, resulting in a payout of 0.10 coins per game. Adding these together, the expected payout per game is 2.46 coins (resulting in a decrease of 0.54 coins / game). Since the RBB game ends with a payout of over 120 coins, it ends on average in about 49 games, so the calculation shows a decrease of 26.4 coins per RBB game. 【0390】 Figure 55 is a conceptual diagram of the winning areas for minor roles. Note that the winning areas for RBB and re-spin roles are omitted. 【0391】 The upper part of Figure 55(A) shows the winning area for small wins in general games and RBB internal games (see Figure 53(A)), while the lower part shows the winning area for small wins in RBB games (see Figure 53(A)). If the probability of winning a replay (re-play win) in a general game is set to a predetermined probability (1 / 7.3), the probability of winning a replay in a bonus internal game (a symbol display game in which the carryover means carries over the internal winning state of the bonus win) is higher than the predetermined probability. This game state is called the high-probability re-play state. 【0392】 The random numbers used for the prize draw appear exactly once per cycle within the range of 0 to 65535, and the main control unit 100 extracts one random number at the time the start operation is performed. The diagram above shows that if the extracted random number is in the range of n1 to n2-1, the first prize is internally won; if the extracted random number is in the range of n2 to n3-1, the second prize is internally won; and if the extracted random number is in the range of n3 to n4-1, the third prize is internally won. As described above, the first to third prizes each form a push-order prize by being won simultaneously with multiple single-coin prizes and multiple other single-coin prizes (the same applies to the diagrams above in Figures 55(B) to (D)). If the push order is correct, the target prize, the bell prize (visually displayed as a straight line of bell symbols; however, it can also be in a V-shape or inverted V-shape), is awarded, and if incorrect, a single-coin prize and other single-coin prizes are awarded, or it is a miss. In other words, in a symbol display game where the internal winning state of a bonus role is carried over, the main control unit 100 performs a role lottery in such a way that the probability of winning a replay role is higher than a predetermined probability, and that multiple push-order roles are won separately from each other. 【0393】 The lower diagram in Figure 55(A) shows that the first small win is internally awarded when the extracted random value is in the range of n1 to n2-1, and within that range, the first small win and the second small win, the first small win and the third small win, and all of the first to third small wins are awarded simultaneously. Then, using a lottery table that pushes out multiple single-coin small wins and multiple other single-coin small wins that do not fall within the range of n1 to n2-1, resulting in a group of single-coin small wins being awarded in the range of n2 to n2+α, and increasing the probability of a loss (failure) in the range of n2+α+1 to n4, the main control unit 100 conducts a lottery, and as a result, the expected value of the number of coins paid out per game is set to be less than the number of coins inserted per game. In other words, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game currency) in one bonus game is negative. 【0394】 A key feature of the present invention is that the lottery table used in the bonus game has the same or greater number of small wins compared to the lottery tables used in the general game and the RBB internal game. However, in the latter, multiple push-order small wins are awarded separately (or distributed amongst themselves), whereas in the former, at least some of the push-order small wins are awarded simultaneously, and the probability of not winning is increased. In other words, the latter forms a lottery area where target small wins (small wins intended for prize winning) are not awarded simultaneously, while the former forms a lottery area where target small wins are awarded simultaneously and a lottery area where they are not awarded. 【0395】 The lower diagram in Figure 55(B) shows that when the extracted random value is in the range of n1 to n2-1, the first small win of the push-order small win is internally won, and within that range, the first small win and the second small win (non-push-order small win), the first small win and the third small win (non-push-order small win), and all of the first through third small wins are won simultaneously. As a result, it is not necessary for multiple single-coin small wins and multiple other single-coin small wins to be pushed out, and it becomes possible to make all the areas where the second and third small wins were won into non-wins. 【0396】 The lower diagram in Figure 55(C) shows that when the extracted random values are in the range of n1 to n2-1, the first small win of the push-order small win is internally won, the number of third small wins is the same, and the first small win and the second, third, and second small wins of the push-order small win are won simultaneously. It also shows that the α of the push-out and the losing area are increasing. 【0397】 The lower diagram in Figure 55(D) shows that when the extracted random values are in the range of n1 to n2-1, the first small win of the push-order small win is internally won, in some cases the second small win is won simultaneously, in some cases the third small win is won simultaneously, and in some cases the second and third small wins are won simultaneously in some cases that were previously the winning area for the second small win, while in other cases only the third small win is won. This indicates that the α of the push-out and the losing area are increasing. 【0398】 Figure 56 is a conceptual diagram of the winning areas for minor roles. Note that the winning areas for RBB and re-spin roles are omitted. 【0399】 The upper part of Figure 56(A) shows the winning range for small wins in general games and RBB internal games (see Figure 53(A)), while the lower part shows the winning range for small wins in RBB games (see Figure 53(A)). If the probability of winning a replay (re-play win) in a general game is set to a predetermined probability (1 / 7.3), the probability of winning a replay in a bonus internal game (a symbol display game in which the carryover means carries over the internal winning state of the bonus win) is a higher probability than the predetermined probability. This game state is called the high-probability re-play state. The random number used for the win draw appears only once per cycle in the range of 0 to 65535, and the main control unit 100 extracts one random number at the timing of the start operation. The upper part of the figure shows that the first small win is internally won when the extracted random number is in the range of n1 to n2-1, and the second small win is internally won when the extracted random number is in the range of n2 to n3-1. 【0400】 The lower diagram in Figure 56(A) shows that the first small win is internally awarded when the extracted random value is in the range of n1 to n2-1, and within that range, the first small win, the second small win, and only the first small win are awarded. Then, multiple single-coin small wins and multiple other single-coin small wins that do not fall within the range of n1 to n2-1 are pushed out, and a group of single-coin small wins is awarded in the range of n2 to n2+α, and the probability of losing (not winning) in the range of n2+α+1 to n3 is increased. The main control unit 100 then performs a draw using a draw table, and as a result, the expected value of the number of coins paid out per game is set to be less than the number of coins inserted per game. In other words, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game currency) in one bonus game is negative. 【0401】 The lower diagram in Figure 56(B) shows that when the extracted random values are in the range of n1 to n2-1, the first of the push-order mini-wins is internally won, and within that range, only the first mini-win, the second of the non-push-order mini-wins, and the first mini-win are won. As a result, it is not necessary for multiple single-coin wins and multiple other single-coin wins to be pushed out, and it becomes possible to make all of the areas where the second mini-win was won non-winning. 【0402】 The lower diagram in Figure 56(C) shows that when the extracted random values are in the range of n1 to n2-1, the first small win of the push-order small win is internally won, in some cases the second small win is won simultaneously, and in some cases the second small win is won in the area that was previously the winning area for the second small win, resulting in an increase in the push-out α and the losing area. 【0403】 The lower diagram in Figure 56(D) shows that when the extracted random values are in the range of n1 to n2-1, the first small win of the push-order small win is internally won, in some cases the second small win is won simultaneously, in some cases the second small win is won, the amount of α pushed increases, and there is no losing area. 【0404】 The gaming machine according to the present invention can be started by setting 3 medals (bets) per game. By operating the start lever 9, the drum unit 2 rotates, and by operating the stop button unit 10, the drum unit 2 stops, the display result is derived and displayed, and one game ends. Depending on the display result of the drum unit 2, a win of RBB, a minor role, or a re-play role occurs, but it can also be a loss. By operating the start lever 9, it is predetermined whether or not a win is allowed by lottery, and a winning flag is set. When a minor role is won, a predetermined number of medals are paid out. If the RBB symbol is displayed and a win occurs in a general game or an RBB internal game, the game state transitions to an RBB game (special game state). The total number of medals paid out in the RBB game is accumulated and counted. In this example, a predetermined number of 120 medals is set for the RBB game, and when it is determined that the total number of medals paid out in the RBB game exceeds 120, the RBB game ends. If a winning RBB does not result in a prize, the next game and subsequent games become RBB internal middle games, and the RBB is in an internal winning state. In a normal game, the probability of winning a replay role is 1 / 7.3 (a predetermined probability), but in an RBB internal middle game, it becomes a high-probability replay state (a higher probability than the predetermined probability). The first, second, and third roles, which are multiple push-order roles, are compound roles in which the target role and the obstructing role are won simultaneously, but the winning ranges of the first through third roles are all different (or at least partially different). Using this lottery table, a random number lottery is used to determine whether or not to allow a prize. In the lottery table used in the RBB game, at least a part of the winning ranges of the first, second, and third roles are the same, and depending on the extracted random value, one of the first, second, or third roles will be won simultaneously. In terms of design, it is desirable to keep the number of first to third small wins the same, to make all winning areas different in general games or RBB internal games, and to make all winning areas the same in RBB games. Furthermore, in RBB games, the area where a win is not achieved should be increased compared to RBB internal games, so that the expected value of the number of coins paid out per RBB game is less than the number of coins inserted per game. 【0405】 In RBB games, the conventional approach is to increase the probability (number of placements) of winning small roles. However, in the present invention, the proportion (number of placements) of winning small roles overall is kept the same (or may be slightly increased) in the general game, the RBB internal game, and the RBB game, and the winning areas of composite small roles overlap in the RBB game, creating areas where they do not win. As a result, during the period from the start to the end of one RBB game, the main control unit 100 controls the RBB game so that the expected value of the increase in game media becomes negative. Referring to Figures 54(A) and (B), the proportion of winning small roles overall is as follows: assuming that the first small role consists of one target small role and a total of four obstructing small roles 1 to 3, the number of placements is 17,000, so the number of placements for target small roles is 17,000, the number of placements for obstructing small role 1 is 17,000, the number of placements for obstructing small role 2 is 17,000, and the number of placements for obstructing small role 3 is 17,000, resulting in a total of 68,000 placements. If the same applies to the second and third small wins, the total number of possible outcomes becomes 204,000, which is three times the original number. In the RBB game, the target small wins for the first, second, and third small wins are all awarded simultaneously. Furthermore, to prevent the same obstructing small wins from overlapping in the same lottery area, obstructing small wins 1-3 for the first, second, and third small wins are awarded simultaneously, and the remaining obstructing small wins are pushed to other lottery areas to make up the number of possible outcomes. 【0406】 Figure 57 shows an example of minor role identification information. 【0407】 Figure 57(A) shows a single bell symbol as the identification information for indicating a minor win. Figure 57(B) shows three types of bell symbols: Bell 1, Bell 2, and Bell 3, as the identification information for indicating a minor win. The identification information for indicating a minor win is identification information that is used to indicate to the player that a minor win has been achieved, and there may be only one type or more than one type (in the case of Figure 57(B), there are three types). The Bell 1 to Bell 3 symbols have the same external shape as a yellow-based bell symbol, but differ in the color of the ball portion, which is red, blue, and yellow. Therefore, to the player's eye, they appear to be the same symbol (also called similar symbols or very similar symbols). 【0408】 When a push-order bell combination (generally a combination consisting of a target combination and an obstructing combination) is internally won, and the stop button section 10 is operated in the order of middle, right, left to win the target combination, the main control unit 100 stops and displays the symbols that make up the target combination on the winning line, and also displays the bell symbols (combination identification information) in a straight line (see Figure 57(C)). In this figure, the winning line and the line on which the symbols are displayed in a straight line are the same, but the line on which the bell symbols are displayed in a straight line may be the upper or lower line, or diagonally upward or diagonally downward, so as to be different from the winning line. 【0409】 On the other hand, in Figure 57(D), when a push-order bell combination is internally won, and the stop button section 10 is operated in the order of right, left, and center to award the target combination, the main control unit 100 stops and displays the replay 2 symbol, bell 3 symbol, and square (blue) symbol that make up the target combination on the winning line, and also displays the bell 1 symbol, bell 3 symbol, and bell 1 symbol (combination identification information) in a straight line diagonally downwards to the right (see Figure 57(D)). In other words, although the winning symbols of the target combination appear scattered, the bell combination identification information appears aligned in a straight line, so the player does not feel any discomfort. 【0410】 Figure 58 shows an example of information indicating the re-play bonus. 【0411】 Figure 58(A) shows a single type of replay symbol as replay symbol identification information. Figure 58(B) shows three types of replay symbols: Replay 1, Replay 2, and Replay 3, as replay symbol identification information. Replay symbol identification information is identification information to indicate to the player that a replay symbol has been won, and there may be only one type or more than one type (in the case of Figure 58(B), there are three types). Replay symbols 1 to 3 are based on a light blue color. Replay symbol 1 and Replay symbol 2 differ in the direction the character's face is facing and the position of the bubble (i.e., the symbol shape is different). In Replay symbol 1, the character is facing left and the bubble is on the left, while in Replay symbol 2, the character is facing right and the bubble is on the right. Replay symbol 1 and Replay symbol 3 differ in the color of the word "Replay" (black or white) (i.e., the color is different). Therefore, to the player's eyes, the symbols appear to be the same (they are also called similar symbols or very similar symbols). 【0412】 When a replay win occurs internally, and the left stop button 10a is operated during the first stop operation (for example, pressing left, middle, and right in order, or pressing left, right, and middle in a scissor motion), the main control unit 100 stops and displays the replay symbol on the winning line, and also displays the replay symbol (replay win identification information) in a straight line (see Figure 58(C)). In this figure, the winning line and the line on which the symbols are displayed in a straight line are the same, but the line on which the replay symbols are displayed in a straight line may be upper or lower, diagonally upward or diagonally downward, and may differ from the winning line. When a replay win occurs, the main control unit 100 lights up the number of coins inserted LED 4a. For example, if the game in which the replay win occurred involved 3 coins, the same number of LEDs (3) are lit up. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. 【0413】 On the other hand, in Figure 58(D), when a replay win occurs internally, and the stop button section 10 is operated in a predetermined sequence (the left stop button 10a is operated in the first stop operation, left first operation), the main control unit 100 stops and displays the black bar symbol, the square (white) symbol, and the square (blue) symbol on the winning line, and also displays the replay 3 symbol, the replay 1 symbol, and the replay 2 symbol in a straight line on the top row (see Figure 58(D)). In other words, although the winning symbols for the replay win appear scattered, the replay win identification information appears aligned in a straight line, so the player does not feel any discomfort. 【0414】 Figure 59 shows an example of re-play winning combination identification information. 【0415】 Figure 59(A) shows an example of how the so-called bell replay combination is awarded. When the bell replay combination 1 is internally awarded, and the stop button section 10 is operated in a predetermined sequence (the left stop button 10a is operated in the first stop operation, i.e., left-first operation), the main control unit 100 stops and displays a pentagon (white) symbol, a square (white) symbol, and a cherry symbol on the winning line, and also displays a bell symbol (any of bell 1 to bell 3 symbols) in a straight line on the top row (see Figure 59(A)). In other words, although the winning symbols for the bell replay combination appear scattered, the small win identification information appears aligned in a straight line, so the player feels that they have won a small win, even though it is actually a replay combination. Therefore, the main control unit 100, although it is actually a replay combination, activates a timer to delay the lighting of the inserted coin count LED 4a. For example, when the bell re-play combination 1 is won, the main control unit 100 starts timing (freezes on), and after 20 seconds (a predetermined time) has elapsed, it lights up the number of coins inserted LED 4a. On the other hand, if either the max bet button 8 or the start lever 9 is operated during timing, the main control unit 100 stops timing (freezes off) and lights up the number of coins inserted LED 4a. For example, if the game in which the re-play combination was won resulted in 3 coins, the same number of LEDs (3) will be lit. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. As an effect, if a player who feels they have won a small win operates the max bet button 8, the main control unit 100 lights up all of the number of coins inserted LED 4a, allowing them to play using the same familiar procedure as when they have won a small win. Furthermore, when the external output signal 3 of the external central terminal board 170, which indicates that the assist function is active, is ON, and a bell re-play win occurs through a left-first operation (left-center-right or left-right-center), and the small win identification information aligns in a straight line, the main control unit 100 turns OFF the external output signal 3 and notifies the hall computer that the assist function has ended. 【0416】 When the bell replay role 1 is internally won, and the stop button section 10 is operated in another predetermined sequence (the right stop button 10c is operated in the first stop operation, i.e., right first operation), the main control unit 100 stops and displays the replay 3 symbol, replay 1 symbol, and replay 2 symbol on the winning line, and also displays similar replay symbols (however, only identical replay symbols are acceptable) in a straight line in the middle row (see Figure 59(B)). In particular, if the left stop button 10a is operated in the second stop operation and the middle stop button 10b is operated in the third stop operation after the right first operation, the main control unit 100 turns on the external output signal 3 of the external central terminal board 170 and outputs an AT signal. This indicates that the assist function has been activated. Note that although the similar replay symbols stopped in a straight line in the middle row, they may also stop diagonally downwards or diagonally upwards. 【0417】 If the bell replay role 1 is internally won, and the stop button section 10 is operated in a different predetermined sequence (the middle stop button 10b is operated in the first stop operation, i.e., middle first operation), and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation, and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation, and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the red 7 symbol in a straight line in the middle (see Figure 59(C)). In other words, if the button press order is the correct middle-left-right sequence, and a red 7 symbol is present in the pull-in range, the red 7 replay role can be won. Then, the main control unit 100 turns on the external output signal 1 of the external central terminal board 170 and outputs a pseudo-BB signal. On the other hand, if the red 7 symbol is not present in the pull-in range during the third stop operation, it stops one of the bell symbols (red 7 symbol, red 7 symbol, bell symbol). In this case as well, a replay is awarded, but the external output signal 1 of the external central terminal board 170 is not turned on. With the red 7 symbol stopped in the middle of the middle drum 2b, if the right stop button 10c, which is an incorrect procedure, is operated during the second stop operation and the red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. However, even if the left stop button 10a is operated during the third stop operation and the red 7 symbol is present in the pull-in range, the main control unit 100 does not stop the red 7 symbol on the winning line, but stops one of the bell symbols (bell symbol, red 7 symbol, red 7 symbol). In this case as well, a replay symbol is awarded, but the external output signal 1 of the external central terminal board 170 is not turned ON. If the bell replay symbol 1 is internally awarded, the stop button section 10 is operated in middle first, and if there is no red 7 symbol in the pull-in range, the main control unit 100 stops the replay 3 symbol on the winning line. In the subsequent stop operation, the replay 2 symbol is stopped and displayed in the middle of the left drum 2a, and the replay 1 symbol is stopped and displayed in the middle of the right drum 2c, and similar replay symbols (however, only identical replay symbols are also acceptable) are displayed in a straight line in the middle (see Figure 59(D)). 【0418】 Figure 60 shows an example of information indicating the re-play bonus. 【0419】 Figure 60(A) similarly shows an example of how the so-called bell replay combination is awarded. When the bell replay combination 2 is internally awarded, and the stop button section 10 is operated in a predetermined sequence (the left stop button 10a is operated in the first stop operation, i.e., left-first operation), the main control unit 100 stops and displays a square (white) symbol, a cherry symbol, and a pentagon (blue) symbol on the winning line, and also displays a bell symbol (any of bell 1 to bell 3 symbols) in a straight line on the bottom row (see Figure 60(A)). In other words, although the winning symbols for the bell replay combination appear scattered, the small win identification information appears aligned in a straight line, so the player feels that they have won a small win, even though it is a replay combination. Therefore, the main control unit 100, as with the bell replay combination 1 described above, activates a timer to delay the lighting of the inserted coin count LED 4a. For example, the main control unit 100 starts timing when the bell re-play combination 1 is won, and lights up the number of coins inserted LED 4a after a predetermined time has elapsed. On the other hand, if either the max bet button 8 or the start lever 9 is operated during timing, the main control unit 100 stops timing and lights up the number of coins inserted LED 4a. For example, if the game in which the re-play combination was won resulted in 3 coins, the same number of LEDs (3) will be lit. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. As an effect, if a player who feels they have won a small win operates the max bet button 8, the main control unit 100 lights up all of the number of coins inserted LED 4a, allowing the player to continue playing with the familiar operation used when winning small wins. Furthermore, when the external output signal 3 is ON, and a left-first operation (left-center-right or left-right-center) results in a bell replay win and the small win identification information aligns in a straight line, the main control unit 100 turns off the external output signal 3 and notifies the hall computer that the assist function has ended. 【0420】 When the bell replay bonus 2 is internally won, and the stop button section 10 is operated in another predetermined order (right first), the main control unit 100 stops and displays the replay 3 symbol, replay 1 symbol, and replay 2 symbol on the winning line, and also displays similar replay symbols in a straight line in the middle row (see Figure 60(B)). In particular, if the left stop button 10a is operated in the second stop operation and the middle stop button 10b is operated in the third stop operation after the right first operation, the main control unit 100 turns on the external output signal 3 of the external central terminal board 170 and outputs an AT signal. This indicates that the assist function has been activated. Note that although the similar replay symbols stopped in a straight line in the middle row, they may also stop diagonally downwards or diagonally upwards. 【0421】 If the Bell Replay 2 is internally won, and the stop button section 10 is operated in a different predetermined sequence (middle first operation), and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation and a blue 7 symbol is present in the pull-in range, the main control unit 100 stops the blue 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation and a red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the 7 symbols (blue 7 symbol, red 7 symbol, red 7 symbol) in a straight line in the middle row (see Figure 60(C)). In other words, if the button press order is the correct middle-left-right sequence, and either a red 7 symbol or a blue 7 symbol is present in the pull-in range, the blue 7 replay can be won. Then, the main control unit 100 turns on the external output signal 2 of the external central terminal board 170 and outputs a pseudo RB signal. On the other hand, if the red 7 symbol is not present in the pull-in range during the third stop operation, it stops one of the bell symbols (blue 7 symbol, red 7 symbol, bell symbol). In this case as well, a replay is awarded, but the external output signal 2 of the external central terminal board 170 is not turned on. With the red 7 symbol stopped in the middle of the middle drum 2b, if the right stop button 10c, which is an incorrect procedure, is operated during the second stop operation and the red 7 symbol is present in the pull-in range, the main control unit 100 stops the red 7 symbol on the winning line. However, even if the left stop button 10a is operated during the third stop operation and the blue 7 symbol is present in the pull-in range, the main control unit 100 does not stop the red 7 symbol on the winning line, but stops one of the bell symbols (bell symbol, red 7 symbol, red 7 symbol). In this case as well, the replay symbol is awarded, but the external output signal 2 of the external central terminal board 170 is not turned ON. If the bell replay symbol 2 is internally awarded, the stop button section 10 is operated in middle first, and if there is no red 7 symbol in the pull-in range, the main control unit 100 stops the replay 3 symbol on the winning line. In the subsequent stop operation, the replay 2 symbol is stopped and displayed in the middle of the left drum 2a, and the replay 1 symbol is stopped and displayed in the middle of the right drum 2c, and similar replay symbols (however, only identical replay symbols are also acceptable) are displayed in a straight line in the middle (see Figure 60(D)). 【0422】 Figure 61 shows the arrangement of the drum's patterns. 【0423】 Each of the left drum 2a, middle drum 2b, and right drum 2c has a reel band (not shown) attached around its outer circumference, depicting the left drum design, the middle drum design, and the right drum design, respectively. 【0424】 Each reel band features 20 symbols arranged in different patterns, including the seven symbol (7 symbol), bar symbol, upper chili symbol, lower chili symbol, red watermelon symbol, green watermelon symbol, blank symbol, bell symbol, blue replay symbol, and white replay symbol, as clearly shown in the diagram. The winning line (also called the "effective line") is just one central horizontal line, as shown in Figure 51, so no further explanation is needed. 【0425】 Figure 62 is a diagram showing the sequence of button presses for small wins, with "Middle 1st" being the correct operation procedure. 【0426】 In the pachislot industry, the most commonly used type of button-press-order small win is the button-press-order bell win. There are eight types of button-press-order bell wins, from button-press-order bell 1a to button-press-order bell 4b, but there is no button-press-order bell where the correct operation procedure is left 1st (however, this may be included depending on the design specifications). For button-press-order bell 1a, the correct operation procedure (sequence data of middle left left (213)) is stored in the ROM. When button-press-order bell 1a is won, FR1 (fruit 1 small win), FR2, FR3, and FR4 are simultaneously internally won (flags are set), and one of FR1 to FR4 becomes eligible to be won. FR1 corresponds to the target small win that is designed for the purpose of being won. In FR1, the winning symbols are the bell symbol on the left drum 2a, the bell symbol on the middle drum 2b, and the bell symbol on the right drum 2c (these will be described in this order from left to right). When these symbols appear on the winning line, nine medals or credits (both of which are "game value") are awarded. These bell symbols are yellow-based symbols used to identify winning combinations (see Figure 57), and when a winning combination is achieved, they are displayed in a straight line in the symbol display window. However, there is not just one type of bell symbol; multiple bell symbols from 1 to n, with slightly modified shapes and colors, may be provided as symbols to identify winning combinations. 【0427】 The winning symbols for FR2 are the red watermelon symbol or green watermelon symbol, the bell symbol, the blue replay symbol, or the white replay symbol, and if they appear on the winning line, one medal or other prize is awarded. The winning symbols for FR3 are the blue replay symbol, the red watermelon symbol or the upper chili symbol, the 7 symbol, or the green watermelon symbol, and if they appear on the winning line, one medal or other prize is awarded. The winning symbols for FR4 are the white replay symbol, the 7 symbol, the green watermelon symbol, the red watermelon symbol, or the lower chili symbol, and if they appear on the winning line, one medal or other prize is awarded. FR2, FR3, and FR4 are obstructing symbols, and are designed to prevent the winning of target symbols. 【0428】 The correct operation sequence for the push-button bell 1b (middle, left, right (213) order data) is stored in the ROM. When the push-button bell 1b is won, FR1, FR2, FR5, and FR6 are internally won simultaneously, and one of these four small wins becomes possible. The winning symbols for FR1 and FR2, and the number of coins won are as described above. The winning symbols for FR5 are the blue replay symbol, red watermelon symbol or upper chili symbol, red watermelon symbol or lower chili symbol, and if they appear on the winning line, one coin is won. The winning symbols for FR6 are the white replay symbol, 7 symbol or green watermelon symbol, 7 symbol or green watermelon symbol, and if they appear on the winning line, one coin is won. FR2, FR5, and FR6 are obstructing small wins. 【0429】 The reason for including the push-order bell 1, which has the same correct operation procedure, is to prevent players from aiming for a single-coin small win depending on the stopped symbols. For example, if the blue replay symbol stops on the left drum 2a and the red watermelon symbol stops on the middle drum 2b, if there was only push-order bell 1a, the player could intentionally aim for the 7 symbol or the green watermelon symbol to win FR3. However, because there is FR5 for push-order bell 1b, there is also the possibility of the red watermelon symbol or the lower chili symbol, so as a result the player will not be able to aim for either. 【0430】 The correct sequence of button presses for Bell 2a is stored in the ROM, corresponding to the correct operation procedure (order data of middle, right, left (231)). When Bell 2a is won, FR1, FR2, FR7, and FR8 are internally won simultaneously, and one of these four small wins becomes possible. The winning symbols for FR1 and FR2, and the number of coins won, are as described above. The winning symbols for FR7 are the blue replay symbol, the 7 symbol or the green watermelon symbol, the 7 symbol or the green watermelon symbol, and if they appear on the winning line, one coin is won. The winning symbols for FR8 are the white replay symbol, the red watermelon symbol or the upper chili symbol, the red watermelon symbol or the lower chili symbol, and if they appear on the winning line, one coin is won. FR2, FR7, and FR8 are obstructing small wins. 【0431】 The correct operation sequence for Push Order Bell 2b is stored in the ROM, corresponding to the sequence data of middle, right, left (231). When Push Order Bell 2b is won, FR1, FR2, FR9, and FR10 are internally won simultaneously, and one of these four small wins becomes possible. The winning symbols for FR1 and FR2, and the number of coins won, are as described above. The winning symbols for FR9 are the blue replay symbol, the 7 symbol or the green watermelon symbol, the red watermelon symbol or the lower chili symbol, and if they appear on the winning line, one coin or similar is won. The winning symbols for FR10 are the white replay symbol, the red watermelon symbol or the upper chili symbol, the 7 symbol or the green watermelon symbol, and if they appear on the winning line, one coin or similar is won. FR2, FR9, and FR10 are obstructing small wins. The reason for providing Push Order Bell 2, which has the same correct operation sequence, is the same as for Push Order Bell 1. 【0432】 Figure 63 is a diagram showing the sequence of button presses for small wins, with the correct operation being "Right 1st". 【0433】 The correct sequence of button presses for Bell 3a is stored in the ROM, corresponding to the sequence data of right, left, and center (312). When Bell 3a is won, FR1, FR11, FR3, and FR4 are internally won simultaneously, and one of these four small wins becomes possible. The only difference between Bell 3a and Bell 1a is that FR2 has been replaced with FR11. The winning symbols for FR11 are the red watermelon symbol or green watermelon symbol, the blue replay symbol or white replay symbol, and the bell symbol, and if they appear on the winning line, one medal or the like can be won. FR11, FR3, and FR4 are obstructing small wins. The rest is the same as Bell 1a, so the explanation is omitted (referencing). The differences for Bell 3b, Bell 4a, and Bell 4b are the same, so the explanation is omitted (referencing). 【0434】 Figure 64 is a diagram showing the configuration of the replay role. 【0435】 In the pachislot industry, it is common practice to display multiple types of replay symbols, from Replay 1 to Replay n (replay symbol identification information), primarily in light blue, in a straight line in the symbol display window to allow players to recognize when a replay symbol has been won. However, whether or not this straight line of replay symbol identification information lies on the winning line is irrelevant. On the other hand, as a way of indicating a special replay symbol to be won, it is also common to display a replay symbol, another replay symbol, and a bell or cherry symbol to the right in a straight line. 【0436】 In this embodiment, when the left stop button 10a is operated during the first stop operation (this is called the left 1st operation, or "specific operation"), a prize is awarded, and the replay symbols are displayed in a straight horizontal line in the center. Additionally, when the left stop button 10a is operated during the first stop operation, a prize is awarded, and the bell symbols (small prize identification information) are displayed in a straight horizontal line at the top or downward to the right. 【0437】 Normally, when Replay 1 is won, RP1 (REPLAY1 role), RP2, RP3, RP14, and RP15 are internally won simultaneously (flags are set), and one of these five REPLAY roles (re-play roles) can be awarded. The winning symbols for RP1 are the blue replay symbol or white replay symbol on the left drum 2a, the blue replay symbol or white replay symbol on the middle drum 2b, and the blue replay symbol or white replay symbol on the right drum 2c (hereinafter, this will be explained in the order of left, middle, and right). When these symbols appear on the winning line, a re-play role is awarded (originally simply called "re-play"), and the next game can be played without inserting game tokens (including putting game tokens into use by operating buttons or other devices related to the storage device). These blue and white replay symbols are replay role identification information (re-play role identification information), and when a win occurs, they are displayed in a straight line along the central horizontal line of the symbol display window. For normal replay 1, both in the initial state (a state where the re-play probability has not changed) and in the RT state (high probability re-play state) when a bonus role has been internally won, the role is drawn based on a random number extracted by the main control unit 100. 【0438】 The winning symbols for RP2 are a bell symbol on the left, a blue or white replay symbol in the middle, a seven symbol on the right, and a red or green watermelon symbol. When these symbols appear on the winning line, a replay bonus is awarded, and a blue or white replay symbol (replay bonus identification information) is displayed in a straight line on the upper right diagonal line of the symbol display window. The winning symbols for RP3 are a bell symbol on the left, a red or green watermelon symbol in the middle, a BAR symbol on the right, a bottom chili symbol, or a BRK (blank) symbol. When these symbols appear on the winning line, a replay bonus is awarded, and a blue or white replay symbol (replay bonus identification information) is displayed in a straight line on the lower horizontal line of the symbol display window. 【0439】 The winning symbols for RP14 are a seven symbol on the left, a seven symbol in the middle, and a seven symbol or a BAR symbol on the right. When these symbols appear on the winning line, a re-play bonus is awarded, and a seven symbol, a seven symbol, a seven symbol, or a BAR symbol are displayed in a straight line along the horizontal center of the symbol display window. As described later, depending on the order and timing of operation of the stop button section 10, only seven symbols, seven symbols, and seven symbols will actually be awarded, and due to the kick control by the main control unit 100, a seven symbol, a seven symbol, and a BAR symbol will never be displayed. The winning symbols for RP15 are a seven symbol or a bell symbol on the left, a seven symbol in the middle, and a bell symbol on the right. When these symbols appear on the winning line, a re-play bonus is awarded, but they are displayed as scattered symbols (misses) in the symbol display window. 【0440】 When a normal replay 2 is won, RP1, RP2, RP14, and RP15 are internally won simultaneously (flags are set), and one of these four REPLAY symbols can be awarded (the winning symbols are as described above). As will be explained later, depending on the order and timing of the operation of the stop button section 10, RP14 can only actually award the seven symbol, seven symbol, and BAR symbol, and due to the kick control by the main control unit 100, the seven symbol, seven symbol, and seven symbol will never be displayed. The main control unit 100 does not draw for normal replay 2 in the initial state, and performs a role draw based on the extracted random number when a bonus role (RBB or CBB of the continuous action device) is internally won in the RT state. In other words, normal replay 2 becomes eligible for drawing when the high probability replay state is entered. 【0441】 When Bell Replay 1 is won, RP1, RP2, RP3, RP4, RP14, and RP15 are simultaneously internally won (flags are set), and one of these six REPLAY symbols can be awarded (the winning symbols for RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbols for RP4 are a blue replay symbol or a white replay symbol on the left, a bell symbol in the middle, a seven symbol on the right, and a red watermelon symbol or a green watermelon symbol. When these symbols appear on the winning line, a replay symbol is awarded, and the bell symbol (small role identification information) is displayed in a straight line on the diagonal line downwards to the right of the symbol display window. When Bell Replay 1 is won, the main control unit 100 awards RP4 on the condition that the left stop button 10a is operated in the first stop operation and the left drum 2a (specific reel drum) is stopped (the order of the second and third stop operations does not matter). On the other hand, if any button other than the left stop button 10a is operated during the first stop operation, the main control unit 100 executes stop control to prevent RP4 from being awarded. For example, if the right stop button 10c is operated during the first stop operation, one of RP1 to RP3 is awarded, and a blue replay symbol or a white replay symbol (replay role identification information) is displayed in a straight line in the symbol display window. If the middle stop button 10b is operated during the first stop operation at a timing when the seven symbol can be pulled in, the seven symbol is stopped in the middle. Similarly, if the left stop button 10a is operated during the second stop operation at a timing when the seven symbol can be pulled in, the seven symbol is stopped on the left. Then, if the right stop button 10c is operated during the third stop operation at a timing when the seven symbol can be pulled in, the seven symbol is stopped on the right, and seven symbols are displayed in a straight line on the horizontal center line of the symbol display window (RP14 awarded). However, if the machine is operated at a timing when the BAR symbol can be pulled in but the 7 symbol cannot (the position of the red watermelon symbol at No. 7), the bell symbol will stop on the right and RP15 will be awarded. In other words, even if the button sequence is correct, the 7 symbol, 7 symbol, and BAR symbol for RP14 will not stop. Also, even if the right stop button 10c is operated at a timing when the 7 symbol can be pulled in during the second stop operation, the bell symbol will stop on the right instead of the 7 symbol. Therefore, if the button sequence is incorrect, RP14 will not be awarded, and RP15 will be awarded.The main control unit 100 does not draw Bell Replay 1 in the initial state, and in the RT state where a bonus role has been internally won, it performs role drawing based on the extracted random number. 【0442】 When Bell Replay 2 is won, RP1, RP2, RP3, RP5, RP14, and RP15 are simultaneously internally won (flags are set), and one of these six REPLAY symbols can be awarded (the winning symbols for RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbols for RP5 are a blue replay symbol or a white replay symbol on the left, a red watermelon symbol or a green watermelon symbol in the middle, and an upper chili symbol or a BRK symbol on the right. When these symbols appear on the winning line, a replay symbol is awarded, and a bell symbol (small role identification information) is displayed in a straight line on the upper horizontal line of the symbol display window. When Bell Replay 2 is won, the main control unit 100 awards RP5 on the condition that the left stop button 10a is operated in the first stop operation and the left drum 2a (specific reel drum) is stopped (the order of the second and third stop operations does not matter). On the other hand, if any button other than the left stop button 10a is operated during the first stop operation, the main control unit 100 executes stop control to prevent RP4 from being awarded. For example, if the right stop button 10c is operated during the first stop operation, one of RP1 to RP3 is awarded, and a blue replay symbol or a white replay symbol (replay role identification information) is displayed in a straight line in the symbol display window. If the middle stop button 10b is operated during the first stop operation at a timing when the seven symbol can be pulled in, the seven symbol is stopped in the middle. Similarly, if the left stop button 10a is operated during the second stop operation at a timing when the seven symbol can be pulled in, the seven symbol is stopped on the left. Then, if the right stop button 10c is operated during the third stop operation at a timing when the BAR symbol can be pulled in, the BAR symbol is stopped on the right, and the seven symbol, seven symbol, and BAR symbol are displayed in a straight line on the horizontal center line of the symbol display window (RP14 awarded). However, if the machine is operated at a timing when the seven symbol can be pulled in but the BAR symbol cannot (the blank symbol position of No. 4), the bell symbol will stop on the right and RP15 will be awarded. In other words, even if the button sequence is correct, the seven symbol, seven symbol, and seven symbol for RP14 will not stop. Also, even if the right stop button 10c is operated at a timing when the BAR symbol can be pulled in during the second stop operation, the bell symbol will stop on the right instead of the BAR symbol. Therefore, if the button sequence is incorrect, RP14 will not be awarded, and RP15 will be awarded.The main control unit 100 does not draw Bell Replay 2 in the initial state, and in the RT state where a bonus role has been internally won, it performs role drawing based on the extracted random number. 【0443】 Figure 65 is a schematic diagram showing the display state of the window section in chronological order. 【0444】 In the RBB (Replay Bonus) gameplay shown in Figure 53(A), the RBB flag is set, and in this high-probability replay state within the RBB (see the shaded area in Figure 53(A)), the mainstream of recent slot machines is to alternate between normal gameplay where the game currency decreases and special gameplay where the game currency increases. The reason why the game currency decreases in normal gameplay is that the internally won push-order small wins are missed. On the other hand, the reason why the game currency increases in special gameplay is that by instructing (notifying) the sequence of operations (or procedure) to win the internally won push-order small win (for example, in the range of 8 to 15 payouts), the player receives a payout greater than the number of coins inserted (3 coins). As a result, the expected value of the increase in coins per game can be set to about 3 to 4 coins. Furthermore, the CBB (Type 2 Special Bonus Continuous Operation Device) may be set as an internal winning state. In this case, for example, inserting two coins will always dispense two coins, and the CBB will end when a predetermined number is exceeded, so there is no increase or decrease in the amount of game currency during CBB gameplay. Similarly, in the gameplay during RB shown in Figure 26(C), the RB flag is set, and during the RB in this high-probability re-play state, the game may alternate between normal gameplay where the amount of game currency decreases and special gameplay where the amount of game currency increases. The symbol combination...
Claims
[Claim 1] Multiple reels with multiple types of patterns arranged on their outer surface, A method for determining winning combinations by inserting game tokens and conducting a draw for each game to determine whether a winning combination is achieved or not, A reel control means that rotates multiple reels for each game, and when it receives the operation of a stop switch provided for each reel, stops the corresponding reel individually and displays symbols according to the determined winning combination. A performance control means that performs performances according to the game based on video data and audio data, A voice data conversion means for converting the aforementioned voice data into a wireless voice signal, A transmitting means for transmitting the aforementioned wireless audio signal to a wireless speaker, Pairing execution means for pairing with the aforementioned wireless speaker, Early transmission means for speeding up the transmission timing of the aforementioned wireless audio signal, It is equipped with, The early transmission means, when the pairing execution means is pairing with the wireless speaker, speeds up the transmission timing of the wireless audio signal. The wireless speaker reproduces sound based on the wireless audio signal received from the early transmission means. A gaming machine characterized by the following.
Citation Information
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