Gaming Machines

By integrating a reel frame with reel tape, a back lamp board with LEDs, and a display section that adapts to different modes based on power supply and betting status, the gaming machine enhances user interaction and engagement, addressing the need for improved performance in gaming machines.

JP7664520B2Active Publication Date: 2025-04-18SAMMY CORPORATION
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Patent Information

Application Number
JP2024202131
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-20
Publication Date
2025-04-18
Estimated Expiration
2043-08-02

AI Technical Summary

Technical Problem

Existing gaming machines lack improvements in performance, particularly in display modes and user interaction, which can lead to a less engaging gaming experience.

Method used

The gaming machine incorporates a reel frame with attached reel tape, a back lamp board with specified LEDs, a back lamp housing, and a display section that can operate in multiple modes based on power supply connections and betting status, enhancing user interaction and engagement.

Benefits of technology

This configuration improves the gaming machine's performance by providing dynamic display modes that enhance user engagement and interaction, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To execute appropriate processing when a situation in which electrical connection between a main control board and a sub-control board is disconnected occurs.SOLUTION: An image of "abnormality 1" is displayed when a situation in which electrical connection between a main control board and a sub-control board is disconnected occurs after a game medium is bet. An image of "abnormality 2" is displayed when a reel starts rotating in a situation in which the electrical connection is disconnected and then the electrical connection is restored. An image of "restoration" or "normality" is displayed when power is disconnected in a situation in which a reel is rotating and the image of "abnormality 2" is under display and then power is restored.SELECTED DRAWING: Figure 262
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Slot machines have been known as one type of gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-016110 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to improve the performance of a gaming machine. [Means for solving the problem]

[0005] A reel frame and a reel tape attached to the reel frame; A back lamp board equipped with a specified LED; A back lamp housing; A display unit for displaying an image; Equipped with A first mode is a mode in which no image is displayed on the display unit, A mode in which a first type of image is displayed on the display unit is defined as a second mode, A third embodiment is a embodiment in which a second type of image is displayed on the display unit; A fourth embodiment is a fourth embodiment in which a third type of image is displayed on the display unit. When a harness that supplies power to the sub-control board is connected and no gaming media has been bet and betting is possible, the display unit may be in the second mode, When a harness for supplying power to the sub-control board is not connected and no gaming medium has been bet and a bet is possible, the display unit is in the first mode; When the harness for supplying power to the sub-control board is not connected, and no gaming media have been bet and a bet is possible, the display unit may be in the third mode when the harness for supplying power to the sub-control board is connected, and no gaming media have been bet and a bet is possible, When a power outage occurs to the gaming machine in a state where a harness supplying power to the sub-control board is not connected and no gaming medium has been bet and a bet can be placed, and when the harness supplying power to the sub-control board is connected while the gaming machine is powered off, the gaming machine is powered on after a predetermined time has elapsed, and when a predetermined condition is satisfied in the state where the gaming machine is powered on, the display unit may be in the fourth mode, The first aspect and the fourth aspect are different aspects, The third aspect and the fourth aspect are different aspects, When a position on the reel tape facing the predetermined LED of the back lamp board is pressed against the predetermined LED of the back lamp board with a force within a range in which at least one of the reel tape and the reel frame elastically deforms and comes into contact with the back lamp housing, at least one of the reel tape and the reel frame elastically deforms and comes into contact with the back lamp housing, and the reel tape does not come into contact with the predetermined LED of the back lamp board. A gaming machine characterized by: Effect of the Invention

[0006] According to the present invention, the performance of the gaming machine can be improved. [Brief description of the drawings]

[0007] [Figure 1] 1 is a block diagram showing an outline of control of a slot machine which is an example of a gaming machine in a first embodiment. [Diagram 2] FIG. 2 is a diagram showing the arrangement of symbols on a reel in the first embodiment. [Diagram 3]In the first embodiment, (A) is a diagram showing the positional relationship between the display window and each reel, and the pay lines, and (B) is a diagram showing the names of the symbol positions. [Figure 4] FIG. 1 is a diagram showing the symbol combinations and payout amounts of winning coins (1) in the first embodiment. [Diagram 5] FIG. 13 is a diagram showing the winning symbol combinations and payout numbers, etc. (2) in the first embodiment. [Figure 6] A diagram showing the winning symbol combinations and payout numbers, etc. (3) in the first embodiment. [Figure 7] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (4) in the first embodiment. [Figure 8] FIG. 13 is a diagram showing the symbol combinations and payout numbers of winning coins (5) in the first embodiment. [Figure 9] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (6) in the first embodiment. [Figure 10] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (7) in the first embodiment. [Figure 11] FIG. 13 is a diagram showing the symbol combinations and payout amounts of winning coins (8) in the first embodiment. [Figure 12] FIG. 11 is a diagram illustrating RT transition in the first embodiment. [Figure 13] FIG. 13 is a diagram showing a non-RT number table (1) in the first embodiment. [Figure 14] FIG. 13 is a diagram showing a non-RT number table (2) in the first embodiment. [Figure 15] FIG. 13 is a diagram showing a numerical value table (1) of RT1 in the first embodiment. [Figure 16] FIG. 13 is a diagram showing a number setting table (2) of RT1 in the first embodiment. [Figure 17] FIG. 11 is a diagram showing a numerical setting table (1) during RB operation in the first embodiment. [Figure 18] FIG. 13 is a diagram showing a numerical setting table (2) during RB operation in the first embodiment. [Figure 19]FIG. 1 is a diagram showing a role condition device and a small role and replay condition device (1) in the first embodiment. [Figure 20] FIG. 1 is a diagram showing a small winning combination and replay condition device (2) in the first embodiment. [Figure 21] FIG. 1 is a diagram showing a small winning combination and replay condition device (3) in the first embodiment. [Figure 22] FIG. 1 is a diagram showing a small winning combination and replay condition device (4) in the first embodiment. [Figure 23] FIG. 1 is a diagram showing a small winning combination and replay condition device (5) in the first embodiment. [Figure 24] FIG. 1 is a diagram showing a small winning combination and replay condition device (6) in the first embodiment. [Diagram 25] FIG. 1 is a diagram showing a small winning combination and replay condition device (7) in the first embodiment. [Figure 26] FIG. 1 is a diagram showing a small winning combination and replay condition device (8) in the first embodiment. [Figure 27] A diagram showing the performance group number in the first embodiment. [Figure 28] This is a figure explaining the expected value for irregular button press orders and sequential button press orders when the performance group number is "8" in the first embodiment. [Figure 29] FIG. 13A is a flowchart showing normal section lever processing, and FIG. 13B is a diagram showing an initial normal mode lottery in the first embodiment. [Diagram 30] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the number of places for the normal mode lottery in the first game of the advantageous zone. [Diagram 31] FIG. 1A is a diagram showing types of normal modes, and FIG. 1B is a diagram showing transition probabilities of each normal mode in the first embodiment. [Diagram 32] 13 is a flowchart showing a pseudo-game presentation of a "red 7" in the first embodiment. [Diagram 33] A flowchart showing the continuous presentation of advantageous zones in the first embodiment. [Diagram 34]FIG. 11 is a diagram showing the transition of a difference counter and a hit-stop counter in the first embodiment. [Diagram 35] 5 is a diagram showing a relationship between a difference counter and a stop counter and power interruption in the first embodiment. FIG. [Diagram 36] 5 is a flowchart showing the flow from power-on to main processing in the first embodiment. [Figure 37] 37 is a flowchart showing the error processing in step S513 of FIG. 36. [Figure 38] 37 is a flowchart showing a complete function calculation process in step S525 of FIG. 36. [Figure 39] FIG. 11 is a diagram showing an image giving a notice of the activation of a complete function in the first embodiment. [Diagram 40] FIG. 11 is a diagram showing an interval in which the activation of the complete function is announced in the first embodiment. [Diagram 41] FIG. 11 is a diagram showing an example in which a complete function operation is displayed on the entire screen in the first embodiment. [Diagram 42] FIG. 11 is a diagram showing a complete function activation image in the first embodiment. [Diagram 43] FIG. 13 is a diagram showing a case in which the play stop counter reaches "19000" during a special game state in the first embodiment. [Diagram 44] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Diagram 45] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Diagram 46] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 47] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 48] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 49] FIG. 4 is a diagram illustrating the relationship between a complete function and power cut in the first embodiment. [Figure 50] FIG. 13 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 51] FIG. 13 is a diagram showing an example in which a hopper empty error occurs during automatic settlement in a game in which the complete function is activated after a payout in the first embodiment. [Figure 52] 5 is a flowchart showing a sub-side power supply recovery process in the first embodiment. [Figure 53] FIG. 11 is a diagram for explaining the configuration of a main CPU, a ROM, and a RWM in a second embodiment. [Figure 54] 13 is a diagram showing the address, label name, number of bytes, and name of data stored in the used area of ​​the RWM in the second embodiment. FIG. [Figure 55] FIG. 11 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of ​​the RWM in the second embodiment. [Figure 56] FIG. 35 is a diagram showing the address, label name, number of bytes, and name of data stored outside the used area of ​​the RWM in the second embodiment, and is a diagram continuing from FIG. 34. [Figure 57] FIG. 13(A) is a diagram showing various LEDs on a display substrate in the second embodiment, and FIG. 13(B) is a diagram showing a management information display LED in the second embodiment. [Figure 58] 13 is a diagram showing the relationship between digits 1 to 9 and segments A to G and P in the second embodiment. FIG. [Figure 59] FIG. 11 is a diagram showing signals output from output ports 2 to 7 in the second embodiment. [Figure 60] FIG. 11 is a diagram showing the relationship between digits and segments in the second embodiment. [Figure 61](A) is a diagram showing the relationship between LED display counter 1 (_CT_LED_DSP1) in the second embodiment and the signal output from output port 3, (B) is a diagram showing the relationship between LED display counter 2 (_SC_LED_DSP2) in the second embodiment and the signal output from output port 6, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the second embodiment. [Figure 62] 13 is a flowchart showing a program start process (M_PRG_START) in the second embodiment. [Figure 63] 13 is a flowchart showing a power return process (M_POWER_ON) in the second embodiment. [Figure 64] 13 is a flowchart showing an unrecoverable error process (C_ERROR_STOP) in the second embodiment. [Figure 65] 13 is a flowchart showing an initialization process (M_INI_SET) in the second embodiment. [Figure 66] 13 is a flowchart showing a setting change confirmation process (M_RANK_CTL) in the second embodiment. [Figure 67] 13 is a flowchart showing a main process (M_MAIN) in the second embodiment. [Figure 68] 13 is a flowchart showing an interrupt process (I_INTR) in the second embodiment. [Figure 69] 13 is a flowchart showing a power-off process (I_POWER_DOWN) in the second embodiment. [Figure 70] 13 is a flowchart showing an RWM checksum set process (S_SUM_SET) in the second embodiment. [Figure 71] 13 is a flowchart showing LED display control (I_LED_OUT) in the second embodiment. [Figure 72] 13 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in the second embodiment. [Figure 73]13 is a flowchart showing a ratio display preparation process (S_DSP_READY) in the second embodiment. [Figure 74] 13 is a flowchart showing a blinking request flag generating process (S_LED_FLASH) in the second embodiment. [Figure 75] FIG. 13 is a diagram showing a blinking / non-corresponding item determination value table (TBL_SEG_FLASH) in the second embodiment. [Figure 76] 13 is a flowchart showing a rate display timer update process (S_RATE_TIME) in the second embodiment. [Figure 77] 13 is a flowchart showing a ratio display process (S_LED_OUT) in the second embodiment. [Figure 78] 13 is a flowchart showing a blinking bit check count table (TBL_FLASH_CHK) in the second embodiment. [Figure 79] 13 is a flowchart showing an unrecoverable error process 2 (S_ERROR_STOP) in a modified example of the second embodiment. [Figure 80] FIG. 11 is a diagram showing signals output from output ports 2 to 5 in a modified example of the second embodiment. [Figure 81] 13 is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signals output from the output ports 3 and 6 in a modified example of the second embodiment. FIG. [Figure 82] FIG. 13 is a diagram showing a one-chip microprocessor according to a third embodiment. [Figure 83] FIG. 83 is a diagram showing in more detail the memory map in the built-in ROM in FIG. 82 in the third embodiment. [Figure 84] FIG. 83 is a diagram showing in more detail the memory map in the built-in RWM in FIG. 82 in the third embodiment. [Figure 85] 13A and 13B are diagrams for explaining an interrupt initial setting address in the third embodiment, where FIG. 13A shows data details of the interrupt initial setting address, and FIG. 13B shows the relationship between interrupt priority levels and interrupt priority setting values. [Figure 86]13A and 13B are diagrams for explaining vector address values ​​and data values ​​stored in vector addresses in the third embodiment, in which (A) shows vector address values, (B) shows the relationship between interrupt causes and automatically assigned values, and (C) shows an example of data values ​​of vector addresses. [Figure 87] FIG. 13 is a diagram showing a process from when the power is turned on until when the mode shifts to a user mode in the third embodiment. [Figure 88] FIG. 13 is a diagram showing an example of a program starting from "0000H" in a program area in a used area of ​​an internal ROM in the third embodiment. [Figure 89] FIG. 13 is a diagram showing an example in which the vector address is "00F4H" in the third embodiment. [Figure 90] 13 is a flowchart showing an example of a process called by a RST command in the third embodiment, where (A), (B), and (C) show example 1, example 2, and example 3, respectively. [Figure 91] FIG. 13 is a diagram showing program code area setting addresses and their data values ​​in the third embodiment. [Figure 92] In the fourth embodiment, (a) is a diagram showing the type of role, the probability of winning, the number of payouts for each order in which the stop switches are pressed, etc., and (b) is a diagram showing the ball-out performance of biased roles. [Figure 93] This figure shows the flow of presentation (example 1) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 94] This figure shows the flow of presentation (example 1) when the stop switch is operated in a non-recommended pressing sequence during a favorable zone and non-AT in the fourth embodiment. [Figure 95] This figure shows the flow of presentation (example 2) when the stop switch is operated in the recommended pressing order during a favorable zone and non-AT in the fourth embodiment. [Figure 96] This figure shows the flow of the presentation (example 2) when the stop switch is operated in a non-recommended pressing sequence during a favorable zone and non-AT in the fourth embodiment. [Figure 97]FIG. 13 is a diagram illustrating a transition of (image) layers when a recommended image is displayed in the fourth embodiment. [Figure 98] This is a continuation of Figure 97. [Figure 99] In the fourth embodiment, this is a time chart showing the image display, the state of the push button lamp, and the menu display when a bet operation and start switch operation are performed after a demo display (when no replay is won), where (a) shows the recommended button press order, and (b) shows the non-recommended button press order. [Figure 100] This is a time chart showing the image display, the state of the push button lamp, and the menu display when the start switch is operated 60 seconds after a replay is won in the fourth embodiment, where (a) shows the recommended button press order and (b) shows the non-recommended button press order. [Figure 101] This is a time chart showing the image display, the state of the push button lamp, and the menu display when, in the fourth embodiment, a bet operation is performed within 3 seconds after a full stop and a start operation is performed 60 seconds after a full stop, where (a) shows the recommended pressing order and (b) shows a non-recommended pressing order. [Figure 102] 13 is a flowchart showing a main process in the fourth embodiment. [Figure 103] A flowchart showing the push order instruction number setting process in step S181 of Figure 102. [Figure 104] 102. A flowchart showing the performance group number setting process in step S182 of FIG. [Figure 105] FIG. 13 is a diagram showing the relationship between a winning combination (biased combination) and an indication monitor and an image display in the fourth embodiment. [Fig. 106] 13 is a flowchart showing a temporary storage process 1 in the fourth embodiment. [Figure 107] This is a flowchart continuing from Figure 106. [Figure 108] 108 is a flowchart showing another example of FIG. 107. [Fig. 109] 13 is a flowchart showing a temporary storage process 2 in the fourth embodiment. [Figure 110] This is a flowchart continuing from Figure 109. [Figure 111] FIG. 13 is a side cross-sectional view of the slot machine according to the fifth embodiment. [Figure 112] FIG. 13 is a block diagram showing an outline of the control of the slot machine in the fifth embodiment. [Figure 113] FIG. 13 is an explanatory diagram (1) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 114] FIG. 13 is an explanatory diagram (2) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 115] FIG. 13 is an explanatory diagram (3) of the gap between the medal selector and the chute member in the fifth embodiment. [Fig. 116] FIG. 13 is an explanatory diagram (4) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 117] FIG. 13 is an explanatory diagram (5) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 118] FIG. 13 is an explanatory diagram (6) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 119] FIG. 13 is an explanatory diagram (7) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 120] FIG. 13 is an explanatory diagram (8) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 121] FIG. 13 is an explanatory diagram (9) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 122] 13 is a time chart (1) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 123] 13 is a time chart (2) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 124] 13 is a time chart (3) showing an operation mode when an error is detected and released in the fifth embodiment. [Fig. 125]13 is a time chart (4) showing an operation mode when an error is detected and released in the fifth embodiment. [Fig. 126] 13 is a time chart (5) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 127] 13 is a time chart (6) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 128] 13 is a time chart (7) showing an operation mode when an error is detected and released in the fifth embodiment. [Figure 129] 13 is a time chart (8) showing an operation mode when an error is detected and released in the fifth embodiment. [Fig. 130] 13 is a time chart (1) showing an operation mode when the power is turned off during door opening notification in the fifth embodiment. [Fig. 131] 13 is a time chart (2) showing an operation mode when the power is turned off during a door opening notification in the fifth embodiment. [Fig. 132] 13 is a time chart (3) showing an operation mode when the power is turned off during a door opening notification in the fifth embodiment. [Fig. 133] 23 is a time chart showing Example 1 of an error notification in the sixth embodiment. [Fig. 134] 23 is a time chart showing Example 2 of an error notification in the sixth embodiment. [Fig. 135] 23 is a time chart showing Example 3 of an error notification in the sixth embodiment. [Fig. 136] 23 is a time chart showing an example (example 4) in which a power interruption occurs while a first error occurs in the sixth embodiment. [Fig. 137] This is a time cheat showing an example (Le5) in which a power outage occurs during the occurrence of the first error in the sixth embodiment, and is a modified example of FIG. 136. [Figure 138] 23 is a time chart showing Example 6 of an error notification in the sixth embodiment. [Figure 139] 23 is a time chart showing Example 7 of an error notification in the sixth embodiment. [Fig. 140] 23 is a time chart showing Example 8 of an error notification in the sixth embodiment. [Fig. 141] 23 is a time chart showing Example 9 of an error notification in the sixth embodiment. [Fig. 142] FIG. 13 is an external perspective view showing a slot machine in a seventh embodiment. [Fig. 143] 13A and 13B are diagrams showing a door key and a door key cylinder in a seventh embodiment, in which (a) is a front view showing the door cylinder, and (b) is a side view showing a state in which the door key is inserted into the door key insertion opening. [Fig. 144] FIG. 13 is a front view showing the positional relationship between a door key insertion slot and a door key in the seventh embodiment. [Fig. 145] In the seventh embodiment, (a) is a front view for explaining various dimensions of a door key cylinder, and (b) is a plan view and a side view showing the dimensions of a power plug. [Fig. 146] FIG. 13 is a schematic diagram for explaining a locking device in a seventh embodiment, being a front view seen from the inside of the front door toward the outside (player's side). [Fig. 147] FIG. 147 is a diagram showing a state in which the cam has been rotated 45 degrees counterclockwise from the state shown in FIG. 146 in the seventh embodiment. [Fig. 148] FIG. 147 is a diagram showing a state in which the cam has been rotated 45 degrees clockwise from the state shown in FIG. 146 in the seventh embodiment. [Figure 149] FIG. 13 is a front view showing a structure for locking the door key in position after the front door is opened in the seventh embodiment. [Fig. 150] 13A and 13B are diagrams showing a setting key and a setting key cylinder in a seventh embodiment, in which (a) is a side view showing the state in which the setting key is inserted, and (b) is a side view showing the state when the setting key is rotated 90 degrees clockwise. [Fig. 151] FIG. 23 is a diagram showing the relationship between the rotation angles of the door key and the setting key and the rotation torque corresponding to the rotation angles in the seventh embodiment. [Fig. 152]A diagram showing a production stage in the eighth embodiment. [Fig. 153] A diagram showing the types of effects in the eighth embodiment. [Fig. 154] FIG. 13 is a diagram showing the event names, number of cuts, and number of branches for production 01, production 03, and production 14 in the eighth embodiment. [Fig. 155] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment, of the performances 15, 16, and 17. [Fig. 156] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment, of the performance 18, the performance 20, the performance 21, and the performance 22. [Fig. 157] FIG. 13 is a diagram showing the event names, the number of cuts, and the number of branches of the eighth embodiment, of the performances 23, 24, and 25. [Fig. 158] FIG. 13 is a block diagram showing a gaming machine (a medal-less gaming machine) in a ninth embodiment. [Fig. 159] 13 is a flowchart showing counting-related processing in the ninth embodiment. [Fig. 160] FIG. 23 is a diagram showing a transition of the number of icons in a pull-back zone in the tenth embodiment. [Fig. 161] 23 is a flowchart showing a pull-back lottery process of the pull-back zone in the tenth embodiment. [Fig. 162] A flowchart showing the determination of whether the favorable zone continues in step S705 of Figure 161 in the tenth embodiment. [Fig. 163] 23 is a flowchart showing a pull-back lottery process in a normal section in the tenth embodiment. [Fig. 164] 23 is a flowchart showing a pull-back lottery process in the transition preparation state in the tenth embodiment. [Fig. 165] A flowchart showing the favorable zone clear counter management processing in the tenth embodiment. [Fig. 166] 23 is a flowchart showing the flow of display processing of a demonstration image in the tenth embodiment. [Fig. 167] This is a flowchart continuing from Figure 166. [Fig. 168] 23 is a flowchart showing a control process of an SP flag in the tenth embodiment. [Fig. 169] 23 is a flowchart showing the flow of a sub-bonus transfer process in the tenth embodiment. [Fig. 170] FIG. 23 is a block diagram showing the outline of the configuration of a one-chip microprocessor according to an eleventh embodiment. [Fig. 171] FIG. 170 is a block diagram showing the arithmetic operation unit (APU). [Fig. 172] FIG. 23 is a diagram showing a structure of a multiplication / division register in the eleventh embodiment. [Fig. 173] FIG. 23 is a diagram showing a process from when the power is turned on until when the mode shifts to a user mode in the eleventh embodiment. [Fig. 174] A figure showing the display specifications of the role ratio monitor in the 11th embodiment. [Fig. 175] FIG. 23 is a diagram showing a data table provided in a second area of ​​the ROM in the eleventh embodiment. [Fig. 176] FIG. 23 is a diagram showing the outside of the used area (second area) of the RWM in the eleventh embodiment. [Fig. 177] FIG. 23 is a diagram showing the outside of the used area (second area) of the RWM in the eleventh embodiment. [Fig. 178] 23 is a flowchart showing a program start process in the eleventh embodiment. [Fig. 179] 178. A flowchart showing test pattern display setting in step S902 of FIG. [Fig. 180] 23 is a flowchart showing a main process in the eleventh embodiment. [Fig. 181] 181 is a flowchart showing the ratio setting process in step S910 of FIG. 180. [Fig. 182] 182 is a flowchart showing the ratio calculation process in step S921 of FIG. 181. [Fig. 183]183 is a flowchart showing a modified example of FIG. 182. [Fig. 184] 23 is a flowchart showing an interrupt process in the eleventh embodiment. [Fig. 185] 23 is a flowchart showing ratio display preparation executed in interrupt processing in the eleventh embodiment. [Fig. 186] 187 is a flowchart showing generation of a blink request flag in step S961 of FIG. 185. [Fig. 187] 187 is a flowchart showing the update of the ratio display timer in step S962 of FIG. 185. [Fig. 188] 187 is a flowchart showing the ratio display process in step S963 of FIG. 185. [Fig. 189] FIG. 23 is a diagram showing a blinking bit inspection count table in the eleventh embodiment. [Fig. 190] FIG. 23 is a diagram illustrating an example of a jump instruction in the twelfth embodiment. [Fig. 191] 23 is a flowchart showing a program start process (M_PRG_START) in the twelfth embodiment. [Fig. 192] FIG. 23A is a diagram showing area types and addresses in the twelfth embodiment, and FIG. 23B is a diagram showing data of free areas. [Fig. 193] FIG. 23 is a diagram showing an average processing time for each state in the twelfth embodiment. [Fig. 194] 23 is a flowchart showing a main loop process and an interrupt process during game standby (no bet) in the twelfth embodiment. [Fig. 195] 23 is a flowchart showing a main loop process and an interrupt process before the start of a game after a bet in the twelfth embodiment. [Fig. 196] 23 is a flowchart showing the main loop process and interrupt process after the reel 31 reaches a constant speed after the operation of the start switch is detected and the reel starts to rotate in the twelfth embodiment. [Figure 197]23 is a flowchart showing a main loop process and an interrupt process during constant-speed rotation of the reels and before all the reels have stopped in the twelfth embodiment. [Figure 198] A flowchart showing the main loop processing and interrupt processing during the payout processing after all reels have stopped in the twelfth embodiment. [Figure 199] A flowchart showing the main processing and interrupt processing from coin insertion to role selection in the twelfth embodiment. [Figure 200] 23 is a flowchart showing the main process from the start of rotation of the reels until the stop switch is operated, and the interrupt process executed during that time, in the twelfth embodiment. [Figure 201] A flowchart showing the flow of main processing and interrupt processing from when a medal is inserted to immediately after the start switch is operated in the twelfth embodiment. [Figure 202] 23 is a flowchart showing the flow of the main processing and interrupt processing when the adjustment switch is operated after medals are inserted in the twelfth embodiment. [Fig. 203] 23 is a flowchart showing the flow of main processing and interrupt processing when an abnormal state occurs after a medal is inserted in the twelfth embodiment. [Fig. 204] 23 is a flowchart showing the flow of main processing and interrupt processing when a replay activation symbol is displayed stopped in the twelfth embodiment. [Fig. 205] A flowchart showing the flow of main processing and interrupt processing in the next game in which a replay activation pattern is stopped and displayed in the twelfth embodiment. [Fig. 206] 23 is a flowchart showing the flow of main processing and interrupt processing from after all reels have stopped to the lighting processing of the input display LED in the twelfth embodiment. [Fig. 207] A flowchart showing the flow of main processing and interrupt processing from when a specified number of medals are inserted to the process of turning off the insertion display LED in the twelfth embodiment. [Fig. 208]A block diagram showing an outline of the control of the slot machine in the thirteenth embodiment. [Fig. 209] FIG. 23 is an external oblique view of the slot machine according to the thirteenth embodiment. [Fig. 210] A front view of the inside of the cabinet of the slot machine in the thirteenth embodiment. [Fig. 211] FIG. 23 is a side view (partial cross-sectional view) of the slot machine in the thirteenth embodiment. [Fig. 212] FIG. 23 is an explanatory diagram of a main control board, a start switch, and a stop switch in the thirteenth embodiment. [Fig. 213] FIG. 23 is an explanatory diagram of a motor drive board, a motor, and a reel sensor in a thirteenth embodiment. [Fig. 214] An explanatory diagram of a main control board, a lamp control board, and a stop switch lamp in the thirteenth embodiment. [Fig. 215] A time chart showing the state in the thirteenth embodiment when the connection of the stop switch harness is restored with all stop switches off while all reels are rotating. [Fig. 216] A time chart showing the state when the connection of the stop switch harness is restored with the left stop switch on while all reels are rotating in the thirteenth embodiment. [Fig. 217] A time chart showing the state in the thirteenth embodiment when the connection of the stop switch harness is restored with all stop switches on while all reels are rotating. [Fig. 218] This is a time chart showing the state in the thirteenth embodiment when the power is cut off while all reels are rotating, and after the power is restored, the connection of the stop switch harness is restored with the left stop switch on. [Fig. 219] This is a time chart showing the state in the thirteenth embodiment when the power is cut off while all reels are rotating, and after the power is restored, the connection of the stop switch harness is restored with all stop switches on. [Fig. 220]This is a time chart showing the state in the thirteenth embodiment when the power is cut off while all reels are rotating, the connection of the stop switch harness is restored with the left stop switch on while the power is off, and then the power is restored with all stop switches off. [Fig. 221] This is a time chart showing the state in the thirteenth embodiment when the power is cut off while all reels are rotating, the connection of the stop switch harness is restored with all stop switches on while the power is cut off, and then the power is restored with all stop switches off. [Fig. 222] 23 is a time chart showing a state in the thirteenth embodiment when a specified number of medals have been bet, the start switch is on while all reels are stopped, and the connection of the start switch harness is restored. [Fig. 223] This is a time chart showing a case in which, in the thirteenth embodiment, the start switch is turned on with the start switch harness disconnected during a power outage, and the connection of the start switch harness is restored with the start switch on after the power is restored. [Fig. 224] 23 is a time chart showing a state in the thirteenth embodiment in which the connection of the start switch harness is restored with the start switch on during a power outage, and then the power is restored with the start switch off. [Fig. 225] FIG. 23 is a side view (partial cross-sectional view) of the slot machine showing that the main control board cannot be seen through the display window in the thirteenth embodiment. [Fig. 226] FIG. 23 is a side view (partially cross-sectional view) of the slot machine in the thirteenth embodiment, showing that the front door can be closed with the setting key inserted into the setting key insertion slot. [Fig. 227] This is a side view (partial cross-sectional view) of a slot machine in the thirteenth embodiment, showing that when the front door is closed, there is provided the space necessary for the setting key to slide and come out of the setting key insertion port. [Fig. 228]FIG. 23 is a side view (partial cross-sectional view) of the slot machine showing that in the thirteenth embodiment, the height from the upper end of the symbol display device to the lower end of the setting key insertion slot is greater than the entire length of the setting key in the longitudinal direction. [Fig. 229] FIG. 23 is a side view (partially sectional view) of the slot machine showing that in the thirteenth embodiment, the distance between the back panel of the cabinet and the symbol display device is greater than the thickness of the setting key. [Fig. 230] This is a front view of the inside of the cabinet, showing that in the thirteenth embodiment, the distance between the left and right side panels of the cabinet and the pattern display device is greater than the thickness of the setting key. [Fig. 231] FIG. 23 is a side view (partial cross-sectional view) of the slot machine showing that in the thirteenth embodiment, the gap between the reels and a gap cover that hides the gap between adjacent reels is configured so that a setting key cannot be inserted. [Fig. 232] This is a plan view (partial cross-sectional view) of a pattern display device showing that in the 13th embodiment, the gap between the gap cover that hides the gap between adjacent reels and the reels is configured so that a setting key cannot be inserted between them. [Fig. 233] FIG. 23 is a side view (partial cross-sectional view) of the slot machine showing that the distance between the display window and the reel is greater than the thickness of the setting key in the thirteenth embodiment. [Fig. 234] This is a side view (partial cross-sectional view) of a slot machine showing that in the 13th embodiment, the rearward protruding width of the lower frame portion of the frame-shaped member on the rear surface of the front door is narrower than "1 / 2" the short-side width of the setting key. [Fig. 235] FIG. 23 is a side view (partially sectional view) of the slot machine showing the relationship between the setting key insertion slot and the power supply unit in the thirteenth embodiment. [Fig. 236] FIG. 23 is a plan view (partially cross-sectional view) of the slot machine showing the relationship between the setting key insertion slot and the power supply unit in the thirteenth embodiment. [Fig. 237] FIG. 23 is a plan view (partial cross-sectional view) of the slot machine in the thirteenth embodiment, showing that when the front door is fully open, the gap between the front door and the cabinet on the hinge side is smaller than the entire length of the setting key in the longitudinal direction. [Fig. 238] FIG. 23 is an external oblique view of the slot machine according to the fourteenth embodiment. [Fig. 239] A front view showing the inside of the cabinet with the front door open in the slot machine of the fourteenth embodiment. [Fig. 240] FIG. 23 is a side view (partial cross-sectional view) of the slot machine in the fourteenth embodiment. [Fig. 241] 23A and 23B are diagrams showing a sub-control board and a sub-board case in the fourteenth embodiment, where (a) is a plan view and (b) is a front view. [Fig. 242] FIG. 23 is a side view (partially cross-sectional view) showing a state in which the sub-board case has been removed from the upper door in the fourteenth embodiment. [Fig. 243] FIG. 23 is a side view (partially cross-sectional view) showing a state in which the sub-board case has been removed from the upper door in the fourteenth embodiment. [Fig. 244] In the fourteenth embodiment, (a) is a side view (partially cross-sectional view) showing a state in which the sub-board case has been removed from the upper door, and (b) is a partially enlarged view of (a). [Fig. 245] FIG. 22 is a front view showing a pattern display device in the fourteenth embodiment. [Fig. 246] In the fourteenth embodiment, (a) is a front view (partially sectional view) showing a reel module, and (b) is a sectional view showing the dimensions of the screw. [Fig. 247] FIG. 23 is a side view (partially cross-sectional view) showing a reel module and a reel case in a fourteenth embodiment. [Fig. 248] FIG. 23 is a side view showing the positional relationship between the reel case, the reel module, and the display window in the fourteenth embodiment. [Fig. 249] FIG. 23 is a side view showing an example in which the reel bracket and the reel case are disengaged from each other in the fourteenth embodiment. [Fig. 250] 23A to 23C are side views showing the relationship between the reel base and the reel case in the fourteenth embodiment, in which (a) is in normal condition, (b) is at maximum movement, and (c) is when movement is restricted by the harness. [Fig. 251] FIG. 23 is a front view of the slot machine in the fourteenth embodiment, showing a state in which the lower door is open and the upper door is closed. [Fig. 252] In the fourteenth embodiment, (a) is a side view (partially cross-sectional view) showing an upper end portion of a lower door and a lower end portion of an upper door, and (b) is a view seen in the direction of an arrow B. [Fig. 253] In the fourteenth embodiment, (a) is a side view (partial cross-sectional view) showing a situation where no human load is applied to the upper door and the lower door, and (b) is a side view (partial cross-sectional view) showing a situation where an upward human load is applied to the upper door. [Fig. 254] FIG. 23 is a plan view showing the slot machine in the fourteenth embodiment when the upper door and the lower door are open. [Figure 255] 23A and 23B are front views showing a reel module according to a fourteenth embodiment, in which (a) shows the state without load and (b) shows the state when a human load is applied in the F4 direction. [Fig. 256] In the fourteenth embodiment, (a) is a side view (partially sectional view) showing a back lamp unit, a reel tape, etc., and (b) is a front view showing the positional relationship between the back lamp unit and the reel tape. [Fig. 257] FIG. 23 is a front view (partially cross-sectional) showing adjacent reel modules in the fourteenth embodiment. [Fig. 258] FIG. 23 is a diagram illustrating a CALL instruction and a RET instruction in the fifteenth embodiment. [Fig. 259] FIG. 23 is a diagram showing a case in which a harness connection failure occurs, the connection failure is then repaired, a power outage occurs, and then the power is restored in the sixteenth embodiment. [Fig. 260] FIG. 23 is a diagram showing a case in which a harness connection failure occurs, the connection failure is then repaired, a power outage occurs, and then the power is restored in the sixteenth embodiment. [Fig. 261] FIG. 23 is a diagram showing a case in which a harness connection failure occurs, then a power outage occurs, the connection failure is repaired during the power outage, and then the power is restored in the sixteenth embodiment. [Fig. 262]FIG. 23 is a diagram showing a case in which a harness connection failure occurs, the reel rotates, the harness connection failure is then recovered, and then a power outage occurs in the sixteenth embodiment. [Fig. 263] FIG. 23 is a diagram showing a case in which a harness connection failure occurs, then a power outage occurs after the reel rotates, the harness connection failure is repaired during the power outage, and then power is restored in the sixteenth embodiment. [Fig. 264] FIG. 23 is a diagram showing a case in which a harness connection failure occurs while the reel is rotating, the harness connection failure is restored after the first reel stops, and then a power outage occurs in the sixteenth embodiment. [Fig. 265] This figure shows a case in the sixteenth embodiment in which a harness connection failure occurs while the reel is rotating, the first reel stops, a power outage occurs, the harness connection failure is repaired during the power outage, and then power is restored. [Fig. 266] This figure shows a case in which, in the 16th embodiment, a harness connection failure occurs after the first and second reels have stopped and while the third reel is rotating, and then the harness connection failure is resolved after the third reel has stopped, and then a power outage occurs. [Fig. 267] This figure shows a case in the 16th embodiment where a harness connection failure occurs while the third reel is rotating, the third stop switch is continued to be pressed during the connection failure, a power outage occurs in that situation, the connection failure is repaired during the power outage, and then the power is restored. [Fig. 268] This figure shows a case in which, in the sixteenth embodiment, a harness connection failure occurs, the reels rotate, the harness connection failure is recovered while all the reels are rotating, and then a power outage occurs while all the reels are rotating. [Fig. 269] This figure shows a case in the 16th embodiment where a poor connection in the harness occurs while all reels are rotating, and a power outage occurs while all reels are rotating, the poor connection in the harness is repaired during the power outage, and then power is restored. [Fig. 270]This figure shows that in the 16th embodiment, a harness connection failure occurs after the first reel stops and while the second and third reels are rotating, then a power outage occurs, the harness connection failure is repaired during the power outage, and then power is restored. [Fig. 271] This figure shows a case in which, in the sixteenth embodiment, the stop switch corresponding to the third reel is pressed and held, during which a harness connection failure occurs, followed by a power outage, the harness connection failure is repaired during the power outage, and then the power is restored. [Fig. 272] This figure shows a case in the sixteenth embodiment where a harness connection failure occurs while all reels are rotating, then a power outage occurs, the harness connection failure is repaired during the power outage, and then the power is restored. [Fig. 273] This figure shows a case in which, in the sixteenth embodiment, a power outage occurs while all reels are rotating, a harness connection failure occurs during the power outage, and then the harness connection failure is resolved after power is restored. [Fig. 274] This figure shows a case in the 16th embodiment in which the first reel stops, a harness connection failure occurs while the second and third reels are rotating, a power outage then occurs, the harness connection failure is repaired during the power outage, and then power is restored. [Fig. 275] This figure shows a case in the 16th embodiment in which a power outage occurs while the second and third reels are spinning after the first reel has stopped, a harness connection failure occurs during the power outage, the power is then restored, and the harness connection failure is then resolved. [Fig. 276] This figure shows a case in which, in the sixteenth embodiment, the stop switch of the third reel is pressed and held, a power outage occurs during that period, a poor harness connection occurs during the power outage, and then, after the power is restored, the poor harness connection is resolved. [Fig. 277] FIG. 23 shows a case in which a harness connection failure occurs while all reels are rotating, and then the first reel stops after the harness connection failure is repaired in the sixteenth embodiment. [Fig. 278]FIG. 23 shows a case in the sixteenth embodiment where the first reel stops, a harness connection failure occurs while the second and third reels are rotating, the harness connection failure is then recovered, and then the second reel stops. [Fig. 279] This figure shows a case in which, in the sixteenth embodiment, the stop switch for the third reel is pressed and held, a harness connection failure occurs during that period, and the harness connection failure is repaired during that period, and then the stop switch is released. [Fig. 280] This figure shows a case in which, in the 16th embodiment, the stop switch for the third reel is pressed and held, during which a harness connection failure occurs, and after the connection failure is resolved, the stop switch is released and the game media awarding process is executed. [Fig. 281] FIG. 23 shows a case in which a harness connection failure occurs during the setting change mode in the sixteenth embodiment, the harness connection failure is then recovered from, and then the setting value change process and the setting value confirmation process are executed, and the setting change mode is terminated. [Fig. 282] FIG. 23 is a diagram showing a case in which a harness connection failure occurs after a setting value change process in a setting change mode in the sixteenth embodiment, the harness connection failure is then recovered from, and then a setting value confirmation process is executed, and the setting change mode is terminated. [Fig. 283] This figure shows a case in which, in the sixteenth embodiment, a harness connection failure occurs after a setting value change process and a setting value confirmation process are executed in a setting change mode, the harness connection failure is then recovered, and the setting change mode is then terminated. [Fig. 284] This figure shows a case in the sixteenth embodiment where the power is turned on while a harness connection failure occurs, the device transitions to setting change mode, the harness connection failure is recovered from, setting value change processing and setting value confirmation processing are then executed, and the setting change mode is then terminated. [Fig. 285] This figure shows a case in which, in the sixteenth embodiment, when a harness connection problem occurs, the power is turned on and the device transitions to setting change mode, the setting value change process is executed, the connection problem is resolved, and then the setting value confirmation process is executed and the setting change mode is terminated. [Fig. 286] This figure shows a case in the sixteenth embodiment where, while a harness connection failure occurs, the power is turned on to switch to setting change mode, and after the setting value change process and setting value confirmation process are executed in the setting change mode, the harness connection failure is recovered, and then the setting change mode is terminated. [Fig. 287] FIG. 23 is a diagram showing a case in which a harness connection failure occurs after the mode is switched to the setting check mode, and the setting check mode is ended after the harness connection failure is fixed in the sixteenth embodiment. [Fig. 288] FIG. 23 is a diagram showing a case in which, in the sixteenth embodiment, the device transitions to the setting check mode when a harness connection failure occurs, the connection failure is repaired during the setting check mode, and then the setting check mode is terminated. [Fig. 289] FIG. 23 is a diagram showing a case in which, in the sixteenth embodiment, power is turned on in a state in which a harness connection failure has occurred, the connection failure is then corrected, the device transitions to a setting check mode, and then the setting check mode is terminated. [Fig. 290] This figure shows a case in which, in the sixteenth embodiment, the power is turned on while a harness connection failure occurs, the device transitions to connection check mode, the connection failure is recovered during the connection check mode, and then the setting check mode is terminated. [Fig. 291] FIG. 23 is a diagram showing a case in which a harness connection failure occurs, the connection failure is recovered after that, and then a bet process is executed in the sixteenth embodiment. [Fig. 292] FIG. 23 is a diagram showing a case in which a harness connection failure occurs and then the connection failure is fixed, and then a bet process and a start operation are executed in the sixteenth embodiment. [Fig. 293] FIG. 23 is a diagram showing a case in which a harness connection failure occurs and then is repaired, and then a game is started and a process of providing game media is executed in the sixteenth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] In this specification, the meanings of the terms are as follows. "Bet" means to bet medals (game media) to play a game. To bet medals, actual medals are inserted into the medal insertion slot 47, or the bet switch 40 is operated to bet credited (stored) medals. Meanwhile, "credit (also called "storage")" is different from the above-mentioned "bet" and means storing medals inside the slot machine 10. In this specification, when "credit" is used, it is used in a sense that does not include "bet". Furthermore, "insertion" means betting or crediting medals. Also, "prescribed number" means the number of bets that can be made in the game. For example, in a game with a prescribed number of "2" or "3", the game can be started with either the bet number of "2" or "3", and the game cannot be played with the bet number of "1". For convenience of explanation, the "prescribed number" may be referred to as the "number of bets". Meanwhile, when "number of bets" is used, it may refer to something other than the "prescribed number". For example, in a game with a prescribed number of "2" or "3", when one medal is inserted (before the game starts), the number of bets is "1" (the number bet at that time).

[0009] "Care" refers to a player inserting medals into the medal insertion slot 47 (described below). "Care bet" refers to a player betting medals by caressing medals into the medal insertion slot 47. "Care credit" refers to a player crediting medals (adding credits) by caressing medals into the medal insertion slot 47.

[0010] "Bet medals" refers to medals that have been bet. "Saved medals" refers to medals that have been credited (saved). "Saved bet" refers to a player operating the bet switch 40 (described later) to bet some or all of the credited medals to play a game within the range that can be bet in the game. "Automatic bet" refers to an automatic bet of the number of medals that was bet in the previous game by the control process of the slot machine 10 when a replay is won. Here, the stop display of a symbol combination corresponding to a small role (meaning that the symbol combination stops on a winning line; the same applies below) is called a "winning of a small role". On the other hand, in the "Rules on the Certification and Inspection of Types of Gaming Machines (hereinafter simply referred to as the "Rules")", when a symbol combination corresponding to a replay is stopped and displayed, it is interpreted as the operation of a condition device related to a replay, and not as a "winning". However, in this application (this specification, etc.), a replay is also treated as one of the roles (replay role), and a replay is not considered to be a "winning". The display of the symbol combination corresponding to the play may be called a "replay win." "Settlement" refers to the payment of bet medals and / or saved medals to the player. In this embodiment, the settlement process is executed when the settlement switch 43 (described later) is operated.

[0011] "Payout" refers to paying out medals to a player based on the winning combination, or paying out medals through the above settlement. When medals are paid out to a player based on the winning combination, this includes both storing the medals as credits (adding stored medals, in other words, updating electronic data stored in the RWM 53 (described later)) and paying out actual medals from a payout port (not shown). For example, "50" medals are credited as the limit number, and any medals that exceed the number of credits are controlled to be actually paid out to the player. Note that "payout" may also be referred to as "grantment." Therefore, the "number of payouts" may also be referred to as the "number of grants."

[0012] In this embodiment, the "game medium" is a medal, but in the case of an enclosed (ECO) game machine, for example, electronic information (electronic medals, electronic data) is used as the game medium. Note that, for example, when money (banknotes) is inserted into a lending machine, the "electronic information" is converted into electronic information corresponding to the amount of money, and part or all of the electronic information can be credited to the game machine as game medium for playing games on the game machine. Note that the "game medium" may also be referred to as "game value."

[0013] In addition, when the gaming medium is electronic information, "paying out medals" means crediting (adding) the medals to a gaming medium credit device provided in the gaming machine. Therefore, "paying out medals" does not only mean actually paying out medals from a hopper 35 (described later), but also includes the process of crediting (adding) electronic information of a payout amount corresponding to a winning combination to the gaming medium credit device.

[0014] When a game progresses from the "N-1" game, to the "N" game, to the "N+1" game, ... (where "N" is an integer of 2 or more), and the current game is the "N" game, the "N" game is referred to as the "current game." The "N-1" game is referred to as the "previous game." Furthermore, the "N+1" game is referred to as the "next game."

[0015] In this specification, a number with "(B)" at the end (especially 8-bit) means a binary number. Similarly, a number with "(H)", "H", or "h" at the end means a hexadecimal number. Specifically, for example, a number that indicates "16" in decimal is written as "00010000(B)" in binary and "10(H)", "10H", or "10h" in hexadecimal. Furthermore, a number that indicates a decimal number is written as "16(D)" as necessary. However, when it is clear whether it is a binary number, a decimal number, or a hexadecimal number, the final symbol "(B)", "(D)", "(H)", "H", or "h" may be omitted.

[0016] Also, the probability that the desired symbol to be displayed on the pay line can be stopped on the pay line from the moment the stop switch 42 is operated until the reel 31 stops (maximum number of frames moved) is called the "pulling rate (PB)". If the stop switch 42 is not operated at an appropriate position on the reel 31 (at an operation timing that allows the target symbol to be stopped on the pay line within the range of the maximum number of frames moved), the target symbol cannot be stopped on the pay line (pulled into the pay line) is called "PB ≠ 1". In contrast, if the target symbol can always be stopped (pulled into) on the pay line regardless of the position of the reel 31 at the moment the stop switch 42 is operated (regardless of the operation timing of the stop switch 42), it is called "PB = 1".

[0017] In addition, the "operation mode" of the stop switch 42 means the pressing order of the stop switch 42 and / or the operation timing (the timing of pressing the stop switch to stop the target symbol on a winning line). Furthermore, the "advantageous operation mode" of the stop switch 42 means an operation mode in which a symbol combination with a payout or a large number of payouts stops, an operation mode in which a symbol combination that moves (promotes) to an advantageous RT stops, or an operation mode in which a symbol combination that does not move (falls) to an unfavorable RT stops, in a game in which the operation mode of the stop switch 42 produces an advantage / disadvantage in the game result (symbol combination that stops on a winning line). The "advantageous operation mode" is also called the correct operation mode or the correct pressing order.

[0018] "A game in which the operation mode of the stop switch 42 gives an advantage / disadvantage to the game result" corresponds to, for example, a game in which multiple types of small roles (bells) with different payout amounts are won (a game in which the so-called "push order bell" is won), in which the type of small role (bell) that is won differs (the number of payouts differs) depending on the operation mode of the stop switch 42. Also, for example, a game in which multiple types of replays are won (when multiple replays are won, a game in which the so-called "push order replay" is won), in which the RT shifts depending on the type of replay that is won, corresponds to.

[0019] The "instruction function" refers to a function that instructs the player on how to operate the stop switch 42. In principle, the instruction function is a function that instructs the player on an advantageous manner of operating the stop switch 42. In other words, the "instruction function" refers to a device that makes it easier to win. Incidentally, "display" refers to showing the contents of the "instructions" so that they can be seen, while "notification" refers to informing the player of the contents of the instructions. Thus, the "instruction function" is both a "display function" and an "notification function."

[0020] In addition, the notification of the operation mode of the stop switch 42 may not be limited to the most advantageous operation mode. The notification of the most advantageous operation mode of the stop switch 42 may be "operation of the instruction function", but the notification of any operation mode including the most advantageous operation mode of the stop switch 42 may be "operation of the instruction function". For example, when the push order bell has six options, it is assumed that the payout when the push order bell is won is one, three, four, ten, or a miss (non-winning) depending on the push order. Here, the notification of the push order for winning a 10-coin role is a notification of an advantageous operation mode of the stop switch 42, and of course corresponds to "operation of the instruction function". On the other hand, the notification of the push order for winning a 1-coin role, a 3-coin role, or a 4-coin role may be "notification of an advantageous operation mode (operation of the instruction function)" and may not be "notification of an advantageous operation mode".

[0021] The push order for winning a 4-coin role is not the most advantageous operation mode because it is not the most advantageous operation mode. However, the payout number is "4" for the bet number "3", and the difference in the number of coins for the game is "+1", so it is an operation mode that increases the difference in the number of coins, and is not necessarily an unfavorable operation mode. Similarly, the push order for winning a 3-coin role is not the most advantageous operation mode because it is not the most advantageous operation mode. However, the payout number is "3" for the bet number "3", and the difference in the number of coins is maintained at the current level (the difference in the number of coins is not decreased), so it is not necessarily an unfavorable operation mode.

[0022] Similarly, the push order for winning a 1-coin combination is not the most advantageous operation mode because it does not allow a 10-coin combination to be won. Furthermore, the payout amount is "1" for a bet amount of "3," which reduces the difference in the number of coins. However, it can also be said to be an operation mode that does not miss out on a combination, so it may not be an unfavorable operation mode.

[0023] In this embodiment, when the push order bell is won, the instruction function is activated to notify the operation mode (correct push order) that will win the role with the largest payout. However, when the end condition of the advantageous zone is approaching, for example, when the push order bell is won, it is possible to control the push order to win, for example, 3-coin roles or 4-coin roles, as described above, so that the difference in number is almost maintained.

[0024] In addition, in this embodiment, the operation of the instruction function is limited to one specified number. For example, the specified number for activating the instruction function is set to "3". In this case, in a game with a specified number of "2" or "3" during AT, if the game is started with a bet number of "3" and the push order bell is won, the instruction function can be activated. In contrast, if the game is started with a bet number of "2", the instruction function cannot be activated even if the push order bell is won.

[0025] The "game zone" includes a "normal zone (non-advantageous zone)" and a "favorable zone". In the 5.9 machine, a "waiting zone" (a game zone in which the player has won the favorable zone lottery but has not yet moved to the favorable zone) was provided, but the current 6 machine rules do not provide a "waiting zone". However, this is not limited to this, and game zones other than the normal zone and the favorable zone may be provided. The "normal zone" refers to a game zone in which signals related to the instruction function, specifically, the push order instruction number and the winning and replay condition device number (information that can determine the correct push order) described later, are prohibited from being transmitted to a peripheral board (for example, the sub-control board 80), and which does not affect the performance related to the instruction function at all (no processing related to the instruction function is executed). In other words, the normal zone is a game zone in which the operation mode cannot be notified. However, in addition to the lottery of the hand, a decision (lottery, etc.) can be made as to whether or not to move to the favorable zone.

[0026] In the normal section, the instruction function must not be activated, so push order instruction information cannot be displayed on a specified display device (LED, etc.) electrically connected to the main control board 60, and since signals related to the instruction function are not transmitted to the peripheral board, it is not possible to display (notify) advantageous operation modes using the image display device 23 electrically connected to the sub-control board 80.

[0027] On the other hand, the "advantageous zone" is a play zone that has the capability related to the instruction function (the instruction function may be activated), and specifically, when the instruction function is activated, it refers to a play zone in which a signal related to the instruction function can be sent to the sub-control board 80 only when the push order instruction information is displayed so that the instruction content (operation mode of the stop switch 42) can be identified on the main control board 60. In other words, the advantageous zone is a play zone in which the instruction function can be activated (the instruction function may be activated), that is, a play zone in which the operation mode of the stop switch 42 can be displayed (may be displayed). However, the sub-control board 80 cannot output a performance that contradicts the instruction content given by the main control board 60 or the signal related to the instruction function that it has received.

[0028] Also, during advantageous periods, even in games in which the operation mode of the stop switch 42 produces advantageous / disadvantageous results, the indication function does not have to be activated. On the other hand, during advantageous periods, in games in which the operation mode of the stop switch 42 produces advantageous / disadvantageous results, the indication function may always be activated to display the operation mode of the stop switch 42. The AT (notification game state) is a game state in which the operation mode of the stop switch 42 is notified in games in which the operation mode of the stop switch 42 produces advantageous / disadvantageous results. Therefore, the AT is always in advantageous periods, and is never executed during non-advantageous periods.

[0029] In addition, the AT may always (100%) notify the operation mode of the stop switch 42 in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage on the game result, but it may not notify the operation mode of the stop switch 42 even in a game in which the operation mode of the stop switch 42 has an advantage / disadvantage on the game result, for example, to keep the payout rate in a specified period within a range set by the rules. For example, if the AT termination condition is approached during the AT, it may be possible to temporarily not notify the operation mode of the stop switch 42 (not activate the instruction function) from the viewpoint of extending the life of the AT.

[0030] Also, regarding the relationship between the advantageous zone and AT can be set in various ways. For example, the first setting is "Advantageous Zone = AT". In this case, winning the advantageous zone and winning the AT are equivalent. The AT starts from the first game in the advantageous zone. The AT ends when the advantageous zone ends.

[0031] Secondly, it can be set to "AT ≠ advantageous zone". In this case, the condition for starting (executing) the AT is not met just by moving to the advantageous zone, and whether or not to execute the AT is decided by lottery or the like, provided that the player is in the advantageous zone, and when it is decided to execute the AT, the AT is executed until the specified end condition of the AT is met. In addition, when the player is not in the AT upon moving to the advantageous zone, for example, the main game state can be set to the normal zone, premonition, CZ (chance zone (period during which it is easy to win the AT)), etc.

[0032] When transitioning to a premonition after winning the AT, the premonition may always transition to the real premonition, and transition to the AT may occur after the end of a predetermined number of plays of the real premonition. Alternatively, whether the premonition is real or false may be determined by lottery or the like, and when the premonition is determined to be real, transition to the AT may occur after the end of the real premonition. Also, when the premonition is determined to be false, the advantageous zone may be maintained after the end of the false premonition, or transition to the normal zone may occur. Furthermore, when the end conditions of the AT are met, both the AT and the advantageous zone may be ended. Alternatively, the AT may end, but when the end conditions of the advantageous zone are not met, the advantageous zone may continue (non-AT and advantageous zone). The same applies when the AT is started at the same time as the advantageous zone.

[0033] Also, the number of plays in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, a lottery or the like is not executed for the advantageous zone. Still further, the initial number of plays in the advantageous zone is determined when the advantageous zone starts, and during the advantageous zone, a decision (lottery or the like) is made as to whether or not to add (add) the (remaining) number of plays in the advantageous zone. Furthermore, a predetermined end condition is set for the advantageous zone, and when the predetermined end condition for the advantageous zone is met, the advantageous zone is ended at that point even if there are remaining plays in the advantageous zone (or remaining plays in the AT).

[0034] Here, the "predetermined end condition" of the advantageous zone may be, for example, when the difference counter value described later exceeds "2400 (D)" or when the advantageous zone clear counter described later (the number of remaining games in the advantageous zone) reaches "0". When either of these conditions is met, it is determined that the end condition of the advantageous zone is met, and the next game will transition to the normal zone (non-advantageous zone). In this case, even if the final game is an AT, the AT will also end at the same time as the advantageous zone ends.

[0035] In the advantageous zone, the advantageous zone display LED (also called "zone indicator") 77 (see, for example, FIG. 58 described later. Segment P of digit 4 (lower digit of the winning number display LED 78)) may be lit to inform the player that the advantageous zone is in progress. However, this is not limited to the above, and it is also possible not to inform the player that the advantageous zone is in progress without providing the advantageous zone display LED 77 or the like. The advantageous zone display LED 77 may be always lit during the advantageous zone, but may also be lit when a predetermined lighting condition is met after the transition to the advantageous zone. Here, the "predetermined lighting condition" may be, for example, when the instruction function is activated in a game state in which the advantageous zone and the zone Sim ball payout rate exceeds "1". Once the advantageous zone display LED 77 is lit, it remains lit during the advantageous zone.

[0036] In addition, the "interval Sim (simulation) payout rate" is the payout rate when it is assumed that the symbol combination corresponding to the winning role is always stopped (even when the role of "PB ≠ 1" is won, the symbol combination corresponding to the role is stopped), and when there are multiple symbol combinations corresponding to the winning role, the symbol combination that is most advantageous to the player (when the push order bell is won, the high bell with the maximum payout) is stopped. The calculation of the interval Sim payout rate does not include the payout (number of payouts) due to the operation of the role (1BB operation, etc.). In addition, in a game in which a replay is won, when the number of bets is "3", the number of payouts is counted as "0", and in a replay based on the winning of a replay (the next game after the game in which a replay is won), the number of bets is calculated as "0" and the number of payouts is "x" ("x" is the number of payouts in that game). Alternatively, the number of payouts in a game in which a replay is won and the number of bets in the next game may not be counted. Furthermore, "a gaming state in which the section Sim ball payout rate exceeds "1"" includes an RT or a main gaming state in which the section Sim ball payout rate is set to exceed "1". Here, an example of an RT in which the section Sim ball payout rate exceeds "1" is an RT in which the probability of winning a replay is set high. Also, if a normal CZ (chance zone), AT, pull-back zone, etc. are provided as the main gaming state, an example of a main gaming state in which the section Sim ball payout rate exceeds "1" is an AT.

[0037] When the advantageous zone display LED 77 is turned on, the advantageous zone display LED 77 is turned off when the advantageous zone ends, more specifically, in the final game of the advantageous zone, for example, in the game end check process described below, or in the game start set process for the next game of the final game of the advantageous zone. When the advantageous zone end condition is met, the advantageous zone display LED 77 is turned off in the subsequent interrupt process by executing the initialization process of the advantageous zone display LED flag described below.

[0038] The "processing related to the advantageous zone" includes, for example, the following processing: 1) Drawing lots for (transition to) the advantageous zone 2) Updating the advantageous zone clear counter (subtraction, clearing) 3) Updating the difference counter (calculation, clearing) 4) Updating the advantageous zone type flag 5) Controlling the advantageous zone display LED 77 (updating the advantageous zone display LED flag)

[0039] In addition, "processing related to the instruction function" includes, for example, the following processing: 1) Display of push order instruction information (activation of instruction function) 2) Drawing of AT 3) In the case of a game number management type AT (a specification in which the AT ends when the remaining number of plays becomes "0"), updating of the AT play count counter (subtraction, addition, clearing) 4) In the case of a difference number management type AT (a specification in which the AT ends when the remaining difference number becomes "0"), updating of the AT difference number counter (subtraction, addition, clearing)

[0040] And, the current rules stipulate that both the processing related to the advantageous zone and the processing related to the instruction function can be executed in one game state (RT) with one specified number, except for the following. Therefore, in this embodiment, the processing related to the advantageous zone and the processing related to the instruction function can be executed at the specified number of "3", and the processing related to the advantageous zone and the processing related to the instruction function cannot be executed at the specified number of "2". However, during the advantageous zone, the updating of the advantageous zone clear counter and the updating of the difference number counter must be executed regardless of the specified number.

[0041] Also, when the result of the role lottery is a non-winning one, in other words, during play when the condition device is not activated, it may be stipulated that the processing related to the advantageous zone (the lottery for transition to the advantageous zone) is not executed. However, this is not limited to this, and the processing related to the advantageous zone may be executed even if the result of the role lottery is a non-winning one. On the other hand, even if the result of the role lottery is a non-winning one, if the probability of non-winning is a predetermined value or higher (when the probability is not extremely low, for example, "1 / 17500" or higher), the processing related to the instruction function (AT lottery processing) may be executable.

[0042] Furthermore, if the result of executing the advantageous zone transition lottery (processing related to the advantageous zone) is that the advantageous zone transition lottery is won, the advantageous zone will be entered from the next game. Therefore, in a game in which the advantageous zone transition lottery (processing related to the advantageous zone) is executed and the advantageous zone is won, notification of the correct button press order (processing related to the instruction function) cannot be executed. However, there is no problem in executing the advantageous zone transition lottery (processing related to the advantageous zone) and the AT lottery (processing related to the instruction function) in a single game. Furthermore, for example, when a specific role lottery result is obtained, it may be determined that the advantageous zone and AT are entered (without executing the lottery).

[0043] The management information display LED (also called a "role ratio monitor" or "ratio display") 74 consists of, for example, four LEDs (also called "digits") and is composed of a two-digit identification segment (an LED that displays which of the six items listed below it is by using a specified symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).

[0044] The management information display LED 74 displays the ratios of the following six items 1) to 6) repeatedly at predetermined intervals. 1) Either the advantageous zone ratio (cumulative) (7U.) or the instructed role ratio (cumulative) (7P.) 2) Continuous role ratio (6000 games) (6y.) 3) Role ratio (6000 games) (7y.) 4) Continuous role ratio (cumulative) (6A.) 5) Role ratio (cumulative) (7A.) 6) Role etc. state ratio (cumulative) (5H.)

[0045] For example, when displaying the role ratio (cumulative), if the ratio is "50"%, the symbol "7A." indicating the role ratio (cumulative) is displayed in the identification segment, and "50" is displayed in the ratio segment. Here, "cumulative" refers to the sum of the values ​​that have been counted up to that point, and counting continues until the total number of games reaches at least the standard number of games (for example, "17500" or "175000"). If the cumulative total is less than the standard number of games, the ratio is displayed, for example, by blinking, and if it is equal to or greater than the standard number of games, the ratio is displayed, for example, by lighting. The cumulative total continues to be added even after it reaches the standard number of games, until it reaches a value (upper limit) that can be stored in a predetermined address of the RWM 53. Also, "6000 games" is the total number of games of 15 sets, with one set being "400" games.

[0046] The "beneficial zone ratio" refers to the ratio (proportion) of time spent in the beneficial zone to the total play zone (non-beneficial zone + beneficial zone). Specifically, for example, if the number of plays in the total play zone is "1000" and the number of plays in the beneficial zone during that time is "700", the beneficial zone ratio is "70%". The "instruction-included feature ratio" is the sum of the number of payouts when the feature is activated and the number of payouts in the game with the instruction function activated, divided by the total number of payouts. In slot machines that do not have features, the "instruction-included feature ratio" is the sum of the number of payouts in the game with the instruction function activated divided by the total number of payouts. The sum of the number of payouts when the feature is activated and the number of payouts in the game with the instruction function activated is counted by the instruction-included feature counter.

[0047] Furthermore, the "number of payouts in a game in which the instruction function is activated" is based on the operation of the stop switch 42 according to the pressing sequence displayed by the activation of the instruction function, and when, for example, 10 bells are won, "10" is added to the instruction-included feature counter. In contrast, when, for example, 1 bell is won because the stop switch 42 is operated in a pressing sequence different from the displayed pressing sequence in a game in which the instruction function is activated, "1" is added to the instruction-included feature counter. Similarly, when, in a game in which the instruction function is activated, the stop switch 42 is operated in a pressing sequence different from the displayed pressing sequence, and a winning combination is missed (when no combination is won), the instruction-included feature counter is not added. In other words, the count value in the previous game remains the same.

[0048] When the common bell is won during the AT, the instruction function is activated in the same way as when the push order bell is won, and push order instruction information (dummy) is displayed on the winning number display LED 78, or the instruction function is not activated. If the instruction function is activated when the common bell is won, the payout number for that game is added to the instruction-included role counter.

[0049] On the other hand, if the common bell is won and the instruction function is not activated, the payout amount for that game is not added to the instruction function counter. However, the total payout amount is added to the counter. In this case, the sub-control board 80 This also includes cases where the correct button press order is announced by image or sound.

[0050] The "continuous feature ratio" refers to the ratio of the payout number when the first type special feature (RB) is activated to the total payout number. Therefore, in this embodiment, it refers to the "payout number during 1BB activation to the total payout number." For example, if the total payout number for "6000" games is "2000 coins," and the payout number when the "first type special feature (RB)" is activated is "500 coins," the "continuous feature ratio (6000 games)" is "25 (%)."

[0051] In addition, the "role ratio" refers to the ratio of the payout number when the role is activated to the total payout number. Here, "role" includes the above-mentioned first-class special role (RB), second-class special role (CB), MB (also called 2BB. Second-class role continuous operation device. CB operates continuously.), and SB (single bonus). Furthermore, the "role, etc. state ratio" refers to the ratio of the total number of games played when the role continuous operation device is activated and the number of games played when the role continuous operation device is not activated. Here, "when the role continuous operation device is activated" refers, first, to the time when the first-class role continuous operation device (1BB) is activated, and corresponds to the time when the first-class special role (RB) is not activated (including inside) and the time when the first-class special role (RB) is activated when the first-class role continuous operation device (1BB) is activated. In addition, "when the consecutive operation device of the reel is in operation" refers to, secondly, when the second type consecutive operation device of the reel (MB (2BB)) is in operation, and corresponds to when the second type special reel (CB) is not in operation in the second type consecutive operation device of the reel (MB (2BB)) and when the second type special reel (CB) is in operation. Furthermore, "when the reel is in operation when the consecutive operation device of the reel is not in operation" corresponds to when the first type special reel (RB) is in operation, when the normal reel (SB) is in operation, or when the second type special reel (CB) is in operation under the circumstances where the consecutive operation device of the reel is not in operation. In addition, in the above six items, in a gaming machine that does not have a function corresponding to each item, the ratio segment is displayed as "--". For example, when the "first type special reel (RB)" is not provided, there is no consecutive reel ratio, so when the ratio display numbers "2" and "4" are displayed, the ratio segment is displayed as "--". As described above, the management information display LED 74 displays six types of ratios, and displays a test pattern at a predetermined timing when a predetermined condition is satisfied.

[0052] The rules also stipulate that the advantageous zone ratio and the instructed feature ratio should be 70% or less. It also states that the feature ratio should be 70% or less, and that the continuous feature ratio should be 60% or less. It also stipulates that the feature etc. state ratio should be 50% or less. Therefore, by looking at the information displayed on the management information display LED 74, it is possible to confirm whether or not the information falls within the range stipulated by the rules.

[0053] In addition, a gaming machine with a specification that the ratio of advantageous zones is 70% or less is called a "7U" type, and a gaming machine with a specification that the ratio of special-function devices with instructions is 70% or less is called a "7P" type. Gaming machines with advantageous zones are either "7U" type or "7P" type. In the case of the "7U" type, the advantageous zone ratio (cumulative) is displayed on the management information display LED 74, and in the case of the "7P" type, the ratio of special-function devices with instructions (cumulative) is displayed. In the "7U" type, the ratio of advantageous zones to the entire gaming zone must be "70"% or less, but in the "7P" type, the number of payouts paid out by the operation of the instruction function and the operation of special functions may be 70% or less of the total number of payouts. For example, the entire period of the gaming zone, or most of the period, may be an advantageous zone.

[0054] For example, when moving to a non-favorable zone, it can be set so that there is a 100% probability of winning the favorable zone lottery, or so that there is a nearly 100% (e.g., about 98%) probability of winning the favorable zone lottery, or so that there is a high probability (e.g., 70%) of winning the favorable zone lottery. The "7U" type cannot refer to the set value itself to perform processing related to the instruction function (e.g., AT lottery), but the "7P" type can refer to the set value itself to perform processing related to the instruction function.

[0055] The management information display LED 74 can also be applied to a pachinko game machine as a performance display monitor. In this case, the management information display LED 74 (performance display monitor) is composed of a two-digit identification segment and a two-digit ratio segment, as in the case of a slot machine (a reel-type game machine). The real-time (during measurement) base value (the "base value" indicates how many safe balls there are for 100 out balls) for each "60000" out balls and the base values ​​one time before, two times before, and three times before for each "60000" balls are displayed in sequence. For example, the identification segment of the real-time base value is displayed as "bL.", the identification segment of the base value one time before is displayed as "b1.", the identification segment of the base value two times before is displayed as "b2.", and the identification segment of the base value three times before is displayed as "b3.". In this way, the management information display LED 74 is not limited to slot machines, but is also applicable to pachinko game machines.

[0056] "RT" means that the type (number) of roles to be drawn and their winning probability are in a specific drawing state, and "RT transition" means that the winning probability of at least one replay to be drawn changes by transitioning from one RT to another RT. Therefore, the type of replay and its winning probability in one RT are values ​​specific to that RT, and the types of replays and their winning probabilities are not all the same in one RT and another RT. However, it is acceptable for the total value of the winning probability of replays to be the same in one RT and another RT. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0". Therefore, when "RT" is used in this specification, it includes non-RT.

[0057] <First embodiment> Hereinafter, the first embodiment will be described with reference to the drawings. Fig. 1 is a block diagram showing an outline of control of a slot machine 10, which is an example of a gaming machine in the first embodiment. As representative control boards provided in the slot machine 10, a main control board 50 and a sub-control board 80 are provided. The main control board 50 has an input port 51 and an output port 52, and is provided with an RWM 53, a ROM 54, a main CPU 55, etc. (this does not mean that only those shown in Fig. 1 are provided).

[0058] 1, a main control board 50 and peripheral devices for game progress, including operation switches such as a bet switch 40, are electrically connected via an input port 51 or an output port 52. The input port 51 is a connection part where signals from operation switches and the like are input, and the output port 52 is a connection part where signals are transmitted to peripheral devices such as a motor 32. In FIG. 1, input peripheral devices are indicated by arrows pointing from the signals from the peripheral devices to the main control board 50, and output peripheral devices are indicated by arrows pointing from the main control board 50 to the peripheral devices (the same applies to the sub-control board 80).

[0059] The RWM 53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game, etc. The ROM 54 is a storage medium for storing programs and various data (for example, data tables) necessary for the progress of the game, etc. The main CPU 55 refers to a CPU (IC with a calculation function) provided on the main control board 50, and executes programs and performs calculations necessary for the progress of the game, and specifically, executes the drawing of winning combinations, the drive control of the reels 31, and the payout when a prize is won, etc.

[0060] Also, an MPU including an RWM 53, a ROM 54, a main CPU 55, and a register is mounted on the main control board 50. The RWM 53 and ROM 54 may be provided externally instead of being mounted inside the MPU. An MPU including an RWM 83, a ROM 84, and a sub-CPU 85 is also mounted on a sub-control board 80 described later. The RWM 83 and ROM 84 may be provided externally instead of being mounted inside the MPU.

[0061] In Fig. 1, a medal inserted through the medal insertion port 47 is sent to the inside of the medal selector. Inside the medal selector, as shown in Fig. 1, a passage sensor 46, a blocker 45, and an insertion sensor 44 (a pair of insertion sensors 44a and 44b) are provided (but are not limited to these), and these are electrically connected to a main control board 50. The medal inserted through the medal insertion port 47 is configured to be detected by the passage sensor 46 first.

[0062] Furthermore, a blocker 45 is provided downstream of the passage sensor 46. The blocker 45 is for permitting / prohibiting the insertion of medals, and when the insertion of medals is not permitted, the blocker 45 forms a medal passage for returning medals inserted from the medal insertion port 47 from the payout port. In contrast, when the insertion of medals is permitted, the blocker 45 forms a medal passage for guiding medals inserted from the medal insertion port 47 to the hopper 35. The blocker 45 is composed of, for example, a switching member that blocks an opening (an opening leading to a medal return port) formed in a part of the medal passage in the medal selector to form a medal passage for guiding medals to the hopper 35 side, and an actuator for driving the switching member, etc.

[0063] Here, the blocker 45 does not permit the insertion of medals during a game (from the start of the rotation of the reels 31 until all the reels 31 stop, and until the end of the payout corresponding to the winning combination in the case of a winning combination). In other words, the blocker 45 permits the insertion of medals at least when a game is not being played.

[0064] In the medal selector, a throw-in sensor (optical sensor) 44 is provided further downstream of the blocker 45. In this embodiment, the throw-in sensor 44 is made up of a pair of throw-in sensors 44a and 44b arranged at a predetermined distance from each other, and is configured so that a medal is detected by one throw-in sensor 44a and then detected by the other throw-in sensor 44b a predetermined time later. Then, based on the timing at which the pair of throw-in sensors 44 turn on / off, it is determined whether the correct medal has been thrown in.

[0065] 1, the main control board 50 is electrically connected with a bet switch 40 (40a or 40b), a start switch 41, a (left, center, right) stop switch 42, and a settlement switch 43 as operation switches operated by the player. Here, an "operation switch (or simply, a "switch")" refers to a device (including an electric circuit and / or an electric component) that switches an electric signal on / off based on (receives an external force) the operation of an operation object by the player (operator), and does not limit the shape of the operation object operated by the player.

[0066] When the operation switch is in the OFF state, for example, light from the light-emitting element continues to be incident on the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the OFF state). Then, when the operation switch (the operating object) is operated by a player or the like, the state changes to one in which light from the light-emitting element does not enter the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has entered the ON state is sent to the main control board 50. Note that, conversely to the above, the operation switch may be configured so that when the operation switch is in the OFF state, light from the light-emitting element does not enter the light-receiving element, and the ON state occurs when light from the light-emitting element enters the light-receiving element.

[0067] In this embodiment, the operating body of the start switch 41 is lever (rod) shaped (for this reason, it is also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, the stop switch 42, and the settlement switch 43 are push button shaped (for this reason, they are also referred to as the "bet button (switch) 40", the "stop button (switch) 42", and the "settlement button (switch) 43").

[0068] Although not shown in FIG. 1, the operating body of the operating switch and / or its surroundings or An LED (light emitting means) is provided nearby. When the operation of the operation switch is permitted, the LED corresponding to the operation switch emits blue light, and when the operation of the operation switch is not permitted, the LED of the operation switch emits red light, to show the permitted / not permitted state of the operation switch to the player.

[0069] Specifically, for example, when all the reels 31 are rotating and the operation of the stop switches 42 is acceptable, the LEDs of all the stop switches 42 are illuminated in blue to indicate to the player that they are operable. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is controlled to stop. The remaining stop switches 42 are then operable after the excitation state of the motor 32 corresponding to the stopped reel 31 ends and the detection sensor 42e of the operated stop switch 42 turns off. Therefore, during that time, the LEDs of all the stop switches 42 are illuminated in red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 ends and the detection sensor 42e corresponding to that stop switch 42 turns off, the LEDs of the stop switches 42 that have already been operated continue to emit red light, but the LEDs of the stop switches 42 that have not yet been operated are illuminated in blue light.

[0070] The bet switch 40 is an operation switch operated by the player when betting the stored medals for the current game. In this embodiment, the bet switch 40a is provided for inserting one medal, and the bet switch 40b is provided for inserting three medals (maximum number, specified number). However, the present invention is not limited to this, and a bet switch for betting two medals may also be provided.

[0071] The prescribed number may be, for example, firstly, predefined depending on when the special feature is not in operation / when it is in operation. In this case, it is set, for example, to three medals when the special feature is not in operation, when the SB is in operation, and when the 1BB is in operation, and two medals when the 2BB is in operation. Two medals can be inserted by operating the 1-bet switch 40a twice, and three medals can be inserted by operating it three times. When the prescribed number is three medals, three medals can be inserted at a time by operating the 3-bet switch 40b, and when the prescribed number is two medals, two medals can be inserted at a time by operating the 3-bet switch 40b. When the 3-bet switch 40b is operated in a state where less than the prescribed number has already been bet, betting processing is performed so that the number of bets becomes three medals. Secondly, the prescribed number may be, for example, predefined uniformly (regardless of the game state, etc.), for example, to "three medals". In the example of the first embodiment below, the prescribed number is always defined as "three medals".

[0072] The start switch 41 is an operation switch operated by the player when starting all the reels 31 (left, center, and right). Three stop switches 42 are provided corresponding to the three reels 31 (left, center, and right), and are operation switches operated by the player when stopping the corresponding reels 31. The settlement switch 43 is an operation switch operated by the player when paying out medals bet and / or accumulated (credited) inside the slot machine 10.

[0073] As shown in FIG. 1, the main control board 50 is electrically connected to the display board 75. In reality, a relay board is provided between the main control board 50 and the display board 75, and the main control board 50 and the relay board, and the relay board and the display board 75 are connected to each other. However, the relay board is not shown in FIG. 1. In this way, the main control board 50 and the display board 75 may be directly connected to each other by a harness or the like, or another board may be interposed between the two. Furthermore, the control boards are not limited to being directly connected to each other by a harness or the like, and may be connected to each other via another board (relay board or the like). For example, one or more other boards (relay board or the like) may be interposed between the main control board 50 and the sub-control board 80.

[0074] The display board 75 is equipped with a credit number display LED 76 and an acquired number display LED 78. The credit number display LED 76 is an LED that displays the number of medals stored (credited) inside the slot machine 10, and is composed of two digits, an upper digit and a lower digit.

[0075] The winning number display LED 78 is an LED that displays the payout number (the number of medals won by the player) when a winning combination is achieved, and is composed of two digits, an upper digit and a lower digit, like the credit number display LED 76. The winning number display LED 78 may be controlled to turn off when there are no medals to be paid out. Alternatively, the upper digit may be turned off and only the lower digit may display "0".

[0076] Furthermore, the acquisition number display LED 78 normally displays the acquisition number, but when an error occurs, it functions as an LED that displays the content (type) of the error. Furthermore, in a game in which the push order is notified during the AT, the acquisition number display LED 78 functions as an LED that displays push order instruction information (notifies an advantageous push order). Therefore, the acquisition number display LED 78 in this embodiment is an LED that also displays the acquisition number, the error content, and the push order instruction information. However, it is not limited to this, and it goes without saying that a dedicated LED that displays push order instruction information may be provided. Note that during the AT, notification of an advantageous push order is also performed by the image display device 23 connected to the sub-control board 80.

[0077] 1, motors (stepping motors in this embodiment) 32 of the symbol display device and the like are electrically connected to a main control board 50. The symbol display device includes reels 31 (three in this embodiment) that display symbols, motors 32 that drive each of the reels 31, and a reel sensor 33 for detecting the position of the reel 31.

[0078] The motor 32 is a driving means for rotating the reels 31, and is connected to the rotation center of each reel 31 and controlled by a reel control means 65 described later. Here, the reels 31 are composed of a left reel 31, a center reel 31, and a right reel 31, and the stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the center reel 31 is the center stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42. The left reel 31 may be referred to as the first reel 31, the center reel 31 may be referred to as the second reel 31, and the right reel 31 may be referred to as the third reel 31.

[0079] The reel 31 is ring-shaped, and a reel tape on which a plurality of types of symbols (symbols constituting symbol combinations corresponding to winning combinations) are printed is attached to the outer circumferential surface of the reel 31. Each reel 31 is provided with one index (it may be two or more). The index is provided in a convex shape on the outer circumferential surface of the reel 31, for example, and is used to detect whether the reel 31 has passed a predetermined position or whether it has made one rotation. Each index is detected by the reel sensor 33. The signal of the reel sensor 33 is electrically connected to the main control board 50. When the index detects (breaks) the reel sensor 33, the input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.

[0080] Also, the symbol on the reference position at the moment when the reel sensor 33 detects the index of the reel 31 is stored in advance in the ROM 54. This makes it possible to detect the symbol on the reference position at the moment when the index is detected. Furthermore, it becomes possible to identify how many pulses the (stepping) motor 32 should be driven from the moment when the reel sensor 33 detects the index of the reel 31 to stop the symbol on the pay line, counting from the symbol on the reference position.

[0081] In addition, a medal payout device is electrically connected to the main control board 50. The medal payout device includes a hopper 35 for storing medals, a hopper motor 36 that is driven when the medals in the hopper 35 are paid out from a payout port, and a payout sensor 37 for detecting the medals paid out from the hopper motor 36.

[0082] Medals that are fed through medal insertion port 47 and accepted (determined to be normal) are configured to be stored in hopper 35. In this embodiment, payout sensor (optical sensor) 37 consists of a pair of payout sensors 37a and 37b arranged a predetermined distance apart. When a medal is paid out, a predetermined moving member is moved by the medal. The movement of the predetermined moving member turns payout sensors 37a and 37b on / off. Whether or not the medal has been paid out correctly is determined based on whether payout sensors 37a and 37b have been turned on / off, respectively, within a predetermined time range.

[0083] For example, when the pair of payout sensors 37 are not detected as ON even though the hopper motor 36 is being driven, it is determined that no medals have been paid out, and a hopper error (no medals) is detected. On the other hand, when at least one of the payout sensors 37 continues to output an ON signal, it is detected that a medal jam has occurred.

[0084] When starting a game, a player inserts medals that have been credited in advance by operating the bet switch 40 (accumulated bet) or inserts medals manually through the medal insertion slot 47 (maintenance bet). When the start switch 41 is operated with the specified number of medals for the game bet, a signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it performs a lottery using the role selection means 61 and controls the drive of all the motors 32 to rotate all the reels 31. By rotating the reels 31 by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down in the display window at a predetermined speed.

[0085] Then, the player presses a stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, a signal generated at that time is input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65 described later) drives and controls the motor 32 corresponding to that stop switch 42, and performs stop control of the reel 31 related to that motor 32 so as to correspond to the lottery result of the role selection means 61 (the result determined by the internal selection means).

[0086] The game result of the current game is displayed based on the symbol combination when all reels 31 stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active line (when that winning combination is won), the medals corresponding to the winning combination are paid out.

[0087] Next, a specific configuration of the main control board 50 will be described. As shown in Fig. 1, the main CPU 55 of the main control board 50 includes the following role selection means 61, etc. Each of the following means in this embodiment is an example, and is not limited to the means shown in this embodiment.

[0088] The role selection means 61 selects (determines, selects) the winning number. For this reason, the role selection means 61 is also referred to as the "winning number selection (determines, selects) means." Here, the "selection of the winning number by the role selection means 61" is the same as the "internal lottery" in the Amusement and Pachislot Business Regulations (regulations regarding the certification of gaming machines and the inspection of models, etc.; hereinafter, simply referred to as the "Regulations"), and the result of the selection by the role selection means 61 is the same as the "result determined by the internal lottery" in the Regulations. Therefore, the role selection means 61 is also referred to as the "internal lottery means 61," an expression that conforms to the Regulations. The winning lottery means 61 includes, for example, a random number generating means for lottery (hardware random number, etc.), a random number extracting means for extracting the random numbers generated by the random number generating means, and a winning number determining means for determining the winning number based on the random number value extracted by the random number extracting means.

[0089] The random number generating means generates random numbers in a predetermined range (for example, "0" to "65535" in decimal). The random numbers are generated by a counter that performs one count every 200 n (nano) sec, and continues to count the range of "0" to "65535" as one cycle, and continues to count random numbers while the slot machine 10 is powered on.

[0090] The random number extraction means extracts the random number generated by the random number generation means at a predetermined time, in this embodiment, when the start switch 41 is operated (turned on) by the player. The determination means determines the winning number corresponding to the area to which the random number belongs by comparing the random number value extracted by the random number extraction means with a lottery table described later.

[0091] When the winning number is determined by the role selection means 61, a condition device number (a prize-winning and replay condition device number, and a role condition device number) is determined based on the winning number, and the prize-winning and replay condition devices and role condition devices that will be operable in the game are determined. For this reason, the role selection means 61 is also called a condition device number determination (lottery or selection) means, a winning role determination (lottery or selection) means, etc. A "role-winning condition device number" is a condition device number that corresponds to a special role (role). Furthermore, a "prize-winning and replay condition device number" is a condition device number that corresponds to a minor role or a replay.

[0092] The winning flag control means 62 controls the on / off of the winning flag corresponding to each role based on the lottery result by the role selection means 61. In this embodiment, a winning flag is provided for each role for all roles. When any role is selected as a winning role in the lottery by the role selection means 61, the winning flag for that role is turned on (the winning flag is set). Note that winning roles include a case where there is one winning role (single win) and a case where there are multiple winning roles (multiple wins).

[0093] The push order instruction number selection means 63 selects (determines) a push order instruction number (a number corresponding to the correct push order) based on the result of the lottery for the winning number by the role selection means 61 (when the push order bell or push order replay is won). The "push order" of the push order instruction number selected here refers to a push order that is advantageous to the player (the correct push order). For example, when the push order bell is won, it refers to a push order that will result in a high bell (the correct push order). Also, when a replay is won multiple times, it refers to a push order that will promote the player to an advantageous RT or a push order that will not cause the player to fall to an unfavorable RT.

[0094] In this embodiment, each winning number has its own unique push order instruction number. When the push order bell or push order replay is won during the AT, the main control board 50 displays push order instruction information corresponding to the push order instruction number, specifically information such as "=*" ("*" = 1, 2, ··) on the above-mentioned winning number display LED 78. In this way, the function of displaying push order instruction information when a condition device having an advantageous push order is activated is also called an instruction function. Also, when the push order bell or push order replay is won during the AT, the main control board 50 transmits a command corresponding to the push order instruction number to the sub-control board 80 at the start of the game (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives the command, it displays the correct push order on the image display device 23.

[0095] Note that the push order instruction number selected by the main control board 50 can only be transmitted to the sub-control board 80 during the advantageous zone (AT). Therefore, even if a push order instruction number is selected by the push order instruction number selection means 63 during the normal zone, that push order instruction number will not be transmitted to the sub-control board 80. Note that it is not necessary to select a push order instruction number during the normal zone.

[0096] The effect group number selection means 64 selects an effect group number corresponding to the winning number and to be transmitted to the sub-control board 80. Here, the effect group number corresponding to the winning number is determined in advance. Then, when the start switch 41 is operated to determine the winning number, the effect group number selection means 64 selects an effect group number corresponding to the winning number of the game, and the main control board 50 transmits the selected effect group number to the sub-control board 80. The sub-control board 80 outputs an effect related to the winning role based on the received effect group number. Unlike the push order instruction number, the effect group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.

[0097] In addition, the main control board 50 does not transmit the winning number of the game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number of the game. However, since the sub-control board 80 receives the performance group number for each game, it is possible to output the performance based on the received performance group number. However, even when the push order bell or push order replay is won, the correct push order cannot be determined from the performance group number, so the sub-control board 80 does not notify the correct push order based on the performance group number. In contrast, during AT, when the push order bell or push order replay is won, the main control board 50 transmits a push order instruction number to the sub-control board 80. This allows the sub-control board 80 to notify the correct push order based on the received push order instruction number.

[0098] When the reel control means 65 receives a command to start the rotation of the reels 31, particularly when it detects the operation of the start switch 41 in this embodiment, it controls all (three) reels 31 to start rotating. Furthermore, after the winning number is determined by the winning lottery means 61, the reel control means 65 refers to the on / off state of the winning flag in the current game and selects a stop position determination table corresponding to the on / off state of the winning flag, and when the stop switch 42 is operated, it determines the stop position of the reel 31 corresponding to the stop switch 42 based on the timing when the operation of the stop switch 42 is detected, and drives and controls the motor 32 to stop the reel 31 at the determined position.

[0099] For example, in a game in which at least one winning flag is on, the reel control means 65 controls the reel 31 to stop within the range of the reel 31 stop control so that a pattern combination corresponding to a winning role (a role for which the winning flag is on) can be stopped on an active line, and also controls the reel 31 to stop so that a pattern combination corresponding to a role other than the winning role (a role for which the winning flag is off) is not stopped on an active line.

[0100] Here, "within the range of the stop control of the reel 31" means the range of the time from the moment the stop switch 42 is operated until the reel 31 actually stops or the amount of rotation of the reel 31 (the number of moving symbols (frames)). In this embodiment, the reel 31 rotates at a speed of about 80 rotations per minute at a constant speed. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 is stopped is set to within 190 ms, except for a predetermined reel 31 during MB operation (for example, the center reel 31). As a result, in this embodiment, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to 4 symbols, except for a predetermined reel 31 during MB operation.

[0101] On the other hand, for a specific reel 31 during MB operation, the time from the moment the stop switch 42 is operated to the moment the reel 31 is stopped is set to within 75 ms. As a result, for a specific reel 31 during MB operation, the maximum number of moving symbols from the symbol at the moment the stop switch 42 is operated until the reel 31 stops is set to one symbol.

[0102] Then, at the moment when the operation of the stop switch 42 is detected, if any of the symbols within the range of the stop control of the reel 31 is a symbol that should be stopped on a predetermined pay line, the symbol is controlled to stop on the predetermined pay line when the stop switch 42 is operated. In other words, if the symbol of the winning combination corresponding to the winning number does not stop on the predetermined pay line if the reel 31 is stopped immediately at the moment when the stop switch 42 is operated, the reel 31 is controlled to rotate and move within the range of the stop control of the reel 31 until the reel 31 is stopped, so that the symbol of the winning combination corresponding to the winning number is controlled to stop on the predetermined pay line as much as possible (pull-in stop control).

[0103] Conversely, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated, and a symbol combination of a winning combination that does not correspond to the winning number stops on an active line, the reel 31 is rotated and moved within the range of the reel 31 stop control when the reel 31 stops, so that the symbol combination of a winning combination that does not correspond to the winning number does not stop on an active line (kick-off stop control). Furthermore, in a game in which multiple winning combinations are won (for example, when the push order bell is won), the priority of winning combinations is predetermined according to the push order of the stop switch 42 and the operation timing of the stop switch 42, and the pull-in stop control of the symbol related to the most prioritized winning combination is performed according to the predetermined priority.

[0104] The winning determination means 66 determines whether or not the symbol combination of the reel 31 that has stopped on a winning line corresponds to any winning combination when the reel 31 stops. Here, the winning determination means 66 does not actually detect whether or not the symbol combination that corresponds to the winning combination has stopped on a winning line. Specifically, based on the condition device operated in the game and the pressing order of the stop switch 42 and / or the operation timing of the stop switch 42, the winning determination means 66 determines in advance the symbol combination that will stop on a winning line before the reel 31 actually stops, or determines in advance the symbol combination that will stop on a winning line after the reel 31 stops.

[0105] The control command transmission means 71 transmits to the sub-control board 80 information (control commands) required for the effects to be output by the sub-control board 80. Examples of control commands include information when the bet switch 40 is operated, information when the start switch 41 is operated, push order instruction number (only during AT and only when a winning number with the correct push order is won), effect group number, RT (game state) information, information when the stop switch 42 is operated, information on the winning combination, and the like.

[0106] A setting value display LED 73 is provided on the main control board 50. The "setting value" is related to the degree of advantage of the player, and in this embodiment, six stages, setting 1 to setting 6, are provided, although not shown. The higher the setting value, the higher the degree of advantage of the player. Furthermore, when the power is off and a setting key switch (corresponding to the setting key switch 152 in FIG. 112 (fifth embodiment) described later) is turned on, and the power is turned on in this state, the system transitions to a setting change state (setting change mode) in which the setting value can be changed. At this time, an initialization process (RWM clear process) is executed to initialize a predetermined storage area of ​​the RWM 53. Furthermore, when the power is on and the setting key switch is turned on, the system transitions to a setting confirmation state (setting confirmation mode) in which the setting value cannot be changed but can be confirmed.

[0107] In FIG. 1, the sub-control board 80 controls the selection and output of effects (information) during play and when the game is on standby. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits information (control commands) required for outputting effects unidirectionally to the sub-control board 80 by parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, and may be connected using optical communication means. Furthermore, the electrical Both the optical and electrical connections are not limited to parallel communication, but may be serial communication, or a combination of serial and parallel communication may be used.

[0108] The sub-control board 80, like the main control board 50, is equipped with an input port 81, an output port 82, an RWM 83, a ROM 84, and a sub-CPU 85. The sub-control board 80 is electrically connected to the following performance peripherals such as the performance lamps 21 as shown in FIG. 1 via the input port 81 or the output port 82. However, the performance peripherals are not limited to these. The RWM 83 is a storage medium capable of temporarily storing data etc. captured when the sub-CPU 85 controls the performance. The ROM 84 is a storage medium that stores programs and various data etc. for performing a lottery for the performance as performance data.

[0109] The effect lamps 21 are, for example, LEDs, and light up in a predetermined pattern when a predetermined condition is met. The effect lamps 21 include a back lamp arranged on the inner circumference of each reel 31 to illuminate the symbols displayed on the reel 31 (three consecutive symbols vertically visible through the display window) from behind, a fluorescent lamp that illuminates the symbols on the reel 31 from above the reel 31, and a frame lamp arranged in front of the front door of the slot machine 10 to flash when a winning combination is achieved.

[0110] The speaker 22 outputs a predetermined sound when a predetermined condition is satisfied in order to perform various effects during a game. The image display device 23 is composed of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images (correct button press order, effects corresponding to condition devices operated in the game, etc.) and game information (when a role is activated, the number of games played during an advantageous zone (AT), the number of coins won, etc.) during a game.

[0111] FIG. 2 is a diagram showing the arrangement of symbols on the reel 31 in the first embodiment. As shown in FIG. 2, in the first embodiment, each reel 31 is made up of 20 frames. Also, in the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4". Therefore, if four predetermined symbols are arranged on one reel 31 at intervals of five symbols, the predetermined symbols can always be stopped and displayed on an active line no matter where the stop switch 42 is operated. Specifically, for example, on the left reel 31, "replays" are arranged at the 17th, 12th, 7th, and 2nd positions. Therefore, on the left reel 31, four "replays" are arranged at intervals of five symbols. Therefore, for the left reel 31, no matter when the left stop switch 42 is operated, "replays" can always be stopped on an active line. Such a symbol arrangement may be referred to as "PB=1" arrangement. On the other hand, when the pattern arrangement is not as described above, it is sometimes called a "PB≠1" arrangement.

[0112] In the left reel 31, "Replay", "Watermelon", and "Bell A" are each arranged as "PB=1". In the center reel 31, "Replay", "Bell A", and "Bell B" are each arranged as "PB=1". Furthermore, in the right reel 31, "Replay", "Watermelon", and "Bell A" are each arranged as "PB=1". Furthermore, in the left reel 31, for example, "Blank B" and "Cherry" are arranged as "PB=1" in combination of these two symbols. Therefore, no matter when the left stop switch 42 is operated, either "Blank B" or "Cherry" can be stopped and displayed on the pay line. In this way, there are places where two symbols are arranged as "PB=1". Furthermore, in the left reel 31, for example, "White BAR", "Red 7", "Black BAR", and "Blank A" are arranged as "PB=1" in combination of these four symbols. Therefore, no matter when the left stop switch 42 is operated, any one of the "white bar", "red 7", "black bar" and "blank A" can be stopped on the active line. In this way, there is a place where the "PB=1" symbol is arranged in the sum of the four symbols.

[0113] 3A is a diagram showing the display window 18, the positional relationship of each reel 31, and the pay lines (display lines that show symbol combinations).

[0114] In the first embodiment, the pay line is one line in the horizontal middle row. Each reel 31 is arranged so that three consecutive symbols can be seen from the display window 18. Thus, a total of nine symbols (frames) can be seen from the display window 17 of the slot machine 10. In the first embodiment, the positions of the symbols when stopped as seen from the display window 18 are referred to as the "upper row", "middle row", and "lower row" from the top, and in the case of the left reel 31, they are referred to as the "upper left row", "middle left row", and "lower left row", respectively.

[0115] 4 to 11 are diagrams showing the types of roles (roles corresponding to the winning numbers drawn by the role drawing means 61, etc.), pattern combinations, payout numbers, etc. in the first embodiment. As shown in FIG. 4, the game states in the first embodiment include when the role is not activated (non-special game state) and when the RB is activated (when the role is activated, special game state), and the prescribed number (number of bets) for these game states is set to "3". As shown in FIG. 4, the special role (role) is only 1BB (first type role continuous operation device; first type big bonus) with role number "001". When 1BB is won, the win is carried over to the next game until 1BB is won. A state in which the win of 1BB is not carried over is called "non-internal", and a state in which the win of 1BB is carried over is called "internal". In addition, a game in which 1BB is won is called "non-internal". In other words, when it is called "internal", it refers to a state in which 1BB has been won by the previous game. The timing of the transition to the inside state can be set appropriately. For example, in the game in which 1BB is won, the state may be transitioned to the inside state of 1BB after all reels 31 stop, or the state may not be transitioned to the inside state of 1BB in the game in which 1BB is won, and may be transitioned to the inside state of 1BB in the next game. When 1BB is won in a non-special game state (when the role is not activated) and 1BB is won, no medals are paid out in the current game, but from the next game, the state transitions to the 1BB game (special game state), and during the 1BB game, the RB is in a continuous operation (role activation) state until the end condition of the 1BB game is met. Here, in the first embodiment, it is not assumed that 1BB will be won, and the game is performed while remaining in the inside state of 1BB. In contrast to the 1BB, which is carried over to the next game, the replay and small role are valid only in the game in which the winning is won, and are not carried over to the next game.

[0116] In addition to the above 1BB, the special role can be MB (second type special role continuous operation device; second type big bonus). When MB is won and the symbol combination corresponding to MB stops on an active line (MB wins), no medals are paid out in the current game, but MB game will start from the next game. During MB game, CB (second type special role) game is continuously executed. In CB game, regardless of the lottery result by the role lottery means 61, all small roles are won in duplicate, and the time from the moment the stop switch 42 is operated to the time the reel 31 stops for a specific reel 31 (for example, the left reel 31) is 75 ms or less (the maximum number of moving frames is 1 frame). CB game ends in one game. When the number of medals paid out during MB game exceeds a predetermined number, MB game ends and the game state before the next game shifts to MB game is restored.

[0117] As shown in Figs. 4 to 7, the types of replays in the first embodiment include Replay 01 to Replay 22. When a symbol combination corresponding to any of the replays is displayed, the replay will be played again. The symbol combination of Replay 04 with the winning combination number "008" is a "red 7" combination, and as will be described later, when a predetermined condition device including Replay 04 in the winning combination is activated, the "red 7" combination can be displayed in a stopped state by operating the stop switch 42 in a predetermined push order, and a transition to a sub-bonus (also called a "sub-bonus game", which is the same as an "AT", and will be described later in detail) can be made.

[0118] As shown in FIG. 7 to FIG. 11, the types of small prizes in the first embodiment include small prizes 01 to 87. Small prizes 01 to 08 are small prizes that pay out 14 coins, and can be won by operating the stop switch 42 in a push order (also called "favorable push order" or "correct push order") that allows a 14-coin prize to be won when a specific condition device (a winning A condition device or a winning B condition device described later) in which the game result differs depending on the push order is activated. Small prizes 09 to 13 are small prizes that pay out 3 coins, and can be won by operating the stop switch 42 in a push order (also called "favorable push order" or "correct push order" as above) that allows a 3-coin prize to be won when a specific condition device (a winning C condition device, a winning D condition device, or a winning E condition device described later) in which the game result differs depending on the push order is activated. In addition, the small prize 14 to the small prize 69 (1 coin prize) are prizes that can be won when the stop switch 42 is operated in an unfavorable push order during operation of a condition device in which the game result differs depending on the push order.

[0119] FIG. 12 is a diagram showing RT transition in the first embodiment. First, when the RWM 53 is initialized, it transitions to non-RT. The "RWM initialization" here is executed, for example, when the power is turned on with a setting change, and indicates the initialization of the entire range of the RWM 53, including the information on winning 1 BB and the initialization of the RT state. When the RT state data is initialized, it becomes "0", and when the RT state data is "0", it corresponds to non-RT. Non-RT is during non-1 BB and continues until 1 BB is won. As will be described later, the probability of winning 1 BB in non-RT is "7564 / 65536 (approximately 11%)".

[0120] When the symbol combination corresponding to 1BB is not stopped and displayed in a game in which 1BB is won, the game will be RT1 (within 1BB) from the next game. In this embodiment, when RT1 (within 1BB) is reached, there are no non-winning games of small prizes and replays. Therefore, there is no case in which 1BB wins in RT1. Therefore, 1BB wins is limited to a game in which 1BB is won in non-RT. Furthermore, a game in which 1BB is won in this embodiment includes a case in which 1BB is won alone and a case in which 1BB and small prize (winning E) are won together. In a game in which 1BB and small prize (winning E) are won together, the symbol related to the small prize (winning E) is stopped and displayed preferentially, so there is no case in which 1BB wins in that game. Therefore, 1BB wins only in a game in which 1BB is won alone in non-RT (as will be described later, the probability is "4 / 65536"). Therefore, such a case rarely occurs. On the other hand, when the symbol combination corresponding to 1BB is displayed in a stopped state in a game in which 1BB is won, the game enters a 1BB operation (RB operation) (special game state), and continues until the end condition of 1BB operation is met (for example, until 100 coins are paid out). When the end condition of 1BB operation is met, the game transitions to non-RT again.

[0121] 13 to 18 are diagrams showing the number of pieces to be set (probability of winning) for each winning number in the first embodiment. FIG. 13 and FIG. 14 show a table of number pieces to be set for non-RT, FIG. 15 and FIG. 16 show a table of number pieces to be set for RT1, and FIG. 17 and FIG. 18 show a table of number pieces to be set during RB operation. The winning probability is calculated by dividing the numerical value in each table of number pieces by "65536". For example, in FIG. 13, the number of pieces to be set for the winning number "1" (Replay A) is "8943" in common to all settings, so the winning probability is "8943 / 65536" (approximately "1 / 7.3"). In addition, the "setting value" is related to the player's advantage, as in the first embodiment, and has six stages from "setting 1" to "setting 6". In this way, the number of pieces to be set is determined for each RT (game state) and each setting value.

[0122] In addition, in each number table, the "Advantageous Zone" indicates whether or not there is a lottery for the transition to the advantageous zone. "○" indicates that the advantageous zone lottery will be held when the winning number is drawn. The "?" symbol means that the lottery for the advantageous zone is not executed when the winning number is won, and the "-" symbol means that the lottery for the advantageous zone is not executed because the winning number is not the object of the lottery (because the number of pieces is "0"). Furthermore, in this embodiment, when the lottery for the advantageous zone shift is executed, the probability of winning the advantageous zone is set to "1 / 1". For example, when the game is in the normal zone and the winning number "1" (replay A) in FIG. 13 is won, the game will definitely win the advantageous zone shift, and the advantageous zone will be entered from the next game. Note that the lottery for the advantageous zone shift is not executed when the game is in the advantageous zone. Also, as shown in FIG. 13 and FIG. 15, when the winning number "2" (replay B) is won in both non-RT and RT1, the lottery for the advantageous zone shift is not executed, so the game will not shift to the advantageous zone. Therefore, when the winning number "2" is won in the normal zone, the next game will also be in the normal zone. Furthermore, as shown in FIG. 16, when the winning numbers "60" to "71" (winning numbers E1 to 12) are won in RT1, the lottery for shifting to the advantageous zone is not executed, so there is no shift to the advantageous zone. Therefore, like the winning number "2", when the winning numbers "60" to "71" are won in the normal zone, the next game will also be in the normal zone. It is also possible to determine the winning number that shifts to the advantageous zone without executing the lottery for shifting to the advantageous zone, and to shift to the advantageous zone from the next game when the winning number is won. For example, when the winning number with "○" in the column of the advantageous zone in each number setting table shown in FIG. 13 to FIG. 16 is won, the lottery for shifting to the advantageous zone may be executed and the next game may be shifted to the advantageous zone.

[0123] As shown in FIG. 13 and FIG. 14, the winning of 1 BB in non-RT (non-internal) includes the winning number "0" which is a single winning, and the winning numbers "60" to "71" which are double winning with the winning E. In contrast, there is no case of winning 1 BB in RT1 (internal). Therefore, there is no case of winning the winning number "0" in RT1. Also, the winning numbers "60" to "71" in RT1 are single winning of the winning E. In this embodiment, the non-RT is after RWM initialization, that is, after power-on with a setting change, as shown in FIG. 12. And, assuming that 1 BB is not won in a game in which 1 BB is won, after winning 1 BB, it remains RT1 (internal). On the other hand, the details will be described later, the advantageous zone ends at the end of a game in which the difference number (the value obtained by subtracting the number of payouts from the number of inputs) from the start of the advantageous zone exceeds "2400", and the next game in which the difference number exceeds "2400" becomes the normal zone. However, even after the transition to the normal zone, the 1 BB win is carried over, so the zone remains in RT1. Therefore, in the case of this embodiment, after RWM initialization (after the setting is changed), the zone is non-RT and normal, but if 1 BB is won, the zone becomes RT1, and if a winning number that transitions to the advantageous zone is won, the zone will transition to the advantageous zone from the next game. Then, after the zone becomes RT1 and the advantageous zone, if the difference number exceeds "2400", the next game will be RT1 and normal. If a winning number that transitions to the advantageous zone is won in the RT1 and normal zone, the zone will be RT1 and advantageous zone from the next game.

[0124] 19 to 26 are diagrams showing the condition device number, the condition device, and the winning combination. First, the winning number is drawn by the combination drawing means 61 with the winning probability corresponding to the number table described above according to each game state. For example, when the winning number "0" (1BB) is won in non-RT, the game becomes a game in which the 1BB condition device of the role condition device number "1" can be operated. Then, in a game in which the 1BB condition device can be operated, the winning combination included in the 1BB condition device, that is, the symbol combination corresponding to 1BB, can be stopped on an effective line. Also, for example, when the winning number "1" (Replay A) is won in non-RT, the game becomes a game in which the Replay A condition device can be operated among the small roles and the replay condition devices. Then, in a game in which the Replay A condition device is operated, the winning combination included in the Replay A condition device, specifically, any one of the symbol combinations of Replay 01, 03 to 05, can be stopped on an effective line.

[0125] In addition, in this embodiment, in a game in which the Replay B condition device is activated, if the stop switch 42 is operated in reverse (push order 321 (right, center, left)), the symbol combination (a "red 7" arrangement) corresponding to Replay 04 can be stopped, and if the stop switch 42 is operated in any other push order, the symbol combination corresponding to Replay 01 can be stopped. In addition, in a game in which the Replay A, Replay C to Replay G condition devices are activated, the symbol combination corresponding to Replay 01 can be stopped regardless of the push order of the stop switch 42. For example, the symbol combination of Replay 01 is "blank B"-"blank B"-"replay" with the role number "001" in FIG. 4, but the "blank B" on the left and center reels 31 is in the "PB=1" arrangement, and the "replay" on the right reel 31 is in the "PB=1" arrangement. Therefore, in a game in which the Replay A to Replay G condition devices are activated, Replay 01 can be stopped and displayed regardless of the push order of the stop switch 42.

[0126] In addition, the symbol combinations of Replay 01 to 05, which are the winning roles included in the Replay B condition device, are as follows: Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7". Then, in a game in which the Replay B condition device is activated, for example, if it is possible to stop the "Red 7" at the first right stop, the "Red 7" is stopped in the right middle row. If it is not possible to stop the "Red 7" in the right middle row, the "Replay" is stopped in the right middle row. After "Replay" is stopped in the right middle row, then "Blank B" is stopped in the middle middle row, and then "Blank B" is stopped in the left middle row.

[0127] On the other hand, after "Red 7" is stopped at the first right stop, if "Red 7" can be stopped in the middle row at the second middle stop, "Red 7" is stopped in the middle row. If "Red 7" cannot be stopped in the middle row, "Replay" is stopped in the right middle row. If "Red 7" is stopped at the first right stop and "Replay" is stopped at the second middle stop, "White BAR", "Red 7", "Black BAR" or "Blank A" (a symbol with a total of four symbols of "PB=1") is stopped at the third left stop. This causes Replay 03 to stop and be displayed. Next, if "Red 7" is stopped at the first right stop and "Red 7" is stopped at the middle row at the second middle stop, if "Red 7" can be stopped at the middle left row at the third left stop, "Red 7" is stopped at the middle left row. This causes the symbol combination of Replay 04 to stop and be displayed. On the other hand, if the "red 7" cannot be stopped in the left middle row at the time of the third left stop, the "white BAR", "black BAR" or "blank A" is stopped in the left middle row. This causes the replay 05 to be displayed.

[0128] Furthermore, when the first stop is the left reel 31, "Bell A" is stopped in the left middle row (PB=1). After that, when the center reel 31 stops, "Replay" is stopped in the middle row (PB=1), and when the right reel 31 stops, "Bell A" is stopped in the right middle row (PB=1). This causes Replay 02 to be displayed as stopped. The same is true when the first stop is the center reel 31. When the center reel 31 stops, "Replay" is stopped in the middle row, and then when the left reel 31 stops, "Bell A" is stopped in the left middle row, and when the right reel 31 stops, "Bell A" is stopped in the right middle row.

[0129] Furthermore, since RT1 carries over the winning of 1BB, when any replay is won, the game is played in which the 1BB condition device and the winning replay condition device are activated. However, in a game in which both 1BB and replay can be stopped and displayed, priority is given to stopping and displaying the replay. Furthermore, the replay is "PB=1". Therefore, in a game in which the replay condition device is activated in RT1, there is no case in which the 1BB is stopped and displayed. Furthermore, in RT1, when any small role is won, the game is played in which the 1BB condition device and the winning small role condition device are activated. However, in a game in which both 1BB and small roles can be stopped and displayed, priority is given to stopping and displaying the small role. Here, the small role has a small role with "PB=1" and a small role that is not "PB=1". However, if priority is given to stopping and displaying the small role, the 1BB is configured not to be stopped and displayed. In other words, even in a game in which the small role cannot be stopped and displayed, the 1BB is not stopped and displayed. Specifically, when playing a game by pressing the reels in order, in order to display a symbol combination of 1BB, it is necessary to stop the "blank B" in the left middle row when the left reel 31 stops. However, the symbols on the left reel 31 that are "blank B" are only the small symbol 72 with the symbol number "276", the small symbol 76 with the symbol number "280", and the small symbol 78 with the symbol number "282". However, in a game when the small symbol condition device is activated, there is no case where the stop display of the small symbol 72, the small symbol 76, or the small symbol 78 takes precedence. For example, the winning A1 condition device includes the small symbol 72 as a winning symbol, but when pressing the reels in order, the stop display of the small symbol 52 or 54 takes precedence. From the above, in RT1, there is no game where the symbol combination of 1BB takes precedence when any of the condition devices are activated.

[0130] Next, we will explain the condition device of the so-called push order bell. The condition device of the push order bell is composed of the following types. Winning A condition device: Winning A1 condition device to Winning A16 condition device Winning B condition device: Winning B1 condition device to Winning B16 condition device Winning C condition device: Winning C1 condition device to Winning C8 condition device Winning D condition device: Winning D1 condition device to Winning D12 condition device Winning E condition device: Winning E1 condition device to Winning E12 condition device And, the winning A condition device and the winning B condition device are condition devices in which irregular push (first stop in the middle or first stop on the right) is the correct push order. In the game when these condition devices are activated, if the push order is correct, a small role with a payout of 14 coins will be won, and if the push order is incorrect, a small role with a payout of 1 coin will be won or will be missed. On the other hand, the winning C condition device is a condition device in which pushing in order (first stop on the left) is the correct push order. In a game in which the winning C condition device is activated, if the push order is correct, a small prize with a payout of three coins will be won, and if the push order is incorrect, a small prize with a payout of one coin will be won or missed. In addition, in a game in which the winning D condition device is activated, the first left stop 1 is the correct push order in a game in which the winning D1 to D4 condition device is activated, the first middle stop is the correct push order in a game in which the winning D5 to D8 condition device is activated, and the first right stop is the correct push order in a game in which the winning D9 to D12 condition device is activated. In a game in which these condition devices are activated, if the push order is correct, a small prize with a payout of three coins will be won, and if the push order is incorrect, a small prize with a payout of one coin will be won or missed. Furthermore, in the games when the winning E condition device is activated, the first left stop is the correct push order in the games when the winning E1-E4 condition devices are activated, the first middle stop is the correct push order in the games when the winning E5-E8 condition devices are activated, and the first right stop is the correct push order in the games when the winning E9-E12 condition devices are activated. In the games when these condition devices are activated, if the push order is correct, a small role with a payout of three coins will be won, and if the push order is incorrect, a small role with a payout of one coin will be won or will be missed.

[0131] Below, we will explain the reel stop control when the condition device is activated by extracting some condition devices related to the push order bell. Also, in the following explanation, even if a 1BB win is carried over in RT1, the stop control related to 1BB will be omitted. (Example 1) Small role A1 condition device (push order 213 correct answer) For example, in RT1, In the game where the winning number is "8" and the small win A1 condition device is activated, as shown in FIG. 19, any of the small wins 01, 14, 32, 52, 54, 70 to 72 can win. However, the small wins that can actually win are any of the small wins 01, 14, 32, 52, and 54. The small wins 70 to 72 are control wins (control wins are wins for making the reel 31 stop control different, not wins). And, as explained in the first embodiment, when multiple types of small wins are won at the same time (simultaneously), the reel 31 is stopped with priority given to the number of coins when the push order is correct, and the reel is stopped with priority given to the number of coins when the push order is incorrect. As shown in FIG. 19, when the winning A1 condition device is activated, the following can win: Press sequence 123 (incorrect): Small prize 52, 54 (1 coin) (winning rate "1 / 2") Press sequence 132 (incorrect): Small prize 52, 54 (1 coin) (winning rate "1 / 2") Press sequence 213 (correct): Small prize wins 01 (14 coins) (PB=1) Press sequence 231 (incorrect): Small prize 14 (winning rate "1 / 2") Press sequence 312 (incorrect): Small prize 32 (winning rate "1 / 8") Press sequence 321 (incorrect): Small prize 32 (winning rate "1 / 8") As in the first embodiment, each of the push orders shown above means: Push order 123: push order left center right; Push order 132: push order left right center; Push order 213: push order center left right; Push order 231: push order center right left; Push order 312: push order right left center; Push order 321: push order right center left.

[0132] Furthermore, the symbol combinations corresponding to each small win included in the winning A1 condition device are as follows. Small prize 01: "Watermelon" - "Bell A" - "Watermelon" Small prize 14: "White BAR" - "Bell A" - "Bell A" Small prize 14: "Red 7" - "Bell A" - "Bell A" Small prize 32: "Black BAR" - "White BAR" - "Replay" Small prize 32: "Blank A" - "White BAR" - "Replay" Small prize 52: "Replay" - "Watermelon" - "White BAR" Small prize 52: "Replay" - "Watermelon" - "Black BAR" Small prize 54: "Replay" - "Blank B" - "White BAR" Small prize 54: "Replay" - "Blank B" - "Black BAR" Small prize 70: "Bell A" - "Replay" - "Watermelon" Small prize 71: "Cherry" - "Replay" - "Red 7" Small prize 72: "Cherry" - "Replay" - "Blank B" Small win 72: "Blank B" - "Replay" - "Blank B" First, at the first stop in the middle, the push order is correct at this point, so "Bell A" is stopped in the middle middle row by number priority (PB = 1) in order to win small win 01. Next, at the second stop on the left, the push order is correct at this point, so "watermelon" is stopped in the middle left row by number priority (PB = 1). Then, at the third stop on the right, "watermelon" is stopped in the middle right row (PB = 1). This wins small win 01. Also, after the first stop in the middle, at the second stop on the right, the push order is incorrect at this point, so "Bell A" is stopped in the middle right row by number priority (PB = 1). Then, at the third stop on the left, if "white BAR" or "red 7" can be stopped in the middle left row, one of these patterns is stopped (PB ≠ 1). If "white BAR" or "red 7" can be stopped in the middle left row, small win 14 will be won. Here, the "white bar" on the left reel 31 is located at number "16" and the "red 7" is located at number "11". Therefore, the probability of drawing the "white bar" or the "red 7" to the left middle row (draw rate (PB)) is "1 / 2". Therefore, when the push order is 231, the small prize 14 can be won, and the winning rate is "1 / 2".

[0133] Next, at the first stop on the right, since the push order is incorrect at this point, if the number priority is adopted, the most numerous symbols on the right reel 31 are "Bell A", "Replay", "White BAR", "Black BAR", and "Blank B" (2 each). In this way, if there are multiple symbols that will be the maximum number, they can be determined arbitrarily, so among these symbols, "Replay" is determined to be prioritized, and "Replay" is stopped in the right middle row (PB=1). Then, at this point, only the small role 32 can be won. Next, at the second stop on the left, if "Black BAR" or "Blank A" can be stopped in the left middle row, either of these symbols is stopped in the left middle row. The pull-in rate of "Black BAR" or "Blank A" to the left middle row is "1 / 2". Furthermore, at the third stop in the middle, if "White BAR" can be stopped in the middle middle row, the symbol is stopped in the middle middle row. The pull-in rate of "White BAR" to the middle middle row is "1 / 4". Therefore, when the push order is 312, the small prize 32 can be won, and the winning rate is "1 / 8". Also, after the first stop on the right, when the second stop in the middle, the "white bar" stops with a retraction rate of "1 / 4" as above. Furthermore, when the third stop on the left, the "black bar" or "blank A" stops with a retraction rate of "1 / 2" as above. Therefore, when the push order is 321, the small prize 32 can be won, and the winning rate is "1 / 8".

[0134] Next, at the first left stop, since the push order is incorrect at this point, if the number priority is adopted, the most common symbol on the left reel 31 is "Replay" (4 pieces). Therefore, it is decided that "Replay" (PB=1) will be stopped. Then, at this point, the small symbol 52 or 54 can be won. Next, at the second middle stop, if "watermelon" or "blank B" can be stopped in the middle middle row, either of these symbols will be stopped in the middle middle row (total of "PB=1"). Furthermore, at the third right stop, if "white BAR" or "black BAR" can be stopped in the right middle row, either of these symbols will be stopped in the right middle row. The draw rate of "white BAR" or "black BAR" to the right middle row is "1 / 2". Therefore, at the push order 123, the small symbol 52 or 54 can be won, and the winning rate is "1 / 2". Also, after the first left stop, when the second right stop occurs, the "white bar" or "black bar" can be stopped with a pull-in rate of "1 / 2" as above. Furthermore, when the third middle stop occurs, the "watermelon" or "blank B" can be stopped in the middle middle row with "PB=1" as above. Therefore, when the push order is 132, minor prizes 52 or 54 can be won, and the winning rate is "1 / 2".

[0135] (Example 2) Small win A13 condition device (push sequence 321 correct) In a game in which the small win A13 condition device is activated, as shown in FIG. 21, any of the small wins 04, 20, 36, 60, 62, 77, 78, and 80 can win. When the winning A13 condition device is activated, the following can win: Press order 123 (incorrect): Small prize 60, 62 (1 coin) (winning rate "1 / 4") Press order 132 (incorrect): Small prize 60, 62 (1 coin) (winning rate "1 / 4") Press order 213 (incorrect): Small prize 36 (1 coin) (winning rate "1 / 8") Press order 231 (incorrect): Small prize 36 (1 coin) (winning rate "1 / 8") Press order 312 (incorrect): Small prize 20 (1 coin) (winning rate "1 / 2") Press order 321 (correct): Small prize 04 (14 coins) (PB=1) The symbol combinations for each small prize are as follows. Small prize 04: "Watermelon" - "Watermelon" - "Replay" Small prize 04: "Watermelon" - "Blank B" - "Replay" Small prize 20: "Bell A" - "White BAR" - "Replay" Small prize 20: "Bell A" - "Red 7" - "Replay" Small prize 36: "White BAR" - "Replay" - "White BAR" Small prize 36: "Red 7" - "Replay" - "White BAR" Small prize 60: "Replay" - "Bell A" - "Red 7" Small prize 62: "Replay" - "Watermelon" - "Red 7" Small prize 77: "Cherry" - "Bell B" - "Watermelon" Small prize 78: "Blank B" - "Bell B" - "Watermelon" Small prize 80: "Black BAR" - "Black BAR" - "Watermelon" Small prize 80: "Blank A" - "Black BAR" - "Watermelon"

[0136] Here, push order 123 and push order 132 (when the winning rate is "1 / 4") are taken as examples for explanation. When the first left stop occurs, the push order is incorrect at this point, so the symbols are stopped in the order of number. In this case, "watermelon", "bell A", and "replay" each have the number of symbols "2", but here it is defined as "replay" (PB=1). Also, when the middle (second or third) stop occurs, if "bell A" or "watermelon" can be stopped in the middle row, one of these symbols is stopped. Note that the middle reel 31 has only "bell A", so "PB=1". Furthermore, when the right (second or third) stop occurs, if "red 7" can be stopped in the middle row on the right, that symbol is stopped (PB≠1). Note that there is only one "red 7" on the right reel 31, so the draw rate is "1 / 4". Therefore, when the small win A13 condition device is activated, the winning rate of small win 60 or 62 in push sequence 123 and push sequence 132 is 1 / 4.

[0137] (Example 3) Small win B15 condition device (push sequence 321 correct answer) In a game in which the small win B15 condition device is activated, as shown in FIG. 23, any of the small wins 08, 21, 50, 64, 65, 77 to 79 can win. In addition, when the winning B15 condition device is activated, the following can win: Press sequence 123 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Press sequence 132 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Press sequence 213 (incorrect): Small prize 50 (1 coin) (winning rate "1 / 8") Press sequence 231 (incorrect): Small prize 50 (1 coin) (winning rate "1 / 8") Press sequence 312 (incorrect): Small prize 21 (1 coin) (winning rate "1 / 2") Press sequence 321 (correct): Small prize 08 (14 coins) (PB=1) In addition, the pattern combinations for each small prize are as follows. Small prize 08: "Watermelon" - "Replay" - "Replay" Small prize 21: "Bell A" - "Black BAR" - "Replay" Small prize 21: "Bell A" - "Cherry" - "Replay" Small prize 50: "Black BAR" - "Bell A" - "Cherry" Small prize 50: "Blank A" - "Bell A" - "Cherry" Small prize 64: "Replay" - "Watermelon" - "Blank B" Small prize 65: "Replay" - "Blank B" - "Blank B" Small prize 77: "Cherry" - "Bell B" - "Watermelon" Small prize 78: "Blank B" - "Bell B" - "Watermelon" Small prize 79: "White BAR" - "White BAR" - "Watermelon" Small prize 79: "Red 7" - "White BAR" - "Watermelon"

[0138] Here, push order 123 and push order 132 (when the winning rate is "3 / 4") are taken as examples for explanation. When the first left stop occurs, the push order is incorrect at this point, so the symbols are stopped in the order of number. In this case, "watermelon", "bell A", and "replay" each have the number of symbols "2", but here it is defined as "replay" (PB=1). Also, when the middle (second or third) stop occurs, if "watermelon" or "blank B" can be stopped in the middle row, one of these symbols is stopped. Note that the middle reel 31 has "PB=1" for the two symbols "watermelon" and "blank B". Furthermore, when the right (second or third) stop occurs, if "blank B" can be stopped in the middle row on the right, that symbol is stopped (PB≠1). Note that "blank B" is arranged in three places on the right reel 31 at intervals of five symbols, so the draw rate is "3 / 4". Therefore, when the small win B15 condition device is activated, the winning rate of small win 64 or 65 in push sequence 123 and push sequence 132 is 3 / 4.

[0139] As described above, in games in which the Winning A Condition Device and the Winning B Condition Device are activated, pressing the buttons in an irregular sequence is considered to be the correct sequence, and if the sequence is correct, a 14-coin role will be won with "PB=1". Also, if the first stop is correct but the second stop is incorrect, a 1-coin role will be won with a winning probability of "1 / 2". Furthermore, if the first stop on the left is (sequential pressing), a 1-coin role will be won with a winning probability of "1 / 1", "1 / 2", "1 / 4" or "3 / 4". Furthermore, if the first stop is incorrect with an irregular sequence, a 1-coin role will be won with a winning probability of "1 / 8".

[0140] (Example 4) Winning C1 Condition Device (First correct answer on the left) In a game where the small win C1 condition device is activated, any of the small wins 09, 28, 29, 44, and 45 can win, as shown in Figure 23. Also, when the winning C1 condition device is activated, the following can win: Press order 1-- (correct answer): Small win 09 (3 coins) (PB=1) Press order-1- (incorrect answer): Small win 44, 45 (1 coin) (Winning rate "1 / 4") Press order--1 (incorrect answer): Small win 28, 29 (1 coin) (Winning rate "1 / 4") Also, the pattern combinations of each small win The results are as follows. Minor prize 09: "Replay" - "Replay" - "Watermelon" Minor prize 28: "White BAR" - "White BAR" - "Replay" Minor prize 28: "Red 7" - "White BAR" - "Replay" Minor prize 29: "White BAR" - "Red 7" - "Replay" Minor prize 29: "Red 7" - "Red 7" - "Replay" Minor prize 44: "White BAR" - "Bell A" - "White BAR" Minor prize 44: "Red 7" - "Bell A" - "White BAR" Minor prize 45: "White BAR" - "Bell A" - "Black BAR" Minor prize 45: "Red 7" - "Bell A" - "Black BAR" First, when it stops on the first left (correct push order), stop "Replay" in the middle left row (PB=1). Also, when the next center stop occurs, "Replay" is stopped in the center middle row (PB=1), and when the next right stop occurs, "Watermelon" is stopped in the right middle row (PB=1). This results in the small prize 09 winning. Also, when the first center stop occurs, the push order is incorrect at this point, and "Bell A", which has the most symbols, is stopped in the center middle row (PB=1) due to the priority of the number of symbols. Also, when the next left stop occurs, "White BAR" or "Red 7" is stopped in the left middle row (the pull-in rate is "1 / 2" for the two symbols combined). Furthermore, when the next right stop occurs, "Cherry" or "Blank A" is stopped in the right middle row (the pull-in rate is "1 / 2" for the two symbols combined). Therefore, when the first center stop occurs, small prize 44 or 45 is displayed with a winning rate of "1 / 4". Next, if it stops first on the right, the push order is incorrect at this point, and the "Replay" with the most symbols is stopped in the middle right row (PB=1) due to the priority of number of symbols. Also, if it stops on the left after that, a "White BAR" or "Red 7" is stopped in the middle left row (the pull rate of the two symbols combined is "1 / 2"). Furthermore, if it stops in the middle row after that, a "Black BAR" or "Cherry" is stopped in the middle middle row (the pull rate of the two symbols combined is "1 / 2"). Therefore, if it stops first on the right, a small symbol 28 or 29 is displayed with a winning rate of "1 / 4".

[0141] (Example 5) Winning D5 Condition Device (First Correct Answer) In a game where the small win D5 condition device is activated, any of the small wins 11, 52, or 66 can win, as shown in FIG. 24. Also, when the winning D5 condition device is activated, the following can win: Press order 1-- (incorrect answer): Small win 52 (1 coin) (Winning rate "1 / 4") Press order -1- (correct answer): Small win 11 (3 coins) (PB=1) Press order -1 (incorrect answer): Small win 66 (1 coin) (Winning rate "1 / 4") Also, the pattern combinations for each small win are as follows: Minor prize 11: "Watermelon" - "Bell A" - "Replay" Minor prize 52: "Replay" - "Watermelon" - "White BAR" Minor prize 52: "Replay" - "Watermelon" - "Black BAR" Minor prize 66: "White BAR" - "White BAR" - "Bell A" Minor prize 66: "White BAR" - "Red 7" - "Bell A" Minor prize 66: "Red 7" - "White BAR" - "Bell A" First, when it is the first middle stop (correct push order), "Bell A" is stopped in the middle middle row (PB=1). Also, when it stops on the left after that, "Watermelon" is stopped in the middle middle row (PB=1), and when it stops on the right, "Replay" is stopped in the right middle row (PB=1). This results in minor prize 11 being won. Also, if the first stop is on the left, the push order is incorrect at this point, and either "Replay", "White BAR", or "Red 7" will be stopped in the left middle row due to the number of symbols being given priority, but here it is decided that "Replay" will be stopped (PB=1). Also, at the next middle stop, "Watermelon" will be stopped in the middle row (pulling rate "1 / 2"). Furthermore, at the next right stop, "White BAR" or "Black BAR" will be stopped in the right middle row (pulling rate "1 / 2" for the two symbols combined). Therefore, at the first stop on the left, the small role 52 is displayed with a winning rate of "1 / 4". Next, at the first stop on the right, the push order is incorrect at this point, and "Bell A", which has the most symbols, will be stopped in the right middle row due to the number of symbols being given priority (PB=1). Also, at the next left stop, "White BAR" or "Red 7" will be stopped in the left middle row (pulling rate "1 / 2" for the two symbols combined). Furthermore, at the time of the subsequent center stop, the "white BAR" or "red 7" is stopped in the middle middle row (the pull-in rate is "1 / 2" for the two symbols combined). Therefore, at the first right stop, the small symbol 66 is displayed with a winning rate of "1 / 4".

[0142] (Example 6) Winning E9 Condition Device (First correct answer on the right) In a game where the small win E9 condition device is activated, any of the small wins 12, 42, 43, and 52 can win, as shown in FIG. 25. Also, when the winning E9 condition device is activated, the following can win: Press order 1-- (incorrect answer): Small win 52 (1 coin) (Winning rate "1 / 4") Press order-1- (incorrect answer): Small win 42, 43 (1 coin) (Winning rate "1 / 4") Press order--1 (correct answer): Small win 12 (3 coins) (PB=1) Also, the pattern combinations for each small win are as follows: Minor prize 12: "Watermelon" - "Bell B" - "Replay" Minor prize 42: "Black BAR" - "Replay" - "Cherry" Minor prize 42: "Blank A" - "Replay" - "Cherry" Minor prize 43: "Black BAR" - "Replay" - "Blank A" Minor prize 43: "Blank A" - "Replay" - "Blank A" Minor prize 52: "Replay" - "Watermelon" - "White BAR" Minor prize 52: "Replay" - "Watermelon" - "Black BAR" First, when it stops first on the right (correct push order), "Replay" is stopped in the middle right row due to number priority (PB=1). Also, when it stops on the left after that, "Watermelon" is stopped in the middle left row (PB=1), and when it stops in the middle, "Bell B" is stopped in the middle right row (PB=1). This results in minor prize 12 being awarded. Also, if the first left stop occurs, the push order is incorrect at this point, and either "Replay", "Black BAR", or "Blank A" will be stopped in the left middle row due to the number of symbols being given priority, but here it is decided that "Replay" will be stopped (PB=1). Also, if the next middle stop occurs, "Watermelon" will be stopped in the middle row (the pull-in rate is "1 / 2"). Furthermore, if the next right stop occurs, "White BAR" or "Black BAR" will be stopped in the right middle row (the pull-in rate is "1 / 2" for the two symbols combined). Therefore, if the first left stop occurs, the small role 52 will be won with a winning rate of "1 / 4". Next, if the first middle stop occurs, the push order is incorrect at this point, and "Replay", which has the most symbols, will be stopped in the middle row due to the number of symbols being given priority (PB=1). Also, if the next left stop occurs, "Black BAR" or "Blank A" will be stopped in the left middle row (the pull-in rate is "1 / 2" for the two symbols combined). Furthermore, when the reel stops on the right after that, "Cherry" or "Blank A" will stop in the middle row (the reel-in rate is "1 / 2" for the two symbols combined). Therefore, when the reel stops on the first reel, the small symbols 42 or 43 will win with a winning rate of "1 / 4".

[0143] In non-RT or RT1, winning numbers "72" to "75" may be selected (FIGS. 14 and 16), and when these winning numbers are selected, the winning F condition device, winning G condition device, winning H condition device, and winning I condition device are activated, respectively. Also, during RB operation, winning numbers "76" to "78" may be selected (FIG. 18), and when these winning numbers are selected, the winning J condition device, winning K condition device, and winning L condition device are activated, respectively. An explanation of the reel stop control when these condition devices are activated will be omitted.

[0144] FIG. 27 is a diagram showing the effect group number in the first embodiment. In the main process, the effect group number corresponding to the winning combination lottery result (winning number) is selected for each game (effect group number selection means 64 in FIG. 1), and the selected effect group number is sent to the sub-control board 80. The sub-control board 80 determines the effect for the current game based on the received effect group number and outputs it. In the effect group number, the feature of the first embodiment is that the winning A1 to A16, winning B1 to B16, and winning C1 to C8 all have the same effect group number "8". Therefore, when the sub-control board 80 receives the effect group number 8, it can determine that the winning A1 to A16, winning B1 to B16, or winning C1 to C8 has been selected in the current game, but it cannot determine the correct push order.

[0145] Here, among the performance group number "8", the correct push order for the winning A1 to A16 and the winning B1 to B16 are all irregular push orders, so depending on the number of winning numbers placed and the number of coins paid out when the correct push order is used, the expected value when pressing the irregular buttons may exceed the specified number (number of bets). However, in this embodiment, even if you press the irregular buttons knowing that the performance group number for the current game is "8", the expected value for the current game is set to be equal to or less than the specified number. This makes it impossible to win more medals than the specified number, even if you illegally obtain the performance group number transmitted from the main control board 50 to the sub control board 80 by cheating, for example.

[0146] FIG. 28 is a diagram for explaining the expected value when the performance group number is "8" in the first embodiment. Here, the push order 213 is taken as an example of irregular pushes. Although calculations are omitted, the expected value is the same for the push orders 213, 231, 312, and 321 in irregular pushes. In addition, the push order 123 is taken as an example of regular pushes. Although calculations are omitted, the expected value for the push order 123 and the expected value for the push order 132 are the same. First, when any of the winning combinations A1 to A16 is won, the payout of 14 coins is obtained in the push order 213 when the winning combinations A1 to A4 are won. Therefore, when the winning combinations A1 to A4 are won in the push order 213, the winning rate is "1 / 1" and the 14-coin role is won, so the expected value is "14 (coins)". Also, in the pressing order 213, when the winning keys are A5 to A8, the winning probability of a 1-coin role is 1 / 2, so the expected value is 0.5 (coins). Furthermore, when the winning keys are A9 to A16 in the pressing order 213, the winning probability of a 1-coin role is 1 / 8, so the expected value is 0.125 (coins). The same applies to the winning keys B1 to B16. Furthermore, in the pressing order 213, when the winning keys are C1 to C8, the winning probability of a 1-coin role is 1 / 4, so the expected value is 0.25 (coins).

[0147] Next, in the push order 123, when the winning numbers are A1 to A8, the winning probability is "1 / 2" and the expected value is "0.5 (pieces)". Furthermore, when the winning numbers are A9 to A12, the winning probability is "PB=1" and the winning probability is "1 (pieces)". Furthermore, when the winning numbers are A13 to A14, the winning probability is "1 / 4" and the winning probability is "0.25 (pieces)". Furthermore, when the winning numbers are A15 to A16, the winning probability is "3 / 4" and the winning probability is "0.75 (pieces)". The above is the same for the winning numbers B1 to B16. Furthermore, in the push order of 123, if the winning combination is C1 to C8, then "PB=1" will result in a 3-coin combination, so the expected value will be "3 (coins)."

[0148] From the above, in the case of the push order 213, the expected value when the winning numbers are A1 to A16 and B1 to B16 is "3.6875 (pieces)". In addition, in the case of the push order 213, the expected value when the winning numbers are C1 to C8 is "0.25 (pieces)". On the other hand, in the case of the push order 123, the expected value when the winning numbers are A1 to A16 and B1 to B16 is "0.625 (pieces)". In addition, in the case of the push order 123, the expected value when the winning numbers are C1 to C8 is "3 (pieces)". And the winning probability (number of places "1112") of the winning numbers A1 to A16 is the same. Furthermore, the winning probability (number of places "1112") of the winning numbers B1 to B16 is the same. Furthermore, the winning probability (number of places "1113") of the winning numbers C1 to C8 is the same. Therefore, the total number of winning numbers A1 to A16, B1 to B16, and C1 to C8 is 1112×16+1112×16+1113×8=44488. Therefore, the probability of winning numbers A1 to A16 when the performance group number is "8" is (1112×16) / 44488 ≒ 0.399928. The probability of winning numbers B1 to B16 when the performance group number is "8" is also "0.399928" as above. The probability that the winning numbers C1 to C8 will be C1 to C8 when the round number is "8" is (1113×8) / 44488 ≒ 0.200144.

[0149] Therefore, the expected value when pressing buttons in the 213 button sequence when the effect group number is "8" is 0.399928 x 3.6875 + 0.399928 x 3.6875 + 0.200144 x 0.25 ≒ 2.9995 (pieces), which is less than the specified number "3". Also, the expected value when pressing buttons in the 123 button sequence when the effect group number is "8" is 0.399928 x 0.625 + 0.399928 x 0.625 + 0.200144 x 3 ≒ 1.1003 (pieces), which is less than the specified number "3". From the above, even if you press buttons in an irregular order knowing that the current game is effect group number "8", the expected value cannot exceed the specified number "3".

[0150] As described above, when the performance group number is "8", the expected value when irregular pressing is performed is higher than the expected value when regular pressing is performed. However, in the first embodiment, in the current game where irregular pressing is performed during non-AT, the sub-bonus (corresponding to AT) lottery is not performed, the sub-bonus lottery performed during the current game is invalidated, or a sub-bonus lottery with a lower winning probability than that of regular pressing is performed is performed. In other words, the expectation degree for the AT in the current game where irregular pressing is performed during non-AT is relatively lower than the expectation degree for the AT in the current game where regular pressing is performed during non-AT. In the case of "invalidating the sub-bonus lottery performed during the current game", for example, when the start switch 41 is operated, the sub-bonus lottery is performed as usual (because it is not determined at this point whether irregular pressing is performed or not), and when it is determined that irregular pressing is performed during full stop, the sub-bonus lottery in the current game is invalidated (cleared, discarded). Therefore, the total ball output performance is higher when playing with normal push during non-AT and playing according to push order instructions during AT than when playing with irregular push during non-AT and playing according to push order instructions during AT. Here, the lower the base during non-AT, the higher the ratio of the role with instructions. Therefore, a common bell can be provided to lower the ratio of the role with instructions. However, since the common bell is a role that wins regardless of the push order (push position), the ball output rate during irregular push becomes high. Therefore, by providing a left-biased bell (a push order bell where normal push is the correct answer) as in this embodiment, the base during non-AT when playing with normal push can be lowered while suppressing the ratio of the role with instructions. Furthermore, the ball output rate during irregular push can be suppressed more than when a common bell is provided to suppress the ratio of the role with instructions.

[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag for judging whether or not irregular pushes were performed in the previous game. For example, the SP flag is once turned off when the current game is stopped, and then, when it is judged that the current game was operated by pushing in order, the SP flag is turned on. In contrast, when it is judged that the current game was operated by pushing in irregular, the SP flag is left off. Then, moving to the next game, when the SP flag is on, a normal sub-bonus lottery is executed, and when the SP flag is off, a normal sub-bonus lottery is not executed (the sub-bonus lottery is not executed, or the sub-bonus lottery itself is executed, but the sub-bonus lottery result is invalidated afterwards, or a sub-bonus lottery with a lower probability of winning than when pushing in order is executed), the SP flag is once turned off when the next game is stopped, and then, when it is judged that the next game was operated by pushing in order, the SP flag is turned on. In contrast, when it is judged that the next game was operated by pushing in irregular, the SP flag is left off. In this way, it is possible to prevent a strategy of pressing the buttons in order only when an exciting effect is output when the start switch 41 is operated (when there is a reasonable expectation of winning the sub-bonus), and pressing the buttons in an irregular order otherwise, for example when no effect specific to that game is output when the start switch 41 is operated.

[0152] Next, the mode selection in the first embodiment will be described. As described above, in the first embodiment, a sub-bonus is provided as the same concept as the AT. When the sub-bonus starts, a unique symbol combination (a set of "red 7") indicating the start of the sub-bonus is displayed in a stopped state. Then, when the sub-bonus is started, the correct push order is announced when the push order bell (for example, the above-mentioned winning A to winning E) is won, just like the AT. Then, the sub-bonus continues until the payout number reaches a predetermined number (for example, 300), and the sub-bonus ends in the game in which the payout number reaches the predetermined number, and the game transitions to non-AT (normal game). The mode selection in the first embodiment includes: 1) an initial normal mode selection in the normal zone; 2) a normal mode selection executed in the first game in the advantageous zone when the normal zone is switched to the advantageous zone; and 3) a mode transition selection executed at the start of the sub-bonus. The transition expectation to the sub-bonus (expectation of winning, ceiling number of games, transition expectation to a more advantageous mode) is different for each mode (see FIG. 31(a) described later).

[0153] FIG. 29 is a diagram showing an initial normal mode lottery in the normal zone in the first embodiment, where (a) shows a flow chart of the normal zone lever process (meaning the process when the start switch 41 is operated), and (b) shows the number of lottery placements. There are two cases where the normal zone is stayed. First, when the power is turned on and the RWM is initialized (settings are changed), the game zone is cleared and the zone becomes the normal zone. Therefore, the first game after the RWM initialization becomes the normal zone. Second, when the end condition of the advantageous zone is met, the next game moves to the normal zone. In this embodiment, when the difference number from the start of the advantageous zone exceeds "2400 (pieces)", the end condition of the advantageous zone is met, the advantageous zone ends, and the next game becomes the normal zone. Here, the advantageous zone is known to end when the number of games from the start of the advantageous zone reaches a predetermined number (for example, 1500 games, 3000 games, etc.). In the first embodiment, the advantageous zone is configured not to end by the number of games.

[0154] In FIG. 29(a), when the normal zone is started, in step S492, it is determined whether the performance group number corresponding to the winning number of the current game is the performance group number "2". The performance group number "2" corresponds to the winning of Replay B (winning number "2"). When it is determined that the performance group number is not "2", the process proceeds to step S493, and when it is determined that the performance group number is "2", the process according to this flowchart is terminated. That is, when the performance group number is "2" (when Replay B is won), the advantageous zone transition lottery is not executed, so there is no transition to the advantageous zone (see FIG. 13). Therefore, when it is determined that the performance group number is "2", the following initial normal mode lottery is not executed, the next game also becomes the normal zone, and the normal zone lever process is executed again. When it proceeds to step S493, it is determined whether the current game is non-RT or not. The main control board 50 stores the current RT information in a predetermined storage area of ​​the RWM 53, and makes a determination from this information. If it is determined that it is not RT (not in 1BB), the process proceeds to step S495, and if it is determined that it is not non-RT, the process proceeds to step S494. Note that the transition to RT occurs at the end of the current game. Therefore, even if 1BB is won in the current game, it is determined that it is not RT in step S493.

[0155] Here, after the RWM is initialized after the power is turned on, it is non-RT. This is because after the RWM is initialized after the power is turned on, for example, even if 1 BB was won before the power was turned on, the winning information for that 1 BB is cleared, and the RT information is also cleared (thereby the RT state becomes non-RT). In the following explanation, the period not inside 1 BB is sometimes referred to as "first in the morning", and the favorable zone that moved to while not inside 1 BB is sometimes referred to as "the favorable zone moved to first in the morning". On the other hand, the period inside 1 BB is sometimes referred to as "not first in the morning", and the favorable zone that moved to while inside 1 BB is sometimes referred to as "the favorable zone that moved to other than first in the morning". In addition, when it is unclear whether it is an favorable zone that moved to first in the morning, it may be referred to as "first in the morning uncertain".

[0156] In step S493, if it is determined that the game is not non-RT, and the program proceeds to step S494, it is determined whether the performance group number of the current game is "10". The performance group number "10" corresponds to the winning of the prize E (winning numbers "60" to "71". See FIG. 16). If it is determined that the performance group number is not "10", the program proceeds to step S495, and if it is determined that the performance group number is "10", the processing according to this flowchart is terminated. As shown in FIG. 16, when the prize E is won in RT1, the advantageous zone transition lottery is not executed, so the game will not transition to the advantageous zone in the next game. Therefore, even in this case, the normal zone lever processing is executed again in the next game. From the above, the normal zone lever processing is executed (the game will not transition to the advantageous zone) in the next game when the performance group number becomes "2" regardless of non-RT and RT1 (when the replay B is won), or when the performance group number becomes "10" (when the prize E is won) other than in the morning (RT1).

[0157] When the process proceeds to step S495, an initial normal mode lottery is executed. Then, the process proceeds to the next step S496, where the lottery result is saved (stored), and the process according to this flowchart is terminated. The initial normal mode lottery in step S495 is executed by the number of entries shown in FIG. 29(b). The denominator of the number of entries shown in FIG. 29(b) is "240", and when the number of entries is "240", the winning probability is "1 / 1". First, when the performance group number is "0" (1BB only win) in non-RT, or when the performance group number is "10" (1BB and winning E are double wins), normal mode 0 is won. Here, winning 1BB means that the time before the start of the current game is determined to be non-RT (not inside 1BB), so it is determined to be first thing in the morning. Similarly, when the performance group number is "10" instead of non-RT, the initial normal mode lottery is not executed, so that the performance group number "10" in the current game means that it is non-RT. Therefore, if the presentation group number for the current game is "10," it is determined that it is first thing in the morning.

[0158] In contrast, in non-RT or RT1, when the performance group numbers are "1", "3" to "9", and "11" to "14", normal mode 1 is won. The above performance group numbers have the potential to be won both when it is first thing in the morning and when it is not first thing in the morning, and when the above performance group numbers are won, regardless of whether it is not inside 1BB or not, the first thing in the morning is uncertain in games with the above performance group numbers. From the above, normal modes 0 and 1 are drawn when moving to the advantageous zone from the next game in the normal zone, and are modes for determining whether it is first thing in the morning, and if it is normal mode 0, it is confirmed to be first thing in the morning, and if it is normal mode 1, it is uncertain to be first thing in the morning.

[0159] FIG. 30 is a diagram showing the normal mode transition process, where (a) shows a flowchart and (b) shows the number of lottery placements. When transitioning from the normal zone to the favorable zone, a lottery in the normal mode is executed in the first game in the favorable zone. The normal modes from the second game in the favorable zone onwards have numbers "2" to "9" as described below. Therefore, in the favorable zone, the first game is normal mode 0 or 1, and from the second game onwards, it will be any of the numbers "2" to "9". In (a) of the figure, when the normal mode transition process is started, in step S502, it is determined whether or not it is normal mode 0 or 1. If it is normal mode 0 or 1, proceed to step S503, and if it is not normal mode 0 or 1, end the processing according to this flowchart. That is, in this example, the normal mode transition process is executed for every game during the favorable zone, but "No" is returned in step S502 except for the first game in the favorable zone. Therefore, the normal mode lottery in step S503 is not executed. Then, if it is determined in step S502 that the normal mode is 0 or 1 (first play in the advantageous zone), the process proceeds to step S503, where the normal mode lottery is executed. Then, the process proceeds to step S504, where the normal mode determined by the lottery is saved (stored), and the process according to this flowchart ends.

[0160] FIG. 29(b) shows the number of pieces placed in the normal mode lottery in four different patterns. First, "non-RT and normal mode 0" corresponds to the case where the performance group number is "0" (1BB is won alone) first thing in the morning and 1BB is won in that game. Note that the normal mode lottery is not executed during 1BB play (the normal mode transition process does not enter). Therefore, "non-RT and normal mode 0" indicates the normal mode lottery in the first game (non-RT) after the end of 1BB play. This can actually happen, but it is a rare case. Also, "RT1 and normal mode 0" corresponds to the case where the performance group number is "0" (1BB is won alone) first thing in the morning and 1BB is not won, or the performance group is "10" (1BB and winning E are won together) first thing in the morning (in this case, the small role included in winning E is given priority, so 1BB does not win), and the game transitions to the advantageous zone. Furthermore, "non-RT and normal mode 1" corresponds to the case where the performance group number is other than "0" or "10" first thing in the morning and there is a transition to the favorable zone. Furthermore, "RT1 and normal mode 1" corresponds to the case where there is a transition to the favorable zone other than first thing in the morning. Note that the performance group number will never be "0" (single 1BB win) other than first thing in the morning. Furthermore, there will never be a transition to the favorable zone with the performance group number being "10" other than first thing in the morning. Therefore, a transition to the favorable zone other than first thing in the morning corresponds to the case where the performance group number is "1," "3" to "9," or "11" to "14" other than first thing in the morning.

[0161] In the normal mode lottery described above, the winning number is one of the following: Winning number "0": Heaven B preparation mode Winning number "1": Normal A mode Winning number "2": Normal B mode Winning number "3": Normal C mode Winning number "4": Heaven A mode Normal A mode, normal B mode, and normal C mode are modes that are not advantageous to the player (hard to win the sub-bonus). On the other hand, Heaven B preparation mode and Heaven A mode are modes that are advantageous to the player (easy to win the sub-bonus).

[0162] In "non-RT and normal mode 0", "RT1 and normal mode 0", and "non-RT and normal mode 1", the number of balls placed to move to Heaven B preparation mode is "0", and the number of balls placed to move to Heaven A mode is "1", so in most cases the mode does not move to a mode advantageous to the player. In contrast, in "RT1 and normal mode 1", the mode moves to Heaven B preparation mode with a 100% probability. Here, there is no case where the performance group number becomes "0" (single win of 1BB) other than first thing in the morning, and when the performance group number becomes "10" other than first thing in the morning, the advantageous zone transition lottery is not executed, so the mode does not move to an advantageous zone. Therefore, if the normal mode lottery is executed other than first thing in the morning, the mode moves to Heaven B preparation mode (mode advantageous to the player) with a 100% probability, and if the normal mode lottery is executed first thing in the morning, the mode does not move to a mode advantageous to the player in most cases, so the ball output rate of the advantageous zone that is shifted to other than first thing in the morning is configured to be higher than the ball output rate of the advantageous zone that is shifted to first thing in the morning. In other words, the advantageous zone that is entered first thing in the morning (not inside) can be made less favorable to the player (lower ball payout rate) than the advantageous zone that is entered other than first thing in the morning (inside), so that the advantageous zone first thing in the morning when the settings are changed can be prevented from being overly favorable (so-called morning countermeasures). Furthermore, the advantageous zone that is entered other than first thing in the morning always starts from Heaven B preparation mode, so that motivation to play can be increased even after the advantageous zone is completed. Conversely to the above, if it is made more favorable to the player when entering the advantageous zone first thing in the morning (higher ball payout rate), it can promote operation first thing in the morning.

[0163] FIG. 31 is a diagram for explaining the types and features of normal modes "2" to "9". FIG. 31 (a) shows the features of each normal mode (2 to 9), and FIG. 31 (b) shows the transition probability (number of winning balls) of the normal mode at the start of the sub-bonus. As described above, the normal mode is drawn in the first play of the advantageous zone, and thereafter, the transition lottery of the normal mode is executed at each start of the sub-bonus. In FIG. 31 (a), the normal modes that are advantageous to the player are the heaven B preparation mode, the heaven A mode, the heaven B mode, and the heaven C mode. Moreover, the heaven B pull-back mode is advantageous to the player in terms of the probability of winning the sub-bonus. Each normal mode has a ceiling number of games until the sub-bonus is won and a probability of winning the sub-bonus set. During each normal mode, the sub-bonus is drawn for each play based on the winning number with the winning probability shown in FIG. 31 (a). Furthermore, each normal mode has a ceiling number of games, and when the ceiling number of games is reached without winning the sub-bonus, the winning flag of the sub-bonus is forcibly set (the sub-bonus is won). After the sub-bonus is won, after a certain number of premonition games, the symbol combination corresponding to the sub-bonus (a set of "red 7s") can be displayed. When the symbol combination corresponding to the sub-bonus (a set of "red 7s") is displayed, the sub-bonus will be executed from the next game.

[0164] On the other hand, regardless of the normal mode in which the player is playing, if the winning number "2" (Replay B) is won, the sub-bonus is won. When the winning number "2" is won, as described above, the symbol combination corresponding to Replay 04, that is, the "red 7" combination, can be stopped by pressing the stop switch 42 in the reverse order. Therefore, in a game in which the winning number is "2", a notification is issued instructing the player to press the stop switch 42 in the reverse order, making it possible to stop the "red 7" combination, and when the "red 7" combination is stopped and displayed in that game, the sub-bonus will start from the next game.

[0165] Here, when the winning number "2" is won and the stop switch 42 is pressed backward to stop and display the "red 7" line, the game is the main game. In contrast, other games in which the "red 7" line is stopped and displayed are not the main game but pseudo (also called "pseudo") game effects. Herein, the "pseudo game effect" refers to an effect in which the reel 31 is stopped pseudo-stop (the stop in this case is also called "temporary stop" or "pseudo stop". Hereinafter, it will be called "temporary stop") by operating the stop switch 42 to activate the rotation stop device during the period from when the reel 31 starts to rotate until the rotation speed of the reel 31 becomes constant, and an arbitrary symbol combination is displayed. The "pseudo game effect" is also called "reel effect". On the other hand, in contrast to the above "pseudo game effect", a game for displaying a symbol combination (a symbol combination corresponding to the winning combination lottery result) as a game result is called the "main game". The symbol combination temporarily stopped by the pseudo game effect does not represent the game result. After the symbol combination is temporarily stopped by the pseudo game effect, the game result is displayed by the symbol combination being stopped and displayed by the actual game.

[0166] In particular, in this embodiment, when a sub-bonus is won and the conditions for executing the pseudo game performance are met (for example, when the number of premonition games is exhausted), the pseudo game performance is executed up to four times until the "red 7" alignment is temporarily stopped. In addition, during the pseudo game performance, it may be possible to inform the player that it is a pseudo game performance, in other words, that it is not a real game. By doing so, it is possible to prevent the player from mistaking the pseudo game performance for the real game. Furthermore, when all the reels 31 are temporarily stopped during the pseudo game performance, the reels 31 are not stopped, and the motor 32 is driven and controlled so that the patterns move up and down at predetermined time intervals (so that they slightly vibrate up and down) (referred to as "swing fluctuation" or "swing fluctuation control"). This may inform the player that the stop is not a stop that displays the game result in the real game (real stop), but a temporary stop in the pseudo game performance. Then, when the game is shifted to the main game after all the reels 31 are stopped by the pseudo game presentation, when the start switch 41 is operated, the rotation start timing of each reel 31 is made different by random delay processing.

[0167] FIG. 32 is a flowchart showing the pseudo game presentation of the "red 7" combination. This flowchart does not include the actual game when the winning number "2" is won and the "red 7" is stopped and displayed by pushing the button in reverse. First, in step S581, the main control board 50 judges whether the start switch 41 has been operated, and proceeds to step S582 when it is judged that the start switch 41 has been operated. In step S82, it judges whether the start condition of the pseudo game is satisfied. Here, it means the sub-bonus confirmed state (main game state) after winning the sub-bonus and consuming the number of premonition games. If it is judged that the start condition of the pseudo game is satisfied, it proceeds to step S583, and if it is judged that the condition is not satisfied, it ends the processing according to this flowchart. In step S583, the main control board 50 adds "1" to the number of consecutive pseudo game presentations "N". The initial value of "N" is "0".

[0168] Next, the process proceeds to step S584, where the main control board 50 judges whether or not "N" is "4". If it is judged that "N" is not "4", the process proceeds to step S585, and if it is judged that "N" is "4", the process proceeds to step S591. In step S585, the sub-control board 80 outputs an effect that notifies the player to aim for "red 7" by pushing in order. Then, the process proceeds to step S586. In step S586, the main control board 50 judges whether or not the stop switch 42 has been operated, and if it is judged that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 executes a provisional stop process to pull "red 7" into an active line within a maximum range of four frames. Next, the process proceeds to step S588, where the main control board 50 judges whether or not all the reels 31 have been provisionally stopped. If it is determined that all the reels 31 have temporarily stopped, the process proceeds to step S589, and if it is determined that all the reels 31 have not temporarily stopped, the process returns to step S586.

[0169] In step S589, the main control board 50 judges whether the "red 7" arrangement has temporarily stopped on the pay line. When it is judged that the "red 7" arrangement has temporarily stopped, the process proceeds to step S590 and shifts to the sub-bonus. In contrast, when it is judged that the "red 7" arrangement is not temporarily stopped, the "red 7" arrangement pseudo game presentation is repeated. On the other hand, when it is judged that "N" is "4" in step S584, the process proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all the reels 31 that are rotating, and temporarily stops them when the "red 7" arrangement is reached. Here, the reels 31 may be temporarily stopped in the order of the left, center, and right reels 31, or all the reels 31 may be temporarily stopped almost simultaneously. Then, the process proceeds to step S590 and the sub-bonus is started. Although the above-mentioned pseudo game presentation allows the player to complete the "red 7" sequence, if the player fails to complete the "red 7" sequence three times in a row, the fourth pseudo game presentation automatically and temporarily stops the "red 7" sequence without requiring the player to operate the stop switch 42. This allows the transition process to the sub-bonus to be completed quickly.

[0170] Although not shown, when the winning number "2" is won when not in the sub-bonus, the sub-control board 80 outputs an effect informing the player to aim for the "red 7" by pushing the reel backwards. When the stop switch 42 is operated by pushing the reel backwards, the reel control means 65 executes a stop control process (main game) for pulling the "red 7" into an active line in up to four frames. As described above, in a game in which the winning number "2" is won, it is possible to stop the "red 7" combination, that is, the symbol combination corresponding to Replay 04, on an active line by pushing the reel backwards. Also, by pushing the reel backwards, When the "red 7" combination cannot be stopped (the player fails to press the button), the symbol combination corresponding to the replay 01 is stopped and displayed. Furthermore, even in a game in which the winning number "2" is won, if the stop switch 42 is not operated by pressing the button in reverse, the symbol combination corresponding to the replay 01 is stopped and displayed. When the "red 7" combination cannot be stopped and displayed in a game in which the winning number "2" is won, a "red 7" pseudo game presentation (pseudo game) is executed in the next game. However, this is not limited to this, and when the "red 7" combination cannot be stopped and displayed in a game in which the winning number "2" is won, the sub-bonus may be started from the next game without going through the pseudo game. Note that even if the main game state is a sub-bonus confirmation state, there may be cases in which the sub-state is in the premonition (a state in which the confirmation screen is not displayed). In such cases, it is optional whether or not to determine that the start condition of the pseudo game is met. However, since the sub-state is in the premonition state, the notification of the matching of "red 7" will not be executed, but if the main game state is in the sub-bonus confirmed state, a pseudo-game will be executed and the player can aim for the "red 7" and stop in the pseudo-game.

[0171] Returning to FIG. 31 for explanation. As described above, the Heaven B preparation mode is a normal mode that is selected with a 100% probability when the normal zone is shifted to the advantageous zone other than early in the morning. Then, when the sub-bonus starts under the Heaven B preparation mode, a normal mode transition lottery is performed, and as shown in FIG. 31(b), there is a 50% (120 / 240) probability of no transition (Heaven B preparation mode even after the sub-bonus ends) and a 50% probability of transitioning to Heaven B mode. That is, while staying in Heaven B preparation mode, Heaven B preparation mode is maintained or transition to Heaven B mode is made, which is advantageous for the player. Also, the normal A mode, normal B mode, and normal C mode are modes that are disadvantageous to the player. Then, the modes are closer to heaven as they progress from normal A mode to normal B mode and normal C mode. For example, in the normal A mode, the probability of no transition is the highest, and when there is a transition, the probability of transitioning to normal B mode is the highest. In addition, in the normal B mode, the probability of no transition is the highest, and in the case of transition, the probability of transition to the normal C mode is the highest. Furthermore, there is no case of falling from the normal B mode to the normal A mode. Furthermore, in the normal C mode, the probability of transition to the heaven A mode is the highest, and there is no case of falling to the normal A mode or the normal B mode. As shown in FIG. 31(b), when transitioning from the normal A mode to another normal mode, transition is made to the normal B mode, and when transitioning from the normal B mode to another normal mode, transition is made to the normal C mode. Therefore, when staying in the normal C mode, there is a high possibility that the player will stay in the normal mode for the longest time. And, among the normal A mode, the normal B mode, and the normal C mode, the normal C mode is most likely to transition to the heaven C mode. In other words, the difference counter value is not referred to when transitioning to the normal mode, but the longer the normal C mode is in a state unfavorable to the player, the more likely it is to transition to the heaven C mode.

[0172] Heaven A mode is a mode that does not transition (loops) with a probability of 60% (144 / 240), and if it is missed from the loop, it will transition to normal A mode or normal B mode. Heaven B mode is a mode that does not transition (loops) with a probability of 90% (216 / 240), and if it is missed from the loop, it will transition to Heaven B pull-back mode. Heaven B pull-back mode has a pull-back rate to Heaven B mode of 20% (48 / 240), and if it cannot be pulled back, it will transition to normal A mode or normal B mode. Heaven C mode is a mode without transition, and is maintained until the end of the favorable zone, that is, until the difference from the start of the favorable zone exceeds "2400", so-called completion mode. In addition, the conditions for transition to Heaven C mode are set. If you win the transition to Heaven C mode and the remaining difference at that time is "1000" or more, you will transition to Heaven C mode. On the other hand, if you win the transition to Heaven C mode, and the remaining difference at that time is less than "1000", you will transition to Heaven A mode.

[0173] From the above, for example, 1) when the difference number in the advantageous zone exceeds "2400" by repeating a 60% loop in Heaven A mode, 2) when the difference number in the advantageous zone exceeds "2400" by maintaining Heaven B preparation mode or transitioning to Heaven B mode, 3) when the difference number in the advantageous zone exceeds "2400" by transitioning to Heaven C mode, the advantageous zone ends. When the advantageous zone ends, the next game transitions to the normal zone. When transitioning to the normal zone, the normal zone lever processing shown in FIG. 29 is executed, and the mode becomes normal mode 1. Then, in the case of RT1 and normal mode 1, as shown in FIG. 30, the heaven B preparation mode is always won. When transitioning to Heaven B preparation mode, the mode stays in Heaven B preparation mode until transitioning to Heaven B mode, and after transitioning to Heaven B mode, Heaven B mode loops with 90%. As a result, the probability that the difference number in the advantageous zone will exceed "2400" and the advantageous zone will end in the next advantageous zone is high. In this way, it is possible to repeat the advantageous zone that ends with the difference number exceeding "2400" multiple times.

[0174] FIG. 33 is a flowchart showing the performance process when the advantageous zone is repeated multiple times as described above. This process is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous zone has started. If it is determined that the advantageous zone has started, the process proceeds to step S623. In step S623, it is determined whether or not the heaven mode (heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode) of the advantageous zone is continuous. Here, if the end of the previous advantageous zone was heaven A mode, heaven B preparation mode, heaven B mode, or heaven C mode, and the start of the next advantageous zone is heaven B preparation mode, it is determined that the heaven mode of the advantageous zone is continuous. If it is determined that the heaven mode of the advantageous zone is continuous, the process proceeds to step S624, and if it is determined that the heaven mode of the advantageous zone is not continuous, the process according to this flowchart is terminated.

[0175] In step S624, the advantageous zone consecutive counter provided on the sub-control board 80 side is set to "+1". Then, proceeding to step S625, the sub-control board 80 executes consecutive performance of the advantageous zone. Here, based on the value of the advantageous zone consecutive counter, for example, when the value of the advantageous zone consecutive counter is "1" (the number of consecutive advantageous zones is "2"), the frame lamp among the performance lamps 21 is lit in blue, when the value of the advantageous zone consecutive counter is "2", the frame lamp is lit in yellow, and when the value of the advantageous zone consecutive counter is "3", the frame lamp is lit in green. In other words, by looking at the performance of the frame lamp (cabinet) of the gaming machine 10, it is possible to roughly grasp how many times the heaven mode of the advantageous zone has been consecutive. Furthermore, the sub-control board 80 displays an image of the total number of coins won in the heaven mode in the previous advantageous zone, and stores the total number of coins won. Then, after moving to the next advantageous zone, if the game is in heaven mode, the cumulative value from the total number of coins won in the previous advantageous zone in heaven mode is displayed as an image, and if a sub-bonus is started within a predetermined number of games (for example, 100 games) from the start of the current advantageous zone, the heaven mode is considered to be continuing, and the display of the total number of coins continues. Note that, during the loop of the heaven mode, the total number of coins won may be displayed even if the sub-bonus is not in progress, but the total number of coins won may be displayed only during the sub-bonus.

[0176] Furthermore, when displaying the total number of coins won across multiple advantageous zones, a predetermined image (e.g., an icon) is displayed each time the number of coins won reaches "+2000" until the heaven loop is exited (thereafter, the predetermined image is changed or increased each time the number reaches "+2000"). At the end of the advantageous zone, the main control board 50 clears the parameters related to the advantageous zone, but the sub-control board 80 does not clear the parameters related to the advantageous zone (such as the total number of coins won as described above). However, this is not limited to the above, and the total number of coins won may be reset and not carried over when the advantageous zone is crossed.

[0177] After outputting the advantageous zone continuous performance in step S625, in the next step S626, it is determined whether or not the advantageous zone has ended. If it is determined that the advantageous zone has ended, the process returns to step S622, and if it is determined that the advantageous zone has not ended, the process proceeds to step S627. In step S627, it is determined whether or not the heaven mode of the advantageous zone has ended. Here, when the loop of the heaven mode is exited, it is determined that the heaven mode of the advantageous zone has ended. If it is determined that the heaven mode of the advantageous zone has ended, the process proceeds to step S628, and if it is determined that the heaven mode of the advantageous zone has not ended, the process returns to step S625. In step S628, the continuous performance of the advantageous zone is ended. For example, when the performance of the frame lamp is being executed as described above, the performance is ended. Also, when the total number of coins acquired from the heaven mode of the previous advantageous zone is displayed, the display is ended. Next, the process proceeds to step S629, and the advantageous zone continuous counter is cleared. Then, the process according to this flowchart is ended. In this manner, by executing the continuous performance of the advantageous zone, the player can appeal to those around him that he has acquired a large number of medals. In particular, in the case of a medalless gaming machine described later, the medals actually acquired cannot be seen, so the consecutive presentation of the advantageous zone is more effective. In the example of FIG. 33, the consecutive presentation of the advantageous zone is ended when the heaven mode is ended, but this is not limited to this. After the heaven mode is ended, the consecutive presentation of the advantageous zone may be continued, for example, for about 100 games. Furthermore, when the advantageous zone is ended and the normal zone is entered, in this embodiment, the player wins the advantageous zone transition lottery in the first game of the normal zone in most cases, and the advantageous zone is entered again from the next game. In this case, the consecutive presentation of the advantageous zone may be executed, including the normal zone between the advantageous zone and the next advantageous zone. When the consecutive presentation of the advantageous zone is executed during the normal zone, it is possible to notify the player that the heaven loop is continuing even in the normal zone, so that it is possible to prevent the player from accidentally quitting the game. On the other hand, the consecutive presentation of the advantageous zone may not be executed during the normal zone. In this case, it is possible to prevent the player from misunderstanding that the AT lottery is executed even in the normal zone.

[0178] Next, the complete function in the first embodiment will be described. The "complete function" corresponds to the stop function of the gaming machine (ending the game on that day). In the first embodiment, first, the difference number in the advantageous zone is counted by the difference number counter. Here, the "difference number in the advantageous zone" refers to the difference number when the start of the advantageous zone is "0". In other words, the difference number from the minimum value in the advantageous zone (MY) is not used, but the start of the advantageous zone is used as the reference ("0"). Therefore, when the difference number becomes a negative value during the advantageous zone, the negative value is counted. Also, as in the other embodiments described above, the difference number counter does not count the number of games during the normal zone. For example, the difference number counter is a 2-byte decrement counter. Then, when the difference number during the advantageous zone exceeds "+2400 (pieces)", it is determined that the end condition of the advantageous zone is met. Here, the first example of a difference counter is a method of initially setting "+2415" (pieces) (in hexadecimal, "096Fh") at the start of the favorable period, and when the difference in the current game is negative, adding that difference to the difference counter, and when the difference in the current game is positive, subtracting that difference from the difference counter. To explain more specifically, first, "+2415" is set at the start of the favorable period, and when the difference in the first game is "-3 (pieces)" (number of bets "3", number of payouts "0"), "3" is added to the difference counter to reset the difference counter. to "+2418". On the other hand, if the difference in the first game was "+11 (coins)" (number of bets: "3", number of payouts: "14"), "11" is subtracted from the difference counter, and the difference counter is updated to "+2404". When the difference counter becomes "0", it is determined that the difference in the advantageous period has exceeded "+2400", and the advantageous period ends. Note that the difference counter in the examples of Figures 34 and 35 described below is assumed to increase as the difference in the current game increases.

[0179] As a second example of the difference counter, the start of the advantageous period is set to "0", and when the difference counter exceeds "+2400" (coins) (specifically, when the difference counter value is "0961h" or more in hexadecimal), it is determined that the end condition of the advantageous period is met. In the difference counter and the play stop counter shown below, when a hexadecimal number is indicated, "h" is added to the number. When "h" is not added to the number, a decimal number is indicated. When a minus sign is not added to the difference counter value, it is indicated that it is positive. As described above, in the first embodiment, the number of times of play during the advantageous period is not included in the end condition of the advantageous period, so the number of times of play during the advantageous period is not counted. In both the first and second examples, when the advantageous period ends, the difference counter is cleared.

[0180] Secondly, in the first embodiment, the strike-stop counter counts MY from when the power is turned on. Here, "MY" is the value when the minimum value is "0" as in the difference counter in the other embodiments described above. The strike-stop counter is initialized to "0000h" when the power is turned on. For example, from the moment the power is turned on, the following will occur: 1st game: Number of bets "3", number of payouts "0", stop counter "0000h" 2nd game: Number of bets "3", number of payouts "14", stop counter "000Bh" 3rd game: Number of bets "3", number of payouts "0", stop counter "0008h" 4th game: Number of bets "3", number of payouts "0", stop counter "0005h" 5th game: Number of bets "3", number of payouts "0", stop counter "0002h" 6th game: Number of bets "3", number of payouts "0", stop counter "0000h": Here, in the first game, the difference is "-3", so adding the difference "-3" to the initial value "0000h" of the play stop counter results in "FFFDh", but when a carryover occurs, it is corrected to "0000h" each time. Similarly, in the sixth game, the difference is "-3", so adding the difference "-3" to the play stop counter "0002h" results in "FFFFh", but it is corrected to "0000h". Then, when the play stop counter value from when the power is turned on reaches "19000" (4A38h), the complete function is activated, the game machine 10 is stopped, and the subsequent play (operation of the day) is ended. Note that the play stop counter, unlike the difference counter, counts MY even in the normal section.

[0181] FIG. 34 is a diagram showing the transition of the difference counter and the stop counter in the first embodiment. First, the point when the power is turned on and the RWM is initialized corresponds to "A" in the diagram. At point "A" in the diagram, both the difference counter and the stop counter are "0". Then, since the normal interval occurs immediately after the power is turned on to initialize the RWM, the normal interval begins, and the transition to the favorable interval occurs at point "B" in the diagram. Therefore, at this point "B" (the start of the favorable interval), the difference counter is "0". During the normal interval, the difference counter is not updated.

[0182] Furthermore, the difference number decreases from point "B" in the figure, and when it reaches point "C", the difference number counter value at this point "C" is "BC". Also, the play stop counter value is "0". Then, if a sub-bonus or the like is executed in the advantageous zone, and the difference number increases and reaches point "D", and the difference number "DB" exceeds "2400", the end condition of the advantageous zone is met at point "D", the advantageous zone ends, and the next game becomes the normal zone, and if the transition condition to the advantageous zone is met in the normal zone, it transitions to the advantageous zone. Next, when it reaches point "E" in the figure, if the play stop counter value "EC" reaches "19000", the complete function is activated and the game machine 10 is stopped.

[0183] Also, in FIG. 34, the dashed line indicates the case where the difference number continues to increase after the power is turned on and the play stop counter reaches "19000" in the shortest time. In the figure, "FA" is "19000". Here, the minimum play time (the shortest time from the start of the rotation of the reel 31 in the current game to the start of the rotation of the next game) is set to "4.1" seconds. Meanwhile, the Act on the Regulation and Proper Management of Amusement and Amusement Businesses (hereinafter sometimes referred to as the "Amusement Business Act", "Amusement Business Law", or "Amusement and Amusement Business Law") specifies "pachinko parlors" as "Type 4 business". And, in principle, the Entertainment Business Act does not permit any entertainment business to operate between midnight and 6:00 a.m. (Article 13 of the Act). For this reason, the maximum time that a pachinko parlor can operate per day is 18 hours. Also, among the business hours stipulated by the ordinances of each prefecture, the shortest is 13 hours. Furthermore, although specific calculations are omitted, based on the above-mentioned number table and condition device, if it is assumed that the normal zone will move to the advantageous zone and then to the sub-bonus in the shortest time, the sub-bonus will continue until the difference counter exceeds "2400", and when the difference counter exceeds "2400", the advantageous zone will end and the zone will move to the normal zone, the net increase in number of coins per game is set to about "6". In other words, when one game is consumed in "4.1" seconds and the net increase in number of coins per game is "6", the net increase in number of coins per hour will be about "5268". Therefore, it takes about "3.6" hours for MY to reach "19000". Therefore, there are cases where the stop counter reaches "19000" within one day's business hours (13 hours at the shortest and 18 hours at the longest). In this way, by setting the value of the play limit counter at which the complete function is activated and the net increase in the number of coins per game so that the complete function can be operated within the pachinko parlor's business hours for one day, it is possible to prevent the player's gambling instincts from being significantly stimulated.

[0184] FIG. 35 is a diagram showing the relationship between the difference counter and the stop counter and the power on / off. The "power off" and "power recovery" in the graph in FIG. 35 are simply power on / off, and RWM clear (setting change) is not performed. As shown in FIG. 35, for example, when the power is cut off in a situation where the stop counter and the difference counter have a predetermined value, and then the power is restored, the stop counter is cleared. Therefore, after recovery from the power off, it starts from "0000h" (dotted line in the figure). In contrast, the difference counter is not cleared. Therefore, after recovery from the power off, it resumes from the value before the power off (solid line in the figure). Also, the table at the bottom of FIG. 35 shows the status of the difference counter and the stop counter when the power is on / off without RWM clear and when the power is on / off with RWM clear. As described above, when the power is on / off without RWM clear, the difference counter is held, but the stop counter is cleared. In contrast, when the power is turned on / off with the RWM cleared (for example, when changing settings), both the difference counter and the stop counter are cleared.

[0185] The "complete function activation flag" is a flag that is turned on when the play stop counter reaches "19000" and the complete function is activated, and is composed of, for example, 1 byte data, and is "00h" when off and "FFh" when on. The "provisional complete function flag" is a flag that is turned on when the play stop counter reaches "19000" but the complete function cannot be activated, for example, in a special game state (when a special function is activated), and is composed of, for example, 1 byte data, and is "00h" when off and "FFh" when on. These complete function activation flags and provisional complete function flags are configured not to be cleared by turning the power on / off without clearing the RWM.

[0186] Therefore, for example, when the play limit counter reaches "19000" during a special game state, the complete function activation flag remains off, but the temporary complete function flag is turned on, as described in detail below. If the power is cut off before the special game state ends and then restored, the temporary complete function flag is restored in an on state, so that when the special game state ends after the power is restored from the power cut, the complete function activation flag can be turned on and the complete function can be activated. However, when the power is turned on / off (when changing settings) with the RWM cleared, both the complete function activation flag and the temporary complete function flag are cleared.

[0187] FIG. 36 is a flow chart showing the flow from power-on to main processing, including processing related to the complete function. First, when the power is turned on in step S511, power-on processing is executed in the next step S512. One of the power-on processing steps is initialization processing of a predetermined storage area. Here, in the case of power-on without RWM clear, initialization processing (clear processing) of the stop counter is executed as one of the initialization processing steps. In contrast, initialization processing of the difference counter, the complete function operation flag, and the complete function temporary flag is not executed. On the other hand, in the case of power-on with RWM clear, all of the stop counter, the difference counter, the complete function operation flag, and the complete function temporary flag are initialized. Next, the flow proceeds to step S513, where error processing is executed. In this error processing, processing related to the complete function is executed as described later.

[0188] In the next step S515, the main control board 50 executes the receiving process of the insertion and settlement. In the next step S516, the main control board 50 judges whether the start switch 41 has been operated or not, and proceeds to step S517 if it judges that the start switch 41 has been operated. In step S517, the winning combination selection means 61 executes the selection of winning combinations (winning numbers). Then, in the next step S518, the reel control means 65 starts the rotation of the reels 31. In step S519, the main control board 50 judges whether the stop switch 42 has been operated or not, and proceeds to step S520 if it judges that the stop switch 42 has been operated, and the reel control means 65 controls the reel 31 corresponding to the operated stop switch 42 to stop. In the next step S521, the main control board 50 judges whether all the reels 31 have stopped or not, and returns to step S519 if it judges that all the reels 31 have not stopped, and proceeds to step S522 if it judges that all the reels 31 have stopped. In step S522, the winning determination means 66 determines the winning combination. Then, the process proceeds to step S523, where the payout means 67 pays out medals corresponding to the winning combination. Next, the process proceeds to step S524, where the main control board 50 performs update processing of the combination ratio monitor (management information display LED 74). Next, the process proceeds to step S525, where the main control board 50 executes a complete function calculation process. This process includes updating the play stop counter, and is the process shown in FIG. 38, which will be described later. Next, the process proceeds to step S526, where the main control board 50 executes a game status update process. Then, the process returns to step S513.

[0189] FIG. 37 is a flowchart showing the error processing in step S513 in FIG. 36. First, in step S531, the main control board 50 judges whether or not it is in a special game state (a special device is in operation). In this embodiment, even if the operation condition of the complete function (play stop condition) is satisfied in the special game state, the complete function is not operated. This is to prevent the game from moving. If it is determined that the game is in a special game state, the program proceeds to step S537, where error processing other than processing related to the complete operation is executed. On the other hand, if it is determined in step S531 that the game is not in a special game state, the program proceeds to step S532. In step S532, the complete function operation flag is read. Then, in the next step S533, it is determined whether the complete function operation flag is "FFh" (on). If it is determined that the complete function operation flag is "FFh", the program proceeds to step S534, and if it is determined that the complete function operation flag is not "FFh", the program proceeds to step S537.

[0190] In step S534, the main control board 50 notifies the operation of the complete function. In this process, an operation signal of the complete function is sent to the sub-control board 80, and the operation of the complete function is notified on the image display device 23 or the like. Next, the process proceeds to step S535, and the main control board 50 executes an automatic settlement process. It is optional whether or not to automatically settle the credited medals when the complete function is activated, and if automatic settlement is to be executed when the complete function is activated, the automatic settlement process is executed in this step S535. On the other hand, if automatic settlement is not to be executed when the complete function is activated, the process of step S535 is not executed. Next, the process proceeds to step S536, and a complete signal is output to the outside. This ends the error process. Also, when the process proceeds to step S536, the process does not proceed to the process after step S515 in FIG. 36. As a result, the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, and the game cannot proceed. In this example, the process related to the operation of the complete function is executed within the error processing of step S513. However, this is not limited to the above. For example, the process related to the operation of the complete function may be provided independently as the next process after the error processing, and the processes of steps S531 to S536 in FIG. 37 may be executed.

[0191] FIG. 38 is a flowchart showing the complete function calculation process in step S525 of FIG. 36. First, in step S541, the main control board 50 judges whether the complete function provisional flag is on (FFh). When it is judged that the complete function provisional flag is not on, the process proceeds to step S542, and when it is judged that the complete function provisional flag is on, the process proceeds to step S548. In step S542, the main control board 50 judges whether the complete function operation flag is on (FFh). When it is on, that is, when it is judged that the complete function is already operating, the process according to this flowchart is terminated. This is because when the complete function is already operating, the update process of the play stop counter is not executed. When it is judged that the complete function operation flag is not on in step S542 and the process proceeds to step S543, the main control board 50 judges whether the replay is in operation. In this embodiment, the play stop counter is not updated during the replay operation, so when it is judged that the replay is in operation, the process according to this flowchart is terminated. When it is judged that the replay is not in operation, the process proceeds to step S544. In step S544, the stop counter is updated based on the number of bets and the number of payouts in the current game.

[0192] In the next step S545, it is determined whether the stop counter is less than "0", that is, whether a carryover has occurred. If it is determined that the stop counter is not less than "0", proceed to step S546, and if it is determined that the stop counter is less than "0", proceed to step S551. In step S551, the stop counter value is corrected to "0". As a result, the minimum value of MY becomes "0". Then, the process according to this flowchart is terminated. On the other hand, when proceeding from step S545 to step S546, the main control board 50 determines whether the stop counter value has reached "19000". As described above, when the stop counter value is "4A38h" or more, it is determined that it has reached "19000". If it is determined that the stop counter has reached "19000", proceed to step S547, and if it is determined that it has not reached "19000", the process according to this flowchart is terminated.

[0193] In step S547, the complete function provisional flag is turned on (FFh). Next, the process proceeds to step S548, and it is determined whether or not the current game is in a special game state (such as 1BB game or RB game). When the special game state ends in the current game (for example, when it is the final game of 1BB game), the special game state ends at the time of step S525, so it is determined that the special game state is not in the special game state. When it is determined that the special game state is in the special game state, the process according to this flowchart is terminated. Therefore, in the special game state, when the hit stop counter reaches "19000", the complete function provisional flag is turned on in step S547, but since step S549 is not passed through, the complete function operation flag is not turned on (FFh). Therefore, the complete function does not operate in the special game state. On the other hand, when it is determined that the special game state is not in the special game state in step S548, the process proceeds to step S549. In step S549, the main control board 50 turns the complete function operation flag on (FFh). Next, the process proceeds to step S550, where the complete function temporary flag is turned off (00h). Then, the process according to this flow chart is terminated. When the complete function operation flag is turned on in step S549, the complete function is operated at the start of the next game according to step S513 in FIG. 36 and FIG. 37. Also, in the special game state, when the complete function temporary flag is turned on in step S547, the complete function temporary flag remains on (the complete function operation flag is off) until the special game state ends, and when the special game state ends, the complete function operation flag is turned on (step S549) and the complete function temporary flag is turned off (step S550).

[0194] Next, image control by the sub-control board 80 regarding the complete function will be described. FIG. 39 shows images that notify (pre-notify) the operation of the complete function, where (a) shows a game screen, (b) shows a demonstration screen, and (c) shows a menu screen. After the power is turned on, the sub-control board 80 counts the play stop counter independently. However, this is not limited to this, and the play stop counter value may be transmitted from the main control board 50 to the sub-control board 80 at the end of each game. If the complete function is suddenly activated when the play stop counter reaches "19000", it will be a surprise attack on the player. Therefore, when the operation of the complete function is approaching, the player is notified of the operation of the complete function.

[0195] When the stop counter reaches "18900", in other words, when there are "100" coins remaining until the complete function is activated, the sub-control board 80 notifies the user of the activation of the complete function. As shown in (a), (b), and (c) in the figure, whether it is a game screen, a demonstration screen, or a menu screen, it displays, for example, "100 coins remaining until the complete function is activated" as in this example. Also, when the stop counter reaches, for example, "+11" coins in the next game, the notification image of the activation of the complete function is updated to display "89 coins remaining until the complete function is activated". In this way, the notification of the activation of the complete function is performed so that the quantitative change until the activation condition of the complete function (the stop counter reaching "19000") is visually recognized. In the figure, the area of ​​the notification image of the activation of the complete function is shown by a dot pattern, and this dot pattern area represents the frontmost layer. Therefore, for example, if there is an area where a predetermined display on the screen and a preview image of the operation of the complete function overlap, the preview image of the operation of the complete function is displayed in the overlapping area, and the predetermined image (back layer) is not displayed. In other drawings described later, the area shown by the dot pattern refers to the frontmost layer.

[0196] In the above example, when the complete function is activated when the stop counter reaches "19000", the operation of the complete function is notified when the stop counter reaches "18900". Here, if the stop counter value reaches "19000" without decreasing after the complete function activation is notified, the complete function activation is notified from the time the stop counter reaches "18900" until it reaches "19000". In contrast, if the stop counter value decreases after the stop counter reaches "18900", when the value of the stop counter reaches a predetermined value, the notification of the complete function activation is terminated. Here, if the stop counter rises and falls with the progress of the game with "18900" as a threshold value, the state where the complete function activation is not notified and the state where it is not notified are frequently switched, and for example, the notification image of the complete function activation is displayed or not displayed. Therefore, in this embodiment, once a notice of the completion function operation is given, the notice of the completion function operation is maintained until the hit-stop counter becomes less than a predetermined value ("18850" in this embodiment).

[0197] FIG. 40 is a diagram showing the transition between a section where the complete function operation is predicted (advance warning) and a section where it is not predicted. In the figure, the solid line is a section where the complete function operation is predicted, and the wavy line is a section where it is not predicted. In FIG. 40, when the value of the play stop counter reaches "A" in the figure (MY1="18900"), the condition for predicting the complete function operation is met, so the complete function operation is predicted from this point on. Then, as the game progresses, the value of the play stop counter falls below "MY1 (18900)" at the point "B" in the figure, but the prediction of the complete function operation continues. Then, when the value of the play stop counter falls below "MY2 (18850)" at the point "C" in the figure, the prediction of the complete function operation ends and the section moves to a section where it is not predicted.

[0198] Once the period has shifted to a period without a warning, the period will not be one in which the complete function is predicted to operate unless the stop counter reaches "18900" (MY1). In the example of FIG. 40, the stop counter reaches "18900" (MY1) at the time "D" in the figure, and the period again becomes one in which the complete function is predicted to operate. When the stop counter reaches "19000", the complete function is activated, and the prediction of the complete function operation ends. In addition, the difference "MY1-MY2" between the stop counter "MY1" which is the period in which the complete function is predicted to operate and the stop counter "MY2" which is the period in which the complete function is not predicted to operate is "50" in this example. Here, it is preferable that "MY1-MY2" is larger than the maximum difference number in one game ("11" in the first embodiment). In this way, it is possible to prevent the period in which the complete function is predicted to operate and the period in which the complete function is not predicted from being (frequently) switched in one game.

[0199] FIG. 41 is a diagram showing an example of an image display of the complete function operation on the entire screen. In the figure, the dot pattern display area is the image display area of ​​the complete function operation. Therefore, when an image is displayed on the entire screen to indicate that the complete function is operating as in this example, the game screen and the like up to that point will become completely invisible. Here, when the complete function is activated, there are cases where automatic settlement is performed and cases where automatic settlement is not performed. When the complete function is activated, the operation acceptance of the bet switch 40, start switch 41, and stop switch 42 is invalidated, and it is not possible to proceed with the game thereafter. However, for gaming machines 10 that permit the operation acceptance of the settlement switch 43, it is possible to operate the settlement switch 43 after the completion function is activated, and thereby discharge all of the stored medals into the medal tray. In this case, as shown in FIG. (a), 52 , a display is displayed to prompt the player to make a payment. On the other hand, when the complete function is activated, when automatic payment is to be executed, all of the stored medals are automatically discharged into the medal tray without the player operating the payment switch 43. In this case, as shown in (b) in the figure, a display is displayed to that effect during automatic payment. In addition, in the case of a "medalless gaming machine" described in the 18th embodiment (FIG. 52) described later, when the counting switch 47 is operated, the gaming media (electronic medals) stored in the gaming machine 10 are transmitted to the lending unit 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit the gaming media to the lending unit 200. In this case, as shown in (c) in the figure, a display is displayed to prompt the player to make a count.

[0200] FIG. 42 is a diagram showing an example of displaying an image of the complete function operation in a part of the area. In the figure, the display area of ​​the dot pattern is the image display area of ​​the complete function operation. (a) in the figure is an example in which the complete function is operated during a sub-bonus game (AT), for example. The image layer of the complete function operation is displayed on top of the game screen layer. Therefore, in the range where the game image and the image of the complete function operation overlap, the image of the complete function operation is displayed on top. Note that the image of the complete function operation may be configured as a transparent type so that the game screen can be seen under the image of the complete function operation. Also, if the game screen is left as it is and a predetermined time has passed, it will transition to a demonstration screen as shown in (b) in the figure. Even when it transitions to the demonstration screen, the image of the complete function operation continues to be displayed without being erased. Furthermore, in the range where the image of the demonstration screen and the image of the complete function operation overlap, the image of the complete function operation is displayed as the layer on the front side. Furthermore, even after the complete function is activated, it is possible to transition to the menu screen. Even when the screen is switched to the menu screen, the image of the complete function operation continues to be displayed without being erased. Furthermore, in the area where the image of the menu screen and the image of the complete function operation overlap, the image of the complete function operation is displayed as a layer on the front side.

[0201] FIG. 43 is a diagram showing an example when the stop counter reaches "19000" in a special gaming state (for example, during 1BB gaming or RB gaming), where (a) shows a time chart, and (b) and (c) show image display examples. Note that the first embodiment is a gaming feature that allows the sub-bonus (AT) to be executed on the premise that 1BB is inside (1BB is not won). In contrast, the example of FIG. 43 shows an example in which, for example, 1BB or RB (gimmick) is won during gaming, and the stop counter reaches "19000" in a special gaming state (during 1BB gaming or RB gaming). In FIG. 43 (a), at the time when the special gaming state is started, the stop counter is less than "18900", the complete function provisional flag is off, and the complete function activation flag is off. First, when the stop counter reaches "18900", the sub-control board 80 displays an image announcing the activation of the complete function. (b) in the figure shows the image at this time. On the game screen in the special game state, a preview image of the complete function activation is superimposed on a portion of the screen. Next, when the play stop counter reaches "19000" in the special game state, the complete function provisional flag is turned on. However, since the game is in the special game state, the complete function activation flag remains off. Furthermore, based on the complete function provisional flag being turned on, the sub-control board 80 displays an image indicating that the activation of the complete function is pending (the complete function will be activated after the special game state ends). (c) in the figure shows the image at this time. Therefore, based on the play stop counter reaching "19000", the image display changes from (b) in the figure to (c) in the figure. By configuring it in this way, it is possible to inform the player that the play limit counter has reached "19000" during the special play state (meaning that no more play is possible on that day), thereby preventing any trouble between the pachinko parlor staff and the player when the gaming machine 10 is stopped after the special play state ends.

[0202] When the special game state ends, the complete function operation flag is turned on (the complete function provisional flag is turned off). As a result, the image in FIG. 38 (c) is switched to, for example, the image shown in FIG. 41 or FIG. 42 (a). In addition, when the hit stop counter reaches "19000" once in the special game state, the count of the hit stop counter ends, but even if the number of medals acquired thereafter decreases (for example, when the hit stop counter reaches "19000" and continues counting without ending thereafter, when the count value becomes less than "19000" at the end of the special game state), the complete function provisional flag remains on at the end of the special game state and the complete function operation flag is turned on. In addition, in the example of FIG. 38, when the complete function provisional flag is on ("Yes" in step S541), the hit stop counter is not updated because step S544 is not passed. Therefore, in this case, even if the number of medals acquired in the subsequent special game state decreases, the hit stop counter does not change. However, this is not limiting, and the play stop counter may be updated even after the complete function provisional flag is turned on. In this case, even if the play stop counter is less than "19000" at the end of the special game state, if the complete function provisional flag is turned on once during the special game state, the complete function activation flag is turned on at the end of the special game state, and play of the gaming machine 10 is stopped.

[0203] Also, in FIG. 43, after the play stop counter reaches "19000", the power is turned off before the special game state ends, and then the power is turned on and the special game state ends, and the complete function is activated when the special game state ends. When the play stop counter reaches "19000" during the special game state, the complete function activation flag is not turned on, but the complete function temporary flag is turned on. Then, the play stop counter is cleared by turning the power on / off, but the complete function temporary flag is not cleared by turning the power on / off. Therefore, after the power is turned on, before the special game state ends, the complete function temporary flag is on and the complete function activation flag is off. Then, when the special game state ends, the complete function temporary flag is turned off and the complete function activation flag is turned on, and the complete function is activated. By configuring in this manner, even if a power outage or the like occurs after the play stop counter has reached "19000" but the gaming machine 10 has not yet reached play stop (for example, a situation in which the play stop counter has reached "19000" during a special game state), and the power is then turned on and the play stop counter is cleared, the gaming machine 10 can be brought to a play stop based on the complete function provisional flag and the complete function activation flag, thereby preventing the player's gambling spirit from being significantly stimulated.

[0204] FIG. 44 is a time chart showing an example in which a power cut occurs in a game in which the complete function is activated after a payout (a game in which the play stop counter reaches "19000"; the same applies below) in a state where the complete function is activated (for example, the state shown in FIG. 43(b)), and the payout process ends before the power cut process starts. First, in a situation in which the complete function is activated, the stop switch 42 is operated, the last stop switch 42 is released, and the payout process is performed. Then, a power cut occurs just before the payout process ends, and the payout process ends before the power cut process starts. When the payout process ends, the play stop counter is updated, and the play stop counter reaches "19000", resulting in a transition from the complete function activation notification state to the complete function activation state. A power cut occurs at about the moment when the notification state switches to the activation state, but the activation state is reached before the power cut process starts. For this reason, the complete function activation flag is turned on before the power cut process starts. After the power-off process is complete, the power is turned off. Next, when the power is turned on, the power-on process is executed. When the power-on process is completed, the complete function operation state is restored. As described above, when the power is turned on / off, the stop counter is cleared, but the complete function operation flag is not cleared. Therefore, the value of the complete function operation flag is read during the power-on process, and when the complete function operation flag is on, the complete function operation state is entered.

[0205] FIG. 45 is a time chart showing an example in which a power cut occurs during a payout process in a game in which the complete function is activated after a payout and the complete function is activated after a payout, and a power cut process is started. FIG. 45 illustrates Example 1 (a) and Example 2 (b), and first describes Example 1 (a). In the complete function activation notice state, the stop switch 42 is operated, and the last stop switch 42 is released, and a payout process is performed. Then, a power cut occurs during the payout process, and the power cut process starts before all of the payout processes are completed (before all medals are paid out). Therefore, when the power cut process ends and the power is turned off, the hit stop counter has not reached "19000". Therefore, the power is turned off while the complete function is activated. In other words, the complete function activation flag is off when the power is turned off. When the power is turned off, the payout process up to the middle and the notice state of the complete function activation are backed up.

[0206] Next, when the power is turned on, the power-on process is executed. When the power-on process is finished, the payout process is continued based on the backup data. Also, based on the backup data at the time of power off, the state returns to the notice state of the complete function operation. When the payout process is finished, the stop counter is updated, but the stop counter is cleared by turning off the power. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value for the notice state of the complete function operation (for example, "18900" in the example of FIG. 40). Therefore, after the payout process is finished, the state does not go to the notice state of the complete function operation, and goes to the normal state. Also, Example 2 in the figure (b) is an example in which the notice state of the complete function operation is not backed up when the power is turned off. Therefore, after the power is turned on, the state does not go back to the notice state of the complete function operation. Therefore, when the power-on process is finished, the state goes to the normal state. Note that FIG. 45 shows a warning state for the activation of the complete function, and this also applies when the complete function does not activate after the payout (when the stop counter does not reach "19000"). In addition, in Example 2 in FIG. 45 (b), the warning state for the activation of the complete function is backed up when the power is cut off, but the warning state for the activation of the complete function may be cleared in the process when the power is restored. This processing is also the same for FIG. 46 (b), FIG. 47 (b), and FIG. 48 (b), which will be described later.

[0207] FIG. 46 is a time chart showing an example in which, in a game in which the complete function is activated after a payout, a power outage occurs before the last stop switch is released, and power-off processing is executed when the payout processing is completed halfway. FIG. 46 shows example 1 (a) and example 2 (b), but first, example 1 (a) will be explained. In the complete function activation warning state, the stop switch 42 is operated, the last stop switch 42 is released, and the payout processing is completed. Assume that the power cut process has been performed. Here, it is assumed that the power cut occurs before the last stop switch 42 is released. Furthermore, it is assumed that the power cut process starts before all of the payout processes are completed (before all medals are paid out). Therefore, when the power cut process ends and the power is turned off, the play stop counter has not reached "19000". For this reason, the power is turned off with the completion function activation warning state still in effect. When the power is turned off, the payout processes up to that point and the completion function activation warning state are backed up.

[0208] Next, when the power is turned on and the power-on process is executed, the payout process continues based on the backup data. Also, based on the backup data at the time of power off, the state returns to the notice state of the complete function operation. When the payout process ends, the stop counter is updated, but the stop counter is cleared by turning off the power. Therefore, even if the next payout process is executed after the power is turned on and the stop counter is updated, the stop counter does not reach "19000". Furthermore, the value of the stop counter has not reached the value for the notice state of the complete function operation. Therefore, after the payout process ends, the state does not change to the notice state of the complete function operation, and the state moves to the normal state. Also, Example 2 in the figure (b) is an example in which the notice state of the complete function operation is not backed up when the power is turned off. Therefore, after the power is turned on, the state does not return to the notice state of the complete function operation. Therefore, when the power-on process ends, the state becomes normal. In addition, FIG. 46 is in a state where the complete function is not activated after the payout (the stop counter does not reach "19000"). In addition, when comparing the example of FIG. 45 with the example of FIG. 46, the results are the same. In the example of FIG. 45, the power is turned off after the last stop switch 42 is released, and in the example of FIG. 46, the last stop switch 42 is released after the power is turned off. In both cases, the power off process is terminated in the middle of the payout process. As a result, after the power is turned on, the payout process is continued, and when the notice state of the complete function operation is backed up, the state returns to the notice state of the complete function operation, but since the stop counter is cleared, the state becomes normal after that. In addition, there are two methods for updating the stop counter when the power is turned on / off. The first method is a method of updating the stop counter based on the payout number and the bet number in the game. In addition, the second method is a method of updating the stop counter based on the number of coins paid out after the power is turned on.For example, in a game in which three coins are bet and ten coins are paid out, if the power-off process is completed when five of the ten coins are paid out, and then the power is turned on and the remaining coins are paid out, if the first method is adopted, the stop counter is updated by seven coins as the difference after the power is turned on. This allows the process to be simplified because the same difference as when the power is not turned on / off can be updated even if the power is turned on / off during the payout process. However, the value of the stop counter updated after the power is turned on may not match the number of coins paid out after the power is turned on. Also, if the second method is adopted, the stop counter is updated by five coins paid out after the power is turned on. This matches the value of the stop counter updated after the power is turned on, so that the player will not be confused when a notice of the completion function operation is given after the power is turned on.

[0209] FIG. 47 is a time chart showing an example in which the hand is released from the last stop switch immediately before (T1) the power-off process starts or after (T2) the power-off process in a game in which the complete function is activated after a payout and the complete function is activated after a payout. The result is the same whether the hand is released from the last stop switch immediately before (T1) the power-off process starts or between the end of the power-off process and before the power is turned on (T2). FIG. 46 illustrates example 1 (a) and example 2 (b), but first, example 1 (a) will be described. In the advance notice state of the complete function activation, after the stop switch 42 is operated, the hand is released from the last stop switch 42 immediately before (T1) the power-off process starts or after (T2) the power-off process. When the hand is released from the last stop switch 42, the payout process is executed, but since the hand is released from the last stop switch 42 immediately before (T1) the power-off process starts or after (T2) the power-off process, the power-off process ends before the payout process starts. Therefore, when the power-off process is completed and the power is turned off, the hit counter has not yet reached "19000". Therefore, the power is turned off while the completion function is still in the warning state. When the power is turned off, the winning combination and the warning state of the completion function are backed up.

[0210] Next, when the power is turned on and the power-on process is executed, the payout process is executed based on the backup data. Also, the state returns to the notice state of the complete function operation based on the backup data at the time of power off. When the payout process is finished, the shot stop counter is updated, but the shot stop counter is cleared by turning off the power. Therefore, even if the payout process is executed after the power is turned on and the shot stop counter is updated, the shot stop counter does not reach "19000". Furthermore, the value of the shot stop counter has not reached the value for the notice state of the complete function operation. Therefore, after the payout process is finished, the state does not go to the notice state of the complete function operation, and goes to the normal state. Also, Example 2 in the figure (b) is an example in which the notice state of the complete function operation is not backed up when the power is turned off. Therefore, after the power is turned on, the state does not go back to the notice state of the complete function operation. Therefore, when the power-on process is finished, the state goes to the normal state.

[0211] FIG. 48 is a time chart showing an example in which the last stop switch 42 is released after the power is turned on after the power is turned off and the complete function is activated. Even if the last stop switch 42 is released after the power is turned on after the power is turned off, the state is the same as the example in FIG. 47 described above. Specifically, as in (a) Example 1, if the advance notice state of the complete function is backed up when the power is turned off, the state returns to the advance notice state of the complete function based on the backup data after the power-on process and before the payout process ends. Then, the state transitions to the normal state after the payout process ends. In contrast, as in (b) Example 2, if the advance notice state of the complete function is not backed up when the power is turned off, the state returns to the normal state after the power-on process.

[0212] FIG. 49 is a time chart showing an example of a case where a power outage occurs during a sub-bonus in a situation where the complete function is activated. In this example, it is assumed that there is no payout process before or after the power outage. In the sub-bonus, since the complete function is activated in a notice state, the number of remaining coins until the complete function is activated is displayed as an image. For example, the image display is as shown in FIG. 43(b). Also, the number of coins acquired during the sub-bonus is displayed as an image. When a power outage occurs while the number of remaining coins until the complete function is activated and the number of coins acquired during the sub-bonus are displayed as an image, a power-on process is executed when the power is turned on. When the power-on process is completed, the stop counter is cleared, so the value of the stop counter does not reach the value for the complete function activation notice state. As a result, the complete function activation notice state does not occur. Therefore, after the power is turned on, the number of remaining coins until the complete function is activated is not displayed as an image. On the other hand, when the power-on process is completed, the number of coins acquired during the sub-bonus is displayed as an image based on the backup data. As described above, before the power is turned off, the number of coins remaining until the complete function is activated and the number of coins won during the sub-bonus are displayed as images, but after the power is turned on, the number of coins won during the sub-bonus is displayed as an image.

[0213] FIG. 50 is a diagram showing an example in which a hopper empty error occurs during automatic settlement after a payout process when a notice of the operation of the complete function is notified and the complete function is activated after the payout process and the operation of the complete function is notified. (a) shows a time chart, and (b) to (d) show the image display contents. In (a) of the figure, when the payout process ends under a situation in which the notice of the operation of the complete function is notified, the stop counter reaches "19000" and the complete function operation flag is turned on. This notifies the operation of the complete function. In (b) of the figure, "Complete function is operating. Please call an attendant" is an example of notifying the operation of the complete function. Also, in this example, as in the example of FIG. 41(b), it is assumed that the specification is such that automatic settlement is performed when the complete function is activated. Therefore, when the operation of the complete function is notified, automatic settlement is started. FIG. 13B shows an example of notifying the user that the complete function has been activated and that automatic settlement is currently being performed.

[0214] Next, if a hopper empty error occurs during automatic settlement, the hopper empty error is notified. (c) in the figure is an example in which the operation of the complete function is notified and the occurrence of a hopper empty error is notified. Then, when the hopper empty error is resolved and automatic settlement is completed, only the operation of the complete function is notified, as shown in (d) in the figure. Note that in the case of (c) in the figure, if the occurrence of a hopper empty error is given priority, the notification of the hopper empty error may be displayed larger than the notification of the operation of the complete function. Alternatively, if the notification of the operation of the complete function is given priority, the notification of the operation of the complete function may be displayed larger than the notification of the hopper empty error.

[0215] FIG. 51 is an example in which the operation of the complete function is notified after automatic settlement when the advance notice of the operation of the complete function is notified and the complete function is activated after the payout process. Furthermore, it is a diagram showing an example in which a hopper empty error occurs during the automatic settlement. (a) shows a time chart, and (b) to (d) show the image display contents. In FIG. 51, the difference from FIG. 50 is that the operation of the complete function is not notified during automatic settlement after the payout process, but is notified after the automatic settlement. In FIG. 51 (a), when the payout process ends under the condition in which the advance notice of the operation of the complete function is notified, the stop counter reaches "19000", so the complete function operation flag is turned on. Next, before the operation of the complete function is notified, the automatic settlement process is executed, so that the fact that automatic settlement is in progress is displayed. In FIG. 51 (b), the state at this time is shown.

[0216] In the example of FIG. 37, if it is determined in step S533 that the complete function operation flag is on, the process proceeds to step S534, where the operation of the complete function is notified. Next, the process proceeds to step S535, where the automatic settlement process is executed. Therefore, the example of this flowchart is the example of FIG. 50. In contrast, in the case of processing as in FIG. 51, if it is determined in step S533 in FIG. 37 that the complete function operation flag is on, the process proceeds to step S535, where the automatic settlement process is executed. Then, after the automatic settlement process, the process proceeds to step S534, where the operation of the complete function is notified. Then, if a hopper empty error occurs during automatic settlement, the display changes from "automatic settlement in progress" to "hopper empty error" as shown in FIG. 37(c). Then, when the hopper empty error is resolved and the automatic settlement is completed, the operation of the complete function is notified as shown in FIG. 37(d). This By configuring in this manner, the operation of the complete function is not notified if the automatic settlement is not completed, which prevents the player from quitting the game before the automatic settlement is completed and resulting in a loss.

[0217] In the example of FIG. 51, when the payout process is completed, the play stop counter reaches "19000", so the complete function operation flag is turned on at that point, and the complete function is activated. However, the operation of the complete function is not notified during automatic settlement executed after the payout process. Here, when the power is cut off during a hopper empty error during automatic settlement, and then the power is turned on and the hopper empty error is released, it is notified that automatic settlement is in progress before the automatic settlement process ends (the operation of the complete function is not notified), and when the automatic settlement process ends, the operation of the complete function is notified. As a result, even if a hopper empty error occurs during automatic settlement when the complete function is activated and the power is turned off while the hopper empty error is occurring, it is possible to stop playing the gaming machine 10 based on the complete function operation flag and the complete function provisional flag after the hopper empty error is released, so that it is possible to prevent the player's gambling spirit from being significantly stimulated.

[0218] Next, in the first embodiment, the power recovery process in the sub-control board 80 will be described. In the first embodiment, the recovery screen from the power cut is made different depending on whether the game state before the power cut was advantageous to the player. Here, the "game state advantageous to the player" is not limited to during the sub-bonus (AT), but may also include the main premonition of the sub-bonus (AT) and the so-called chance zone (CZ) where the expectation of winning the AT is high. In the case of the main premonition, it includes both the case where the winning of the sub-bonus (AT) is notified to the player and the case where it is not notified. However, the "game state advantageous to the player" does not include a mere advantageous zone (when the AT is not won). Also, although it is different from the specification of the first embodiment, the "game state advantageous to the player" in the case of the specification where the winning special role is won and a special game is executed (transition to the special game state) may not be limited to the special game state, but may include the inside where the winning of the special role is carried over. Furthermore, in the case of the inside, it includes both the case where the winning of the special role is notified and the case where it is not notified.

[0219] In this embodiment, if the state was not advantageous to the player before the power cut, a game standby screen (normal return screen) is displayed after recovery from the power cut. On the other hand, if the state was advantageous to the player before the power cut, a predetermined return screen is displayed. This allows, for example, a hall staff member to determine whether the state ended in an advantageous state for the player at the end of the hall business on the previous day (when the power cut) when the gaming machine 10 is turned on, and therefore, can appropriately select whether to change the settings and start business in a normal state, or to start business in an advantageous state for the player without changing the settings. Furthermore, when the complete function operation screen was displayed before the power cut, the game state before the power cut is almost always advantageous to the player. However, when the game state was advantageous to the player and the complete function operation screen was displayed before the power cut, the complete function operation screen is displayed in preference to the predetermined return screen after recovery from the power cut. This allows the hall staff member to be informed that the game cannot be played unless the settings are changed.

[0220] The main control board 50 transmits information such as the current game state, winning of the sub-bonus (AT), and winning of the special role to the sub-control board 80. Based on this information, the sub-control board 80 judges whether the current game state is advantageous to the player. For example, a flag that is turned on when the game state is advantageous to the player (including the above-mentioned main premonition and internal) is set, and whether the game state is advantageous to the player is stored. In addition, when a predetermined error (such as a selector error or a door open error) occurs while the predetermined return screen is displayed, the predetermined return screen is switched to an error screen in order to prioritize the notification of the predetermined error. However, a part of the predetermined return screen may display the fact that a predetermined error has occurred. Alternatively, a part of the error screen may display the fact that the predetermined return screen is being displayed. In other words, when displaying the fact that a predetermined error has occurred while the predetermined return screen is displayed, both the predetermined return screen and the error screen may be displayed in a distinguishable manner. In addition, if the power is cut off while the reels 31 are rotating and then restored, the error screen is not displayed while the reels 31 are rotating, and the error notification is performed after the reels 31 are completely stopped. However, this is not limited to the above, and the error notification may be performed while the reels 31 are rotating.

[0221] When the complete function operation screen is displayed, it will not be erased unless the power is turned on / off, which involves changing the settings. In contrast, the display of the predetermined return screen ends when a game is started (when the start switch 41 is operated). However, it does not end simply by a betting operation. Also, when a predetermined time has elapsed after the power is turned on and the predetermined return screen is displayed, the display of the predetermined return screen ends and the display transitions to a demonstration screen. Here, if the time from when the game standby screen is displayed to when the display transitions to the demonstration screen is T1, and the time from when the predetermined return screen is displayed to when the display transitions to the demonstration screen is T2, then the relationship T2>T1 is satisfied.

[0222] As a result, when the power is turned on in the hall and the predetermined return screen is displayed, it takes longer to switch to the demonstration screen than to the game standby screen (a game screen that is displayed after a full stop as the game progresses in one game, and is not a dedicated screen. It is also a different screen from the demonstration screen.), so hall staff can easily notice that the predetermined return screen is being displayed. Note that when a predetermined time has passed without any operation from a predetermined timing after the end of the game (after all reels 31 have stopped, or after the end of the payout process, etc.), the display switches to the demonstration screen. If the time from the end of the game to the transition to the display of the demonstration screen is T0, T0 ≒ T1. Therefore, T2 > T0.

[0223] Also, if a bet operation is performed after the display has shifted from the game standby screen or the predetermined return screen to the demonstration screen, the display of the demonstration screen is terminated and the display returns to the game standby screen. Then, if the start switch 41 is operated from the game standby screen, a game start screen (a normal presentation screen displayed at the start of a game) is displayed. Also, if a bet operation is performed while the demonstration screen is displayed and the display has shifted to the game standby screen, the display will not shift to the demonstration screen even after some time has passed.

[0224] 52 is a flowchart showing the flow of processing of the return screen after power off in the sub-control board 80. First, in step S561, the sub-control board 80 judges whether or not it is in the setting change mode. When the power is turned on in the setting change mode, the main control board 50 transmits a command to the sub-control board 80 indicating that it is in the setting change mode, and it is judged whether or not it is in the setting change mode based on the reception of the command. If it is determined that it is not in the setting change mode, the process proceeds to step S562, and if it is determined that it is in the setting change mode, the process according to this flowchart ends. In this way, if it is in the setting change mode, it transitions to the setting change mode without displaying a predetermined return screen or the like (displaying a screen specific to the setting change mode).

[0225] When proceeding from step S561 to step S562, the sub-control board 80 judges whether or not the complete function operation screen was displayed before the power was turned off. When the power was turned off, information on whether or not the operation of the complete function was notified is also backed up. When it is judged that the complete function operation screen was not displayed before the power was turned off, the process proceeds to step S563, and when it is judged that the screen was displayed, the process according to this flowchart is terminated. In step S563, the sub-control board 80 judges whether or not the game state before the power was turned off was advantageous to the player. As described above, the sub-control board 80 stores whether or not the game state is advantageous to the player based on the information transmitted from the main control board 50. Then, when the power is turned off, the information is backed up, and when the power is turned on, the information is read to judge the game state before the power was turned off. When it is judged that the game state before the power was turned off was advantageous to the player, the process proceeds to step S564, and when it is judged that the game state was not advantageous to the player, the process proceeds to step S572.

[0226] When the process proceeds to step S564, that is, when the complete function operation screen was not displayed before the power was turned off and the state before the power was turned off was advantageous to the player, the sub-control board 80 displays a predetermined return screen. Then, the process proceeds to step S565. In step S565, the sub-control board 80 judges whether or not medals have been bet. If it is determined that medals have been bet, the process proceeds to step S576, and if it is determined that no bet has been made, the process proceeds to step S566. In step S566, the sub-control board 80 judges whether or not time T2 has elapsed since the start of the display of the predetermined return screen. If it is determined that time T2 has elapsed, the process proceeds to step S567, and if it is determined that time T2 has not elapsed, the process returns to step S565. When the process proceeds to step S567, the sub-control board 80 ends the display of the predetermined return screen and starts displaying a demonstration screen. Next, the process proceeds to step S568, where the sub-control board 80 judges whether or not medals have been bet. If it is determined that medals have been bet, the process proceeds to step S569. That is, the demonstration screen continues until medals are bet. When it is determined that medals have been bet and the process proceeds to step S569, the sub-control board 80 displays a game standby screen.

[0227] After displaying the game standby screen in step S569, the process proceeds to step S570, where the sub-control board 80 judges whether or not the start switch 41 has been operated. In other words, in step S570, the process judges whether or not the game has started. When it is judged that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed. Then, the process according to this flowchart is terminated. On the other hand, after displaying the predetermined return screen in step S564, when it is judged that a medal has been bet in step S565 and the process proceeds to step S576, the sub-control board 80 judges whether or not the start switch 41 has been operated. Note that, at the stage of step S576, the predetermined return screen is in a displayed state. When it is judged that the start switch 41 has been operated in step S576, the process proceeds to step S571, where the game start screen is displayed. On the other hand, when it is judged that the start switch 41 has not been operated in step S576, the process proceeds to step S577. In step S577, the sub-control board 80 judges whether or not the time T2 has elapsed since the start of displaying the predetermined return screen. If it is determined that the time T2 has elapsed, the process proceeds to step S578, and if it is determined that the time T2 has not elapsed, the process returns to step S576. When the process proceeds to step S578, the sub-control board 80 ends the display of the predetermined return screen and starts displaying the demonstration screen. Next, the process proceeds to step S579, where the sub-control board 80 determines whether or not the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process proceeds to step S571, where the game start screen is displayed.

[0228] On the other hand, if it is determined in step S563 that the game state before the power was turned off was not advantageous to the player, and the process proceeds to step S572, the sub-control board 80 displays a game standby screen. Next, the process proceeds to step S573, where the sub-control board 80 determines whether or not medals have been bet. If it is determined that medals have been bet, the process proceeds to step S572. 5. If it is determined that no medals have been bet, the process proceeds to step S574. In step S574, the sub-control board 80 determines whether or not time T1 has elapsed since the start of display of the game standby screen. As described above, "time T1<time T2". If it is determined that time T1 has not elapsed, the process returns to step S573 and maintains the game standby screen. In contrast, if it is determined that time T1 has elapsed, the process proceeds to step S567 and displays a demonstration screen. If it is determined that medals have been bet in step S573 and the process proceeds to step S575, the sub-control board 80 determines whether or not the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S571 and displays a game start screen. Note that, after displaying the predetermined return screen in step S564, if it is determined that a bet has been made in step S565 before it is determined that time T2 has elapsed in step S566, the process may proceed to step S579 (instead of step S576). In other words, after the bet is placed, the demonstration screen may not be displayed even after the time T2 has elapsed, and the display of the predetermined return screen may be maintained until the start switch 41 is operated. Alternatively, after the predetermined return screen is displayed in step S564, the display of the predetermined return screen may be maintained until a bet is placed and the start switch 41 is operated. In other words, after step S564, the process may proceed to step S570, and the display of the predetermined return screen may be maintained until (a bet is placed and) the start switch 41 is operated in step S570.

[0229] Although the first embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various modifications are possible, for example, as follows. (1) In the above embodiment, when a sub-bonus is won, a sub-bonus is started after a predetermined number of premonition games and pseudo games (games with "red 7" line-up). However, this is not limited to this, and a pseudo game may be executed in the next game after the game in which the sub-bonus is won, and a transition to the sub-bonus may be made. (2) In the above embodiment, a game in which the winning number "2" (Replay B) is won is set as a sub-bonus winning game, and "red 7" line-up is made by pressing backwards. However, for example, even if the winning number is "1" (Replay A), since the winning combination includes Replay 04, it may be possible to display "red 7" line-up (Replay 04) by pressing backwards. Also, since the winning number "1" has a probability of being won of approximately "1 / 7.3", when the winning number "1" is won after the sub-bonus is won, a performance aiming for a "red 7" alignment by pressing the button in reverse may be output, and when a "red 7" alignment is displayed, the sub-bonus may be started from the next game. (3) In the above embodiment, the condition for ending the advantageous zone is set to the difference number during the advantageous zone exceeding "2400", but the advantageous zone may be ended, for example, when the number of times of play in the advantageous zone reaches a predetermined number. Examples of the "predetermined number" include "3000" games or "4000" games. In this case, the advantageous zone is ended when either the difference number during the advantageous zone exceeds "2400" or the number of times of play in the advantageous zone reaches a predetermined number is satisfied. In addition to the difference in the advantageous zone exceeding "2400" or the number of plays in the advantageous zone reaching a predetermined number, the advantageous zone may be configured to end when any advantageous zone end condition is met (for example, after the AT ends or when more than a predetermined number of gaming media are acquired in one AT).

[0230] (4) When the complete function is activated, the specifications are such that the credits are automatically settled. Here, for example, if a bet operation is performed at the moment when a game ends and the complete function is activated afterwards, the number of bets may remain in the gaming machine. Therefore, in the automatic settlement when the complete function is activated, both the number of credits and the number of bets may be settled. (5) The advance notice (pre-notification) image of the activation of the complete function may be displayed at all times during the game, but may also be displayed at a turning point of the number of remaining coins, for example. For example, when the play stop counter reaches all the numbers of "18500", "18600", "18700", "18800", and "18900", an advance notice (pre-notification) corresponding to each number of coins may be displayed. In addition, in order to ensure that players are fully informed, specific methods of warning include, for example, flashing the performance lamp 21 and playing an alarm sound such as "beep" once or a predetermined number of times, and further outputting a voice message such as "There are XXX coins remaining until the complete function is activated" from the speaker 22.

[0231] (6) The notification of the operation of the complete function is not limited to image display, as in the above-mentioned notice, and may be output from the speaker 22 as a notification sound such as "beep" or a voice such as "The complete function has been activated" or "The complete function has been activated. Today's game is over." Also, the performance lamp 21 may be illuminated in a pattern corresponding to the activation of the complete function. Furthermore, the notification of the operation of the complete function may be executed not only on the sub-control board 80 side, but also on the main control board 50 side. Specifically, the activation of the complete function may be notified by displaying, for example, "Ed" on the acquisition number display LED 78 or the credit number display LED 76 after automatic settlement. (7) The notification of the operation of the complete function may continue until the power of the gaming machine 10 is turned off after the notification has started, or may be executed for a certain period of time. When executing for a certain period of time, it is preferable to continue for, for example, "10" seconds or more to reliably notify the player. (8) It is preferable that the preview image of the complete function operation is displayed promptly when all the reels 31 have stopped, the payout process has ended, and the hit-stop counter has reached a predetermined value (for example, "18900"). For example, when displaying it after the payout process has ended, it may be displayed for a time shorter than the time it takes to count up one medal after the payout process has ended. On the other hand, when all the reels 31 have stopped, the number of medals to be paid out has been determined, and it has been determined that the hit-stop counter will reach a predetermined value, it may be displayed before the payout process ends.

[0232] (9) When a preview image of the complete function operation is displayed, the image is displayed in the front layer, but for example, when the push order navigation is displayed, the preview image of the complete function operation is displayed so as not to interfere with the display of the push order navigation. Also, when a preview image of the complete function operation is displayed during a sub-bonus (AT), it is displayed so as not to interfere with the display of game information such as the number of remaining games and the number of coins acquired. (10) When a replay is stopped and displayed in a game in which the play stop counter reaches "19000", first, the automatic bet process is not executed. Or, secondly, the automatic bet itself is executed, but, for example, the operation of the start switch 41 is disabled before the automatic bet process is completed, so that replay play cannot be performed. (11) When the complete function provisional flag is turned on in a special game state, the complete function is activated regardless of the value of the play stop counter at the end of the special game state, and automatic settlement is executed in the case of a specification having an automatic settlement function. For example, in the case of a special game state in which the winning combination lottery result may not be a winning combination, the stop counter value may decrease after the completion function provisional flag is turned on. However, when the completion function provisional flag is turned on once in the special game state, the completion function is activated even if the number of coins at the end of the special game state is less than the notification of the completion function activation.

[0233] (12) As shown in FIG. 50(b), when an error (a hopper empty error in this example) occurs during the operation of the complete function, an image notifying the operation of the complete function and an image indicating the error that has occurred are displayed simultaneously, but this is not limited to the above. The error image may be prioritized, and the image notifying the operation of the complete function may not be visible during the occurrence of the error. (13) In the case of a gaming machine equipped with an image display device 23, when an operation notice of the complete function operation or a notification of the operation of the complete function is displayed as an image, and furthermore, the speaker 22 is used to notify the player of the operation notice of the complete function operation or the operation of the complete function is performed as an audio notification using the speaker 22. Furthermore, in addition to these, these notifications may be made by illuminating the performance lamp 21 (frame lamp, etc.) in a specific pattern. In addition, in a gaming machine that does not have an image display device 23, the following can be used to notify the user of the activation of the complete function: a) As a first example, the payout number indicator (the winning number display LED 78 in the example of FIG. 1) is used to display the payout number during the activation notice, and the payout number is not displayed during the activation notice. b) As a second example, a dedicated lamp is provided to notify the user of the activation of the complete function. (14) When the winning combination has a payout when the special game state is started, and the stop counter is "19000" or more at the start of the special game state, a notification that the complete function will be activated at the end of the special game state can be given from the time of the winning combination or the start of the special game state. In addition, when the special game state is started in a situation where the stop counter is likely to be "19000" or more at the end of the special game state, a notification such as "The complete function will be activated at the end of the special game state" can be given at the time of the winning combination or the start of the special game state. Specifically, in a gaming machine capable of playing a special game with a payout of 150 coins as the difference between the number of coins, when the special game is started when the complete function is activated with 100 coins remaining, a notification such as "The complete function will be activated when the special game ends" is issued at the start of the special game.

[0234] (15) In a c...

Claims

[Claim 1] A reel frame and a reel tape attached to the reel frame; A back lamp board equipped with a predetermined LED; A back lamp housing; A display unit for displaying an image; Equipped with A first mode is a mode in which no image is displayed on the display unit, A mode in which a first type of image is displayed on the display unit is defined as a second mode, A third aspect is an aspect in which a second type of image is displayed on the display unit; A fourth aspect is an aspect in which a third type of image is displayed on the display unit; When a harness that supplies power to the sub-control board is connected and no gaming media has been bet and betting is possible, the display unit may be in the second mode, When a harness for supplying power to the sub-control board is not connected and no gaming medium has been bet and a bet is possible, the display unit is in the first mode; When the harness for supplying power to the sub-control board is not connected, and no gaming media have been bet and a bet is possible, the display unit may be in the third mode when the harness for supplying power to the sub-control board is connected, and no gaming media have been bet and a bet is possible, When a power outage occurs to the gaming machine in a state where a harness supplying power to the sub-control board is not connected and no gaming media have been bet and a bet can be placed, and when the harness supplying power to the sub-control board is connected while the gaming machine is powered off, the gaming machine is powered on after a predetermined time has elapsed, and when a predetermined condition is satisfied in the state where the gaming machine is powered on, the display unit can be in the fourth mode, The first aspect and the fourth aspect are different aspects, The third aspect and the fourth aspect are different aspects, When a position on the reel tape facing the predetermined LED of the back lamp board is pressed against the predetermined LED of the back lamp board with a force within a range in which at least one of the reel tape and the reel frame elastically deforms and comes into contact with the back lamp housing, at least one of the reel tape and the reel frame elastically deforms and comes into contact with the back lamp housing, and the reel tape does not come into contact with the predetermined LED of the back lamp board. A gaming machine characterized by:

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