Gaming Machines

The gaming machine enhances gameplay enjoyment through a combination of switches, displays, and interactive information displays, addressing the need for improved player engagement in conventional gaming machines.

JP7667451B2Active Publication Date: 2025-04-23SAMMY CORPORATION
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Patent Information

Application Number
JP2021173183
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-22
Publication Date
2025-04-23
Estimated Expiration
2041-10-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements to improve gameplay enjoyment and smooth operation.

Method used

The gaming machine incorporates a start switch, reels, information display means, a role ratio monitor, and stop switches, with distinct color schemes for lit and unlit segments, and displays stop operation information in various modes, including normal and successful modes, to enhance player interaction and engagement.

Benefits of technology

The configuration improves the entertainment value of the game by providing dynamic and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: When power is shut down before a third stop switch is operated after first and second stop switches are operated according to pressing order designated by a pressing order navigation performance in a game in which the pressing order navigation performance is under execution, the pressing order navigation performance is resumed when power is restored, and a pressing order success performance showing that operation is performed following pressing order designated by the pressing order navigation performance is not executed for the first operated stop switch but is executed only for the second operated stop switch.SELECTED DRAWING: Figure 187
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Description

[Technical field]

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

[0002] Conventionally, gaming machines include slot machines (reel type gaming machines), pachinko gaming machines, arrange ball gaming machines, jankyu gaming machines, and the like. Among these types of gaming machines, for example, there is a slot machine as shown in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-144015 A Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional gaming machines, various efforts have been made to improve the gameplay and to make the game more entertaining, and to allow the player to play the game smoothly, but there is still room for further improvement.

[0005] An object of the present invention is to provide a gaming machine that can enhance the enjoyment of gaming. [Means for solving the problem]

[0006] The present invention has the following features. In the following description of the features, examples of the features corresponding to the embodiments described later are shown in parentheses.

[0007] The gaming machine according to the present invention has a start switch, a plurality of reels, a stop switch, information display means capable of displaying information, and an internal lottery means. A role ratio monitor capable of displaying the role ratio, a setting value display, and a role ratio monitor when the role ratio monitor is not lit The surface color of each segment is When the setting value display is offThe color of each segment is perceived as being different from the surface color of the segment. When the ratio monitor is on The surface color of the lit segments is When the set value display is lit The color of the light-up segment is configured to be recognized as being substantially the same color as the surface color of the lit segment, and in a game in which a predetermined result has been determined by the internal lottery means, stop operation information corresponding to a predetermined stop operation mode can be displayed on the information display means, and as the stop operation information, first stop operation information which is information regarding a first stop operation, second stop operation information which is information regarding a second stop operation, and third stop operation information which is information regarding a third stop operation can be displayed, and as the display mode of the first stop operation information, at least a normal mode and a successful mode are provided, and as the display mode of the second stop operation information, at least a normal mode and a successful mode are provided, and the successful mode is a display mode that can be displayed based on the operation of a stop switch, and in a game in which a predetermined result has been determined by the internal lottery means, when the stop operation information corresponding to the predetermined stop operation mode is displayed on the information display means, the stop switch corresponding to the first stop operation information is displayed as the first stop operation. is controlled When the first stop operation information is displayed in a successful manner and then hidden, and the second stop operation information is displayed, a stop switch corresponding to the second stop operation information is operated as a second stop operation. is controlled and when a power outage occurs in a situation in which the second stop operation information has been displayed in a successful manner and has since been hidden and the third stop operation information is being displayed, after the power is restored, at least the first stop operation information is not re-displayed on the information display means and the second stop operation information can be re-displayed in a successful manner on the information display means. Effect of the Invention

[0008] According to the gaming machine having the above configuration, the entertainment value of the game can be improved. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing a schematic configuration of the slot machine. [Diagram 3] FIG. 2 is a diagram showing the arrangement of symbols on the reels of the slot machine. [Figure 4] FIG. 2 is an explanatory diagram for explaining a background pattern displayed on the reels of the slot machine. [Diagram 5] FIG. 2 is an explanatory diagram for explaining a background pattern displayed on the reels of the slot machine. [Figure 6] FIG. 2 is an explanatory diagram for explaining a background pattern displayed on the reels of the slot machine. [Figure 7] FIG. 1 shows symbol combination 1 in the slot machine. [Figure 8] FIG. 13 shows symbol combination 2 in the slot machine. [Figure 9] FIG. 13 shows symbol combination 3 in the slot machine. [Figure 10] FIG. 13 shows symbol combination 4 in the slot machine. [Figure 11] FIG. 2 is a block diagram conceptually showing the functions of the slot machine. [Figure 12] A diagram showing the relationship between each RT state in the above-mentioned slot machine. [Figure 13] FIG. 2 is a diagram showing the relationship between each game mode in the slot machine. [Figure 14] FIG. 13 is a diagram showing variables used in controlling the slot machine. [Figure 15] In the above slot machine, (A) is the drawing for transition to the advantageous zone, (B) is the drawing for chance mode 1, (C) is the drawing for chance mode 2-1, (D) is the drawing for chance mode 2-2, and (E) is the drawing for chance game 3. [Figure 16]In the above slot machine, (A) is the chance game number lottery, (B) is the chance cycle lottery, (C) is the EX1 mode lottery, (D) is the EX2 mode lottery, (E) is the AT mode lottery-1, (F) is the AT mode lottery-2, and (G) is the AT mode lottery-3. [Figure 17] In the above slot machine, (A) is the Seven 1 draw, (B) is the Seven 2 draw, (C) is the AT mode rewrite draw, (D) is the Seven Loop draw, (E) is the Gold Seven Loop draw, (F) is the Gold Seven Loop rewrite draw, and (G) is the content of the add-on mode draw. [Figure 18] In the above slot machine, (A) is a diagram showing the contents of the bell count change lottery, (B) is a Seven Stock 1 lottery, (C) is a Seven Stock 2 lottery, and (D) is a diagram showing the contents of the performance lever weight lottery. [Figure 19] In the above slot machine, (A) is a diagram showing the contents of AT cycle drawing-1, (B) is an AT cycle drawing-2, (C) is a drawing of pullback 1-1, and (D) is a diagram showing the contents of drawing back 1-2. [Figure 20] In the above slot machine, (A) is a diagram showing the contents of the pullback 1 lottery -3, (B) is a pullback 2 lottery, and (C) is a diagram showing the contents of the AT cycle preferential game number lottery. [Figure 21] In the above slot machine, (A) is a diagram showing the contents of the Seven Table 1 lottery, and (B) is a diagram showing the contents of the Seven Table 2 lottery. [Figure 22] In the above slot machine, (A) is a diagram showing the contents of lottery for bell number 1 -1, (B) is lottery for bell number 1 -2, (C) is lottery for bell number 2, and (D) is lottery for bell number 3. [Diagram 23] In the above slot machine, (A) shows the corresponding relationship between the bonus condition device and the performance group A number, and (B) shows the corresponding relationship between the winning replay condition device and the performance group B number. [Figure 24] A diagram showing the correspondence between the effect group number and the condition device group number in the above-mentioned slot machine. [Diagram 25] FIG. 13 is a diagram showing the winning numbers assigned to each condition device in the slot machine. [Figure 26] In the above slot machine, (A) shows the bonus condition device, and (B) shows the winning re-play condition device (1). [Figure 27] FIG. 13 is a diagram showing a winning re-play condition device (2) in the slot machine. [Figure 28] FIG. 13 is a diagram showing a winning re-play condition device (3) in the slot machine. [Figure 29] FIG. 13 is a diagram showing a winning re-play condition device (4) in the slot machine. [Diagram 30] FIG. 13 is a diagram showing a winning re-play condition device (5) in the slot machine. [Diagram 31] FIG. 13 is a diagram showing a winning re-play condition device (6) in the slot machine. [Diagram 32] 13 is a flowchart showing the flow of a setting change process, a game progress control process, and a game start waiting process in the above slot machine. [Diagram 33] 13 is a flowchart showing the flow of an internal lottery process in the slot machine, and FIG. [Diagram 34] 13 is a flowchart showing a flow of section type number management lever processing in the slot machine. [Diagram 35] 13 is a flowchart showing a further flow of the section type number management lever process. [Diagram 36] In the above slot machine, (A) is a flowchart showing the advantageous zone transition process, and (B) is a flowchart showing the chance game number lottery process. [Figure 37] 13 is a flowchart showing the flow of processing when an AT is won in the above-mentioned slot machine. [Figure 38] 13 is a flowchart showing the flow of the seven number correction process, the correction counter process, and the arrival flag process in the above slot machine. [Figure 39]13 is a flowchart showing the flow of lever processing when entering the AT in the above slot machine. [Diagram 40] In the above slot machine, (A) is a flow chart showing the flow of the loop CU rank set processing, (B) is the seven loop lottery processing, and (C) is the flow of the gold seven loop lottery correction processing. [Diagram 41] 13 is a flowchart showing the flow of a bell count counter correction process in the slot machine. [Diagram 42] 13 is a flowchart showing a flow of a lever wait process in the slot machine. [Diagram 43] 13 is a flow chart showing the flow of the lever processing for main game state number 1, the flow of the chance mode number determination processing, and the flow of the lever processing for main game state numbers 2 and 5 in the above slot machine. [Diagram 44] 13 is a flowchart showing the flow of lever processing after AT winning in the above-mentioned slot machine. [Diagram 45] In the above slot machine, (A) is a flow chart showing the flow of the main game state number 3 lever processing, and (B) is a flow chart showing the flow of the gold seven loop rewrite lottery correction processing. [Figure 46] In the above slot machine, (A) is a flow chart showing the flow of the main game state number 4 lever processing, and (B) is a flow chart showing the flow of the AT cycle preferential game number lottery processing. [Figure 47] 13 is a flowchart showing the flow of a standby effect process in the slot machine. [Figure 48] 13 is a flowchart showing the flow of section type number management game ending processing in the slot machine. [Figure 49] 13 is a flowchart showing a flow of an accumulation counter process in the slot machine. [Figure 50] 13 is a flowchart showing a flow of main game state number 0 complete stop processing in the slot machine. [Figure 51] 13 is a flowchart showing the flow of the end processing after entering the AT in the above-mentioned slot machine. [Figure 52] This is a flowchart showing the continuation of the above-mentioned post-AT entry termination processing. [Figure 53] 13A is a flow chart showing the flow of the main game state number 1 full stop processing, and FIG. 13B is a flow chart showing the flow of the main game state number 2, 5 full stop processing in the above slot machine. [Figure 54] 13 is a flowchart showing a flow of main game state number 3 full stop processing in the above slot machine. [Figure 55] 13 is a flowchart showing the continuation of the main game state number 3 full stop processing. [Figure 56] 13 is a flowchart showing another continuation of the main game state number 3 full stop processing. [Figure 57] 13 is a flowchart showing a flow of main game state number 4 all-stop processing in the slot machine. [Figure 58] 13A is a flow chart showing the flow of main game state number 6 full stop processing, and FIG. 13B is a flow chart showing the flow of main game state number 7 full stop processing in the above slot machine. [Figure 59] This is a flowchart showing the flow of the advantageous zone clear counter management process in the above-mentioned slot machine. [Figure 60] 13 is a flowchart showing a flow of a timer interrupt process in the slot machine. [Figure 61] FIG. 13A is a diagram showing a first conversation effect display, and FIG. 13B is a diagram showing a second conversation effect display in the slot machine. [Figure 62] FIG. 13A is a diagram showing another aspect of the area image in the dialogue display of the conversation performance display in the above slot machine, and FIG. 13B is a diagram showing an aspect in which the dialogue display of the conversation performance display is displayed in an overlapping manner. [Figure 63] FIG. 13A is a diagram showing another mode in which a dialogue display is superimposed on a conversation performance display in the above slot machine, and FIG. 13B is a diagram showing a mode in which an error notification display is superimposed on a conversation performance display. [Figure 64]In the above slot machine, (A) is a diagram showing a mode in which a conversation performance display is displayed while a press navigation performance display is being displayed, and (B) is a diagram showing another mode in which a conversation performance display is displayed while a press navigation performance display is being displayed. [Figure 65] FIG. 13A is a diagram showing a first subtitle effect display in the slot machine, and FIG. 13B is a diagram showing a second subtitle effect display. [Figure 66] FIG. 13A is a diagram showing another aspect of the first subtitle effect display in the slot machine, and FIG. 13B is a diagram showing another aspect of the second subtitle effect display. [Figure 67] FIG. 13A shows an aspect of the slot machine in which a background frame is added to the characters of the second subtitle effect display, and FIG. 13B shows an aspect in which an error notification display is displayed together with the second subtitle effect display. [Figure 68] FIG. 13A shows the state of the above slot machine when a subtitle effect display is displayed while a push navigation effect display is being displayed, and FIG. 13B shows the state of the subtitle effect display when the characters appear garbled. [Figure 69] FIG. 13 shows an expectation effect display in the slot machine. [Figure 70] 13A to 13F are diagrams showing the transition of display when a GET effect is executed in the slot machine, in the order of (A) to (F). [Figure 71] This is a timing chart showing the relationship between the timing of the third stop operation, the push navigation effect display, the game value award, the GET effect sound, the GET effect display, and the subtitle effect display when executing the GET effect in the above-mentioned slot machine. [Figure 72] FIG. 13A is a diagram showing a first scene change presentation in the slot machine, and FIG. 13B is a diagram showing a second scene change presentation. [Figure 73] FIG. 1A is a diagram showing the display state of the image display unit in the slot machine just before a blackout effect is executed, and FIG. 1B is a diagram showing the display state of the image display unit when a blackout effect is executed. [Figure 74] 13 is a timing chart when the settlement switch in the second embodiment is operated alone. [Figure 75]13 is a timing chart when the max bet switch in the second embodiment is operated alone. [Figure 76] 13 is a timing chart showing a case where the max bet switch is operated during the operation of the settlement switch in the second embodiment. [Figure 77] 13 is a timing chart showing a case where a sub-switch is operated during operation of a settlement switch in the second embodiment. [Figure 78] In the second embodiment, (A) is a timing chart when the stop switch is operated while the settlement switch is being operated, and (B) is a timing chart when the settlement switch is operated while the stop switch is being operated. [Figure 79] 13 is a timing chart showing a case where an error occurs during operation of the settlement switch in the second embodiment. [Figure 80] 13 is a timing chart showing a case where a reset switch is operated during operation of a settlement switch that is operated during an error in the second embodiment. [Figure 81] In the second embodiment, (A) is a figure showing an example of the change in the push order navigation display image when the push order for the first stop operation is correct, and (B) is a figure showing an example of the change in the push order navigation display image when the push order for the first stop operation is incorrect. [Figure 82] In the second embodiment, (A) shows an example of the transition of the push order navigation display image when the first to third stop operations are pressed correctly, and (B) shows an example of the transition of the push order navigation display image when the first to third stop operations are pressed incorrectly. [Figure 83] A figure showing an example of the execution timing of the GET effect and the back lamp effect when the button press order is correct in the second embodiment. [Figure 84] FIG. 13 is a diagram showing an example of the execution timing of the GET effect and the back lamp effect and the display update timing of the number of credits in the second embodiment. [Figure 85] FIG. 11 is a diagram showing an example of reel control in the second embodiment. [Figure 86]In the second embodiment, (A) is a flowchart showing the flow of the control processing when a power outage occurs after the third stop operation is received, (B) is a flowchart showing the flow of the re-rotation processing A, and (C) is a flowchart showing the flow of the re-rotation processing B. [Figure 87] FIG. 13 is a diagram showing an example of the lighting state of a stop switch lamp during reel re-spinning in the second embodiment. [Figure 88] FIG. 13 is a diagram showing the arrangement of symbols on each reel in a gaming machine according to a third embodiment. [Figure 89] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 90] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 91] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 92] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a third embodiment. [Figure 93] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a third embodiment. [Figure 94] FIG. 13 is a diagram showing a number placement table according to the winning probability of the winning number linked to the small role re-play condition device number in the gaming machine of the third embodiment. [Figure 95] FIG. 13 is a diagram showing a number placement table according to the winning probability of the winning number linked to the bonus condition device number in the gaming machine of the third embodiment. [Figure 96] FIG. 13 is a diagram showing the correspondence between various condition devices, performance group numbers, and condition device group numbers in a gaming machine of a third embodiment. [Figure 97] A transition diagram showing the transition conditions of the RT state in the gaming machine of the third embodiment. [Figure 98] FIG. 13 is a diagram showing various variables referenced in transition control of the main game state in the gaming machine of the third embodiment. [Figure 99] FIG. 13 is a transition diagram showing the transition conditions of the main game state in the gaming machine of the third embodiment. [Figure 100]FIG. 13 is a diagram showing the types of lotteries executed in each main game state in the gaming machine of the third embodiment. [Figure 101] FIG. 13 is a diagram showing types of instructions given to a player in a gaming machine of a third embodiment. [Figure 102] FIG. 11 is an explanatory diagram for explaining the timing that is considered to be a perfect push in the gaming machine of the third embodiment. [Figure 103] FIG. 13 is a diagram showing the contents notified to a player in a normal big game in the gaming machine of the third embodiment. [Figure 104] FIG. 13 is an explanatory diagram for explaining the procedure for transitioning to a practice mode in the gaming machine of the third embodiment. [Figure 105] FIG. 13 is a diagram showing the contents of a pressing image displayed to a player during practice mode in a gaming machine of a third embodiment. [Fig. 106] FIG. 13 is a diagram showing the contents of a pressing image displayed to a player during practice mode in a gaming machine of a third embodiment. [Figure 107] FIG. 13 is a diagram showing the contents of a pressing image displayed to a player during practice mode in a gaming machine of a third embodiment. [Figure 108] A diagram showing the success determination pattern number for the perfect push and the difficulty level of the push in the push image displayed to the player in the gaming machine of the third embodiment. [Figure 109] An explanatory diagram for explaining the specifications for calculating a score according to the accuracy of vita-oshi in the gaming machine of the third embodiment. [Figure 110] FIG. 13 is a diagram showing the difference in notification manner when a single drum notification is performed in a non-practice mode and a practice mode in a gaming machine of a third embodiment. [Figure 111] FIG. 13 is a diagram showing the difference in notification manner when a third drum notification is performed in a non-practice mode and a practice mode in a gaming machine of a third embodiment. [Figure 112]13 is a flowchart showing the contents of a game state 3 all-stop process executed by a main control means when all reels are stopped during a type 1 BB game in a gaming machine of a third embodiment. [Figure 113] 13 is a flowchart showing the contents of a first stop time score calculation process executed by the sub-control means when the reel stops for the first time upon notification of a single reel in the gaming machine of the third embodiment. [Fig. 114] 13 is a flowchart showing the contents of a second stop time score calculation process executed by the sub-control means when the second reel stops during a single reel drum notification in the gaming machine of the third embodiment. [Figure 115] 13 is a flowchart showing the contents of a third stop time score calculation process executed by the sub-control means when the last reel stops during a single reel notification in the gaming machine of the third embodiment. [Fig. 116] 13 is a flowchart showing the contents of a first stop time score calculation process executed by the sub-control means when the reels stop for the first time during a three-time drum notification in the gaming machine of the third embodiment. [Figure 117] 13 is a flowchart showing the contents of a second stop time score calculation process executed by the sub-control means when the second reel stops during a three-time drum notification in the gaming machine of the third embodiment. [Fig. 118] 13 is a flowchart showing the content of a third stop time score calculation process executed by the sub-control means when the last reel stops during a third reel notification in the gaming machine of the third embodiment. [Figure 119] 13 is a flowchart showing the contents of a score calculation process executed by a sub-control means when a number-adjustment role is won in a gaming machine of a third embodiment. [Figure 120] 13 is a flowchart showing the contents of a score calculation process when no instruction is given, which is executed by the sub-control means when no instruction is given in the gaming machine of the third embodiment. [Figure 121] FIG. 13 is an explanatory diagram for explaining the display contents of the national ranking regarding the accuracy of timing pressing displayed on the screen of the information terminal in the third embodiment. [Figure 122]FIG. 13 is an explanatory diagram for explaining the display contents of the regional rankings regarding timing accuracy displayed on the screen of the information terminal in the third embodiment. [Figure 123] 13 is an explanatory diagram for explaining the display timing of a reel stop suggestion screen and a game standby screen in a gaming machine of a fourth embodiment. FIG. [Figure 124] 13 is an explanatory diagram for explaining the display timing of a reel stop suggestion screen and a game standby screen in a gaming machine of a fourth embodiment. FIG. [Fig. 125] 13 is an explanatory diagram for explaining the display timing of a reel stop suggestion screen and a game standby screen in a gaming machine of a fourth embodiment. FIG. [Fig. 126] FIG. 13 is an explanatory diagram for explaining a system menu screen in a gaming machine according to a fourth embodiment. [Figure 127] FIG. 13 is an explanatory diagram for explaining the timing at which an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 128] FIG. 13 is an explanatory diagram for explaining the timing at which an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Figure 129] FIG. 13 is an explanatory diagram for explaining how an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Fig. 130] FIG. 13 is an explanatory diagram for explaining how an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Fig. 131] FIG. 13 is an explanatory diagram for explaining how an event that occurs during setting confirmation is reflected in the error history in the gaming machine of the fourth embodiment. [Fig. 132] FIG. 13 is an explanatory diagram for explaining the contents of an error history display screen when an error occurs during reel rotation in a gaming machine of a fourth embodiment. [Fig. 133] FIG. 13 is an explanatory diagram for explaining the contents of an error history display screen when an error occurs during reel rotation in a gaming machine of a fourth embodiment. [Fig. 134]FIG. 13 is an explanatory diagram for explaining the contents of the error history display screen when multiple errors occur during setting confirmation in the gaming machine of the fourth embodiment. [Fig. 135] FIG. 13 is an explanatory diagram for explaining the contents of the error history display screen when multiple errors occur during play and setting confirmation in the gaming machine of the fourth embodiment. [Fig. 136] FIG. 13 is a front view of the slot machine according to the fifth embodiment. [Fig. 137] FIG. 13 is a front view showing a state in which the front door is removed from the slot machine of the fifth embodiment. [Figure 138] 13 is an oblique view of a pachinko game machine according to a fifth embodiment. FIG. [Figure 139] A rear view of a pachinko game machine of the fifth embodiment. [Fig. 140] FIG. 13 is a diagram showing LED boards arranged around the display screen of the slot machine of the fifth embodiment. [Fig. 141] FIG. 13A is a diagram showing a modified example of the LED board in the slot machine of the fifth embodiment, and FIG. 13B is a diagram showing another modified example of the LED board. [Fig. 142] FIG. 13 is a diagram showing light emitting components in a slot machine according to a fifth embodiment. [Fig. 143] FIG. 13A is a diagram showing a modified example of the light emitting components in the slot machine of the fifth embodiment, and FIG. 13B is a diagram showing another modified example of the light emitting components. [Fig. 144] In the slot machine of the fifth embodiment, (A) is a figure showing an example of the installation posture of the light-emitting components, (B) is a figure showing another example of the installation posture of the light-emitting components, and (C) is a figure showing yet another example of the installation posture of the light-emitting components. [Fig. 145] 13A and 13B are diagrams for explaining the biased state of the red LED element of the light-emitting component in the slot machine of the fifth embodiment, in which (A) is a diagram showing an example of a state in which the red LED element is biased to the right, and (B) is a diagram showing an example of a state in which the red LED element is biased downward. [Fig. 146]In the slot machine of the fifth embodiment, (A) is a diagram showing a state in which an LED element of a different color is placed between each red LED element of two light-emitting components arranged in the left-right direction, and (B) is a diagram showing a state in which an LED element of a different color is placed between each red LED element of two light-emitting components arranged in the up-down direction. [Fig. 147] In the slot machine of the fifth embodiment, (A) is a diagram showing a state in which no LED element of a different color is placed between the red LED elements of two light-emitting components arranged in the left-right direction, and (B) is a diagram showing a state in which an LED element of a different color in another light-emitting component is placed between the red LED elements of two light-emitting components arranged in the left-right direction. [Fig. 148] An oblique view of the board case unit in a pachinko game machine of the fifth embodiment, viewed from the rear. [Figure 149] A diagram showing the board case unit in a pachinko game machine of the fifth embodiment, viewed from the rear. [Fig. 150] A diagram showing the board case unit in a pachinko game machine of the fifth embodiment, viewed from the front. [Fig. 151] A diagram showing a main control board housed in a board case of a board case unit in a pachinko game machine of a fifth embodiment. [Fig. 152] In the fifth embodiment of the pachinko game machine, (A) is a diagram showing a case where all LED segments of the LED indicator lights that make up the setting value display monitor are in an unlit state, (B) is a diagram showing a case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing a case where some of the LED segments of the LED indicator lights are in an lit state. [Fig. 153] In the pachinko game machine of the fifth embodiment, (A) is a diagram showing a case where all LED segments of the LED indicator lights that make up the performance display monitor are in an unlit state, (B) is a diagram showing a case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing a case where some LED segments of the LED indicator lights are in an lit state. [Fig. 154] A diagram showing the relationship between the height of the crimping member of the board case unit and the CPU in a pachinko game machine of the fifth embodiment. [Fig. 155] 13A and 13B are diagrams showing a step portion formed in a base case of a pachinko game machine of the fifth embodiment, in which (A) is a diagram showing the shape of the step portion, (B) is a diagram showing the step portion as viewed from the direction of the right edge portion of the base case, and (C) is a diagram showing the step portion with a colored sealing material affixed thereto. [Fig. 156] A diagram showing the relationship between the screws and connectors of the main control board in a pachinko game machine of the fifth embodiment. [Fig. 157] FIG. 13 is a diagram showing the arrangement of symbols on each reel in a gaming machine according to a sixth embodiment. [Fig. 158] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Fig. 159] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Fig. 160] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Fig. 161] FIG. 13 is a diagram showing symbol combinations in a gaming machine according to a sixth embodiment. [Fig. 162] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 163] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 164] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 165] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 166] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 167] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 168] FIG. 13 is a diagram showing types of condition devices in a gaming machine of a sixth embodiment. [Fig. 169] FIG. 13 is a diagram showing a table of numbers corresponding to the winning probability of the role drawing in the gaming machine of the sixth embodiment. [Fig. 170] FIG. 13 is a diagram showing a table of numbers corresponding to the winning probability of the role drawing in the gaming machine of the sixth embodiment. [Fig. 171] FIG. 13 is an explanatory diagram for explaining the transition of the gaming state in a gaming machine of a sixth embodiment. [Fig. 172] An explanatory diagram for explaining the contents displayed on the image display device during AT play in a gaming machine of a sixth embodiment. [Fig. 173] 13 is a flowchart showing the contents of a game progress control process for controlling the progress of a game in a gaming machine of a sixth embodiment. [Fig. 174] 13 is a flowchart showing the contents of a normal-time lever process that is executed in response to operation of a start lever during normal operation of a gaming machine of a sixth embodiment. [Fig. 175] 13 is a flowchart showing the contents of a normal operation full stop process that is executed in response to the stop of all reels during normal operation of a gaming machine of a sixth embodiment. [Fig. 176] 13 is a flowchart showing the contents of a sub-bonus lever process that is executed in response to operation of a start lever during a sub-bonus for a gaming machine of a sixth embodiment. [Fig. 177] 13 is a flowchart showing the contents of a sub-bonus all-stop process which is executed in response to the stop of all reels during a sub-bonus for the gaming machine of the sixth embodiment. [Fig. 178] 13 is a flowchart showing the contents of a lever process during AT play, which is executed in response to the operation of a start lever during AT play of a gaming machine of a sixth embodiment. [Fig. 179] 13 is a flowchart showing the contents of a full stop process during AT play which is executed in response to the stopping of all reels during AT play of a gaming machine of a sixth embodiment. [Fig. 180] 13 is a flowchart showing the contents of a continuation chance lever process that is executed in response to operation of the start lever during a continuation chance of the gaming machine of the sixth embodiment. [Fig. 181] 13 is a flowchart showing the contents of a continuation chance full stop process that is executed in response to the stop of all reels during a continuation chance of the gaming machine of the sixth embodiment. [Fig. 182]FIG. 13 is an explanatory diagram for explaining the contents of a push order navigation display image that displays the order in which stop switches should be pressed to obtain advantageous gaming results in the gaming machine of the seventh embodiment. [Fig. 183] This is an explanatory diagram to explain the content of the successful action that is executed when the stop switch is operated in accordance with the push order of the push order navigation presentation image in the gaming machine of the seventh embodiment. [Fig. 184] This is an explanatory diagram to explain the content of the failure action that is executed when the stop switch is operated in an order different from the order shown in the push order navigation display image in the gaming machine of the seventh embodiment. [Fig. 185] This is an explanatory diagram to explain the display content when power is restored when the stop switch is operated in accordance with the push order of the push order navigation performance image in the gaming machine of the seventh embodiment. [Fig. 186] This is an explanatory diagram to explain the display content when power is restored when the stop switches are operated in a different order from the order shown in the push order navigation display image in the gaming machine of the seventh embodiment. [Fig. 187] This is an explanatory diagram to explain the display content when power is restored when the stop switch is operated in accordance with the push order of the push order navigation performance image in the gaming machine of the seventh embodiment. [Fig. 188] This is an explanatory diagram to explain the display content when power is restored when the stop switch is operated in accordance with the push order of the push order navigation performance image in the gaming machine of the seventh embodiment. [Fig. 189] This is an explanatory diagram to explain the display content when power is restored when the stop switches are operated in a different order from the order shown in the push order navigation display image in the gaming machine of the seventh embodiment. [Fig. 190] An explanatory diagram to explain the display content when an error that occurs while the push order navigation performance image is being displayed in the gaming machine of the seventh embodiment is cleared. [Fig. 191] This is an explanatory diagram to explain the display content when the power is restored after a power outage in the gaming machine of the seventh embodiment while the push order navigation presentation image is notifying the winning of a rare role. [Fig. 192] FIG. 13 is an explanatory diagram for illustrating a situation in which, in the gaming machine of the seventh embodiment, the power is turned on while one of the MAX-BET switch and the 1-BET switch is pressed, and then the other BET switch is operated. [Fig. 193] FIG. 13 is an explanatory diagram for explaining the situation when the power is turned on while pressing the settlement switch and then the MAX-BET switch is operated in the gaming machine of the seventh embodiment. [Fig. 194] FIG. 13 is an explanatory diagram for explaining the situation when, in the gaming machine of the seventh embodiment, the power is turned on while one stop switch is pressed, and then another stop switch is operated. [Fig. 195] FIG. 13 is an explanatory diagram for explaining a situation when one stop switch is operated while another stop switch is being pressed in the gaming machine of the seventh embodiment. [Fig. 196] FIG. 23 is an explanatory diagram for explaining switches that are disabled when the reset switch is pressed in the gaming machine of the seventh embodiment. [Figure 197] FIG. 23 is an explanatory diagram for explaining the contents of the stage change effect executed when the stage is changed in the stage effect in the gaming machine of the seventh embodiment. [Figure 198] FIG. 13 is an explanatory diagram for explaining the end time of the stage change effect and the change in volume when playing in the minimum playing time in the gaming machine of the seventh embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the above drawings. In the following explanation, the "role determination process" refers to a process in which multiple role determination result numbers ( It means a selection action such as a lottery executed using electronic devices to randomly select one or more role determination result numbers (winning items) from among one or more game roles or losing roles (except when losing roles are not set). Here, the role determination result number specifies one or more game roles (also called "permitted roles" or "winning roles") or losing roles that are allowed to be formed in the game in which the role determination result number is determined (selected). Note that role determination is also called "internal lottery" or "role lottery," and the "selection" in lottery or winning is also called "chosen" or "sen."

[0011] In addition, when describing "a game role is established" or "establishment of a game role", the term "establishment" is used as a concept indicating that the symbol combination (corresponding symbols) constituting the game role (whether it is a game role with a payout of game medals (small role) or a game role without a payout (replay role or special role)) corresponding to the determined role determination result number is displayed in a predetermined stopping mode (for example, a mode in which they are lined up on an effective line, which will be described later). However, the timing of establishment can be any appropriate timing, such as the time when a reel stop operation is performed at a timing when the corresponding symbols of the game role can be stopped and displayed on the effective line, the time when the corresponding symbols of the game role are stopped and displayed on the effective line, the time when the slot machine identifies that the corresponding symbols of the game role are stopped and displayed on the effective line, or the time when the identification result is stored in a memory area.

[0012] In the following description, the operation of inserting (manipulating) game medals into the medal insertion slot 21 (described later) by the player and the operation of pressing the 1-BET switch 22 or the MAX-BET switch 23 to provide a specified number of game medals required for playing a game from among the credited (stored) game medals for use in the game are collectively referred to as the betting operation. In addition, this betting operation, the operation of pressing the settlement switch 24 (described later), the tilting operation of the start lever (also referred to as the "start switch") 25, and the operation of pressing the stop switches (also referred to as the "stop buttons") 26a, 26b, and 26c (described later) by the player are collectively referred to as the game operation.

[0013] Generally, the term "insertion" in a slot machine can mean either "putting a game medal into a slot machine" or "using the game medal for play". In the following description, the term "insertion" is used in the former sense, and the term "bet" is used in the latter sense. The term "things used for play" is also called "game medium", and the game medium may be a game medal or an object such as a pachinko ball, or may be a value (game value) required for play that is electromagnetically recorded in a recording medium such as a magnetic card or a contact / non-contact IC card, or a storage device such as a server that can be accessed by personal authentication. The game value may be represented by a conceptual game medal having the same value as a real game medal, or may be represented by a fictitious or real currency unit, or by points that do not have any particular meaning.

[0014] Additionally, the pressing of any one of the stop switches while all reels are spinning is referred to as the first stop operation. Additionally, the pressing of any one of the two stop switches corresponding to the spinning reel while the remaining two reels are spinning is referred to as the second stop operation. Additionally, the pressing of the stop switch corresponding to the remaining reel while that reel is spinning is referred to as the third stop operation.

[0015] The "number of medals paid out" (also called "number of medals paid out") refers to the number of medals awarded to a player in one game. The act of paying out medals includes the act of actually paying out medals from the slot machine to the outside (also called "actual payout") and the act of increasing the numerical value electromagnetically stored as medals stored in the slot machine (also called "storage addition payout").

[0016] Additionally, the "number of acquired medals" (also referred to as "acquired medals") refers to a numerical value counted as the total number of medals acquired by a player (paid out to a player) during a specified period (which can be set arbitrarily, for example, during an AT period or a bonus period). Additionally, the "difference in number of medals" (also referred to as "difference number") refers to the value (which may be a negative value) obtained by subtracting the total number of medals bet from the total number of medals paid out during a specified period. Although the "number of acquired medals" and the "difference in number" of medals can be used as different concepts, they will be treated as synonymous below.

[0017] Moreover, a "freeze" (also called a "freeze effect") refers to a delay in the execution of a predetermined control process related to the progress of a game for a certain period of time. As for the freeze, a freeze set when the operation of the start lever 25 is accepted (also called a "reel spin start freeze") and a freeze set after all reels have stopped spinning (also called a "reel spin stop freeze") can be appropriately set. During the freeze period, the game operation by the player is not effectively accepted. During the freeze period, a reel effect (also called a "reel effect") may be performed. The reel effect is an effect in which the reels 3a, 3b, and 3c described below are rotated and an arbitrary symbol combination is stopped and displayed, regardless of the game operation by the player.

[0018] In the following explanation, "push navigation" refers to a process (action) that notifies the player of the order and position to press in order to assist in the achievement of the game role selected by role determination. Among push navigations, those that assist in the achievement of a replay role are called "RP navigation" (RP is an abbreviation of replay), those that assist in the achievement of a winning role (minor role) are called "prize navigation", and those that assist in the position to press to stop a specific symbol on an active line are called "eye push navigation" (mainly performed on the sub-control means side). From another perspective, assisting with the position to press can also be said to assist the player with the timing at which to operate the stop switch. Furthermore, when it is necessary to distinguish between the push navigation performed on the main control means side and the push navigation performed on the sub-control means side, the former is also referred to as the "main side push navigation" ("main side RP navigation", "main side winning navigation", "main side eye push navigation") and the latter is also referred to as the "sub side push navigation" ("sub side RP navigation", "sub side winning navigation", "sub side eye push navigation") or as the "push navigation effect" ("RP navigation effect", "winning navigation effect", "eye push navigation effect"). The former and latter are also collectively referred to as the stop switch operation mode notification effect.

[0019] In the following explanations and drawings, values ​​may be expressed not only in decimal but also in binary or hexadecimal notation. To distinguish between these, a "B" is added to the end of a value expressed in binary, and an "H" is added to the end of a value expressed in hexadecimal. When expressed in decimal, no special notation is added to the end of a value.

[0020] [First embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as a first embodiment of a gaming machine according to the present invention, and the basic configuration of this slot machine 1 will be described below with reference to FIGS. 1 to 10. <Appearance of the slot machine> As shown in FIG. 1(A), the slot machine 1 has a front door 2 that is attached to the front of the main body housing so as to be able to open and close. On the front of the front door 2, an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30 and a receiving tray assembly 40 are attached, in order from the top.

[0021] At the center of the upper panel assembly 10, a display screen 11a (also called an "image display unit DP") of an image display device (also called a "liquid crystal display device") 11 (see FIG. 2) is disposed on the rear side of the upper panel assembly 10. A first performance lamp 12, a second performance lamp 13a, 13b, and a third performance lamp 14a, 14b are arranged around the first performance lamp 12. Also, a pair of upper speakers 15a, 15b are arranged on the left and right below the display screen 11a.

[0022] At the center of the middle panel assembly 20, a display window W is provided that faces the surfaces of the three reels 3a, 3b, and 3c that are arranged side by side inside the main body housing. Below this display window W, there are a medal insertion slot 21 for inserting game medals (game media), a 1-BET switch 22 for betting one game medal within the credited range, a MAX-BET switch 23 for betting the maximum bet allowable number of game medals (also called the "prescribed number"; for example, three medals) at once, and a clearing switch 24 for paying out the bet game medals and / or the credited game medals. The machine is provided with a calculation switch 24, a start lever 25 which is operated to start the rotation of all the reels 3a, 3b, 3c (the reels are also called "drums"), three stop switches 26a, 26b, 26c for individually stopping the rotation of each of the reels 3a, 3b, 3c (the stop switch 26a on the left side of the figure corresponds to the reel 3a, the stop switch 26b in the middle corresponds to the reel 3b, and the stop switch 26c on the right side corresponds to the reel 3c), and a reject switch 27 for returning game medals that have been inserted through the medal insertion port 21 and remain there.

[0023] Each stop switch has a button-like operation receiving portion that retracts when the player presses it with their hand and returns to its original position due to a spring force or the like when the player releases their hand. When this operation receiving portion is pressed (pushed by hand), the contacts of the electrical circuit close and the state changes from OFF to ON, and when the pressing operation is released (hand is released), the contacts open and the state changes from ON to OFF.

[0024] Between the medal insertion slot 21 and the MAX-BET switch 23, there are provided a selection button (also called a "direction button" or "cross key") 54 and a decision button (also called a "menu button" or "PUSH button") 55 for the player to input information to the slot machine 1. Hereinafter, the selection button 54 and the decision button 55 are collectively referred to as "sub-buttons". As shown in FIG. 1(B), the selection button 54 is composed of four buttons, an up button 54U, a down button 54D, a left button 54L, and a right button 54R, which specify the up, down, left, and right directions. Either the up direction, the down direction, the left direction, or the right direction is specified according to the button operated by the player. The decision button 55 is formed of a light-transmitting material, and a light source such as an LED is provided inside the button. When the operation of the decision button 55 is disabled, the light source inside the switch is turned off, and when the operation of the decision button 55 is enabled, the light source is turned on and off.

[0025] When the sub-button is pressed (pushed by hand), the contacts of the electric circuit close and the state changes from OFF to ON, and when the pressing operation is released (hand is removed), the contacts open and the state changes from ON to OFF. When the sub-button is operated effectively, the sub-control means 200 described later may execute a predetermined presentation process according to the operation. Also, a presentation process may be executed to prompt the player to operate the sub-button. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the screen of the image display device 11 and the volume of the speaker.

[0026] Here, the upper button 54U, the lower button 54D, the left button 54L and the right button 54R constituting the selection button 54 may be individually turned on / off, or a cross-shaped key top (cross key) may be provided so that the button in the direction in which the cross key is tilted is turned on. When the upper button 54U, the lower button 54D, the left button 54L and the right button 54R can be turned on / off by the cross key, two adjacent buttons (up and right) , right and down, down and left, left and up) can be turned on simultaneously, but opposing buttons (up and down, right and left) may not be turned on simultaneously.

[0027] The inside of the medal insertion port 21 branches into an acceptance passage (leading to a hopper 50 described later) through which the inserted game medal passes if the inserted game medal is validly accepted, and a return passage (leading to a medal payout outlet 41 described later) through which the inserted game medal passes if the inserted game medal is not accepted, and a blocker 48 (see FIG. 2) is provided at the branching point. This blocker 48 is configured to selectively open one of the acceptance passage and the return passage and close the other, so that during the period in which the inserted game medal is validly accepted, the blocker 48 guides the game medal inserted into the medal insertion port 21 to the acceptance passage, and during the other period, the blocker 48 guides the game medal inserted into the medal insertion port 21 to the return passage. In the following description, the ON state of the blocker 48 indicates a state in which a game medal inserted into the medal insertion port 21 is guided to an acceptance passage (a state in which the game medal can be accepted), and the OFF state of the blocker 48 indicates a state in which a game medal inserted into the medal insertion port 21 is guided to a return passage (a state in which the game medal cannot be accepted).

[0028] In addition, inside the medal insertion port 21, three insertion medal sensors 28a, 28b, 28c (see FIG. 2) for detecting game medals are provided. The insertion medal sensor 28a detects that a game medal has been inserted into the medal insertion port 21, and is installed at a position upstream of the position where the blocker 48 is installed on the passage through which the inserted game medal flows down. The insertion medal sensor 28b detects that a game medal inserted into the medal insertion port 21 has been guided to the receiving passage and effectively received, and is installed at a position downstream (closer to the hopper 50 described later) of the position where the blocker 48 is installed. The insertion medal sensor 28c detects that a game medal inserted into the medal insertion port 21 has passed through a branching portion between the receiving passage and the return passage, and is installed near the branching portion (a position slightly closer to the insertion medal sensor 28b than the position where the blocker 48 is installed).

[0029] When both the inserted medal sensor 28a and the inserted medal sensor 28b detect a game medal, it means that the game medal has been inserted into the medal insertion port 21 and that the inserted game medal has been validly accepted. On the other hand, when the inserted medal sensor 28a detects a game medal but the inserted medal sensor 28b does not detect a game medal, it means that the game medal has been inserted into the medal insertion port 21 but the inserted game medal has not been validly accepted and has been returned. Also, when the three inserted medal sensors 28a, 28b, 28c detect the passage of game medals in an order different from the predetermined order (the order of 28a, 28c, 28b) or when some of the inserted medal sensors do not detect the passage of game medals, it means that an abnormal passage such as a reverse flow of game medals has occurred.

[0030] The display window W is configured so that when all three reels 3a to 3c are stopped, three symbols per reel, totaling nine symbols, are displayed so as to be visible to the player. A winning line 29 horizontally connecting the symbol display areas in the middle rows of the reels 3a, 3b, and 3c is activated when a specified number of game medals are bet, and is configured so that the presence or absence of a game winning combination can be determined by the symbol combination stopped and displayed on the activated winning line. The activated winning line is also called an "active line." In addition to the winning line 29, a line horizontally connecting the symbol display areas in the upper rows of the reels 3a, 3b, and 3c is called an upper line, and a line horizontally connecting the symbol display areas in the lower rows of the reels 3a, 3b, and 3c is called a lower line. In addition, the line connecting the pattern display areas of the upper row of reel 3a, the middle row of reel 3b, and the lower row of reel 3c is called a downward-sloping line, and the line connecting the pattern display areas of the lower row of reel 3a, the middle row of reel 3b, and the upper row of reel 3c is called an upward-sloping line.

[0031] In addition, the slot machine 1 is equipped with various display lamps such as LED lamps. In this embodiment, the display lamps include a MAX-BET switch display lamp 46a, a BET number display lamp 46b, a deposit possible display lamp 46c, a game start display lamp 46d, a replay display lamp 46e, a status display lamp 46f, a count display lamp 46g, a number of reserved coins display lamp 46h, a payout number display lamp 46j, and stop operation reception lamps 46ka, 46kb, and 46kc. These display lamps are configured to be controlled by a main control board 60 (main control means 100) described later.

[0032] The MAX-BET switch indicator lamp 46a is turned on when a game medal can be bet, and is disposed inside the MAX-BET switch 23. When turned on, it partially or entirely lights up the MAX-BET switch 23. The left stop operation acceptance lamp 46ka is disposed inside the left stop switch 26a, the middle stop operation acceptance lamp 46kb is disposed inside the middle stop switch 26b, and the right stop operation acceptance lamp 46kc is disposed inside the right stop switch 26c, and when turned on, it partially or entirely lights up the MAX-BET switch 23. The other indicator lamps are disposed to the side or below the indicator window W in the middle panel assembly 20.

[0033] The BET number display lamp 46b (hereinafter also referred to as "BET lamp 46b") displays the number of game medals bet, and is composed of a 1-BET display lamp 46bC that is lit when one or more game medals are bet, a 2-BET display lamp 46bB that is lit when two or more game medals are bet, and a MAX-BET display lamp 46bA that is lit when three game medals are bet. The insertion possible display lamp 46c is lit when game medals can be inserted, and the game start display lamp 46d is lit when a game can be started by operating the start lever 25. The replay display lamp 46e is lit when a replay role described later is established in any game and game medals are automatically bet by the automatic bet process described later.

[0034] The status indicator lamp 46f is turned on when the accumulated (credited) game medals are to be cleared, and the number indicator lamp 46g indicates the number of possible push navigations (which is decremented by one each time the push navigation is executed, and may also be increased by a lottery or the like) when, for example, AT is set. The accumulated number indicator lamp 46h (hereinafter also referred to as the "CRE lamp 46h") indicates the number of accumulated game medals while incrementing by one, and the payout number indicator lamp 46j indicates the number of game medals to be paid out when a minor winning combination described below is achieved while incrementing by one. The accumulated number indicator lamp 46h and the payout number indicator lamp 46j each consist of two 7-segment indicators (consisting of 7 segment lamps for displaying numbers and one segment lamp for displaying a decimal point (dot)) to display the upper and lower digits of the numbers.

[0035] In addition, this payout number display lamp 46j is also configured to display letters (alphabet) or numbers (hereinafter, also referred to as "error code") indicating the type of error when some abnormality (error) occurs in the slot machine 1. Errors set in this embodiment include an HP error, an HE error, an H0 error, a CE error, a CP error, a CH error, a C0 error, a C1 error, an FE error, an E1 error, an E5 error, an E6 error, an E7 error, and the like. The HP error is an error when it is determined that game medals are stuck at the medal payout outlet of the hopper 50 described later, the HE error is an error (hopper empty error) when it is determined that the game medals in the hopper 50 are empty, and the H0 error is an error when it is determined that the game medals have abnormally passed the payout sensor. The CE error is an error (game medal stuck error) when it is determined by the inserted medal sensor that game medals are stuck, the CP error is an error when it is determined that the inserted game medals have illegally passed, and the C0 error is an error when it is determined that an abnormal input has been made to the inserted medal sensor. The C1 error is an error when it is determined that there is an abnormality in the passage of the inserted medal sensor. The FE error is an error (full error) when it is determined that the auxiliary storage 85 described later is full. The E1 error is an error (RAM error) when the contents of the memory device (RAM) are not normal when the power is turned on. The E5 error is an error (reel stop error) when the combination of symbols when all the reels stop is abnormal (the corresponding symbols constituting roles other than the roles allowed to be established are stopped and displayed). The E6 error is an error (setting value error) when the value of the setting value (setting value) described later for determining the role determination probability is out of range. The E7 error is an error (built-in random number error) when an abnormality is detected in the update state of the built-in random number used in each lottery, etc. The errors E1, E5, E6, and E7 (collectively referred to as "E-series errors") are reset by changing the settings described later, and the other errors are reset by operating the reset switch 82 described later.

[0036] Furthermore, this payout number display lamp 46j also has a function of displaying a navigation number, which indicates the operation sequence (push sequence) of the stop switches 26a to 26c, as described below. The payout number display lamp 46j when displaying the navigation number is also called the "main side push sequence display". In addition, this payout number display lamp 46j also has a function of displaying a setting value, which will be described later, when checking settings and changing settings, which will be described later. The payout number display lamp 46j when displaying a setting value is also called the "setting value display". The stop operation reception lamps 46ka, 46kb, and 46kc are turned on when the stop operation of the corresponding stop switch is valid, and are turned off when the stop operation is invalid.

[0037] A transparent lower panel cover 31 is attached to the center of the lower panel assembly 30, and decorative lamps 32a, 32b are arranged on both the left and right ends of the cover 31. A translucent lower panel base and lower panel illumination lamp (neither shown) with a predetermined pattern are attached to the back side of the lower panel cover 31, and the pattern on the lower panel base is illuminated from behind by turning on the lower panel illumination lamp.

[0038] The tray assembly 40 is provided with a medal payout outlet 41 for paying out medals, and a medal storage tray 42 for storing medals is provided facing the medal payout outlet 41, and an ashtray 43 is provided to the left of the medal storage tray 42. In addition, on the left and right of the medal payout outlet 41, speaker ports 45a, 45b consisting of a large number of small holes are formed facing the front faces of a pair of lower speakers 44a, 44b (see FIG. 2) arranged on the rear side of the tray assembly 40.

[0039] Furthermore, a hopper 50 (see FIG. 2) is provided in the main body cabinet for dispensing game medals acquired when a predetermined winning mode is achieved as a result of playing, and this hopper 50 is provided with a medal detection unit 51 (see FIG. 2) for detecting game medals. This hopper 50 also has the function of physically storing game medals that have been inserted and validly received. Further, an auxiliary storage 85 (see FIG. 2) is provided in the vicinity of the hopper 50 for storing game medals that have overflowed from the hopper 50, and a fullness detection unit 86 (see FIG. 2) is provided for detecting whether this auxiliary storage 85 is full (a state in which game medals may overflow from the auxiliary storage 85).

[0040] <Connection between the control board and each device> In this embodiment, as shown in FIG. 2, the slot machine 1 is provided with three control boards as main control boards for controlling the slot machine 1: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control related to the progress of the game (including the drive control of the reels 3a to 3c and the process of determining the winning combination) is performed by a control circuit arranged on the main control board 60, and the illumination control by the lamps such as the back lamps 38a to 38c is performed by a control circuit arranged on the sub-main control board 70A. The control circuitry is configured to perform the above-mentioned operations. Also, the control of the image display device 11 for displaying the stage image and the control of the sound generation from the upper speakers 15a, 15b are mainly performed by the control circuitry arranged on the sub-sub control board 70B. Furthermore, the information transmission between the main control board 60 and the sub-control board 70 can be performed only in one direction, from the main control board 60 to the sub-main control board 70A, and the information transmission between the sub-main control board 70A and the sub-sub control board 70B can be performed in both directions.

[0041] <Configuration of main control board 60> The main control board 60 is provided with a main CPU 61 that performs various arithmetic processing related to the game, a ROM 62 that is a read-only memory device that stores control programs and the like, and a RAM 63 ("RAM" is also referred to as "RWM") that is a memory device to which information can be written and read. The main CPU 61 controls each drive circuit and the like according to the control programs stored in the ROM 62, thereby controlling the progress of the game in the slot machine 1. The ROM 62 and RAM 63 are non-volatile memory devices that are configured to retain the stored information even when power is not supplied.

[0042] The main CPU 61 is connected to a clock pulse generator 64 for generating a clock pulse (clock signal), a frequency divider 65 for dividing the clock pulse generated by the clock pulse generator 64, a random number generator 66 for generating random numbers used for determining a role based on the clock pulse (or the divided clock pulse), and a random number capture circuit 67 for capturing the random numbers generated by the random number generator 66. The clock pulse generator 64 is composed of two oscillators (not shown), and each oscillator outputs a clock signal that is asynchronous with each other. Hereinafter, a clock signal with a predetermined frequency output from one oscillator is referred to as an internal clock, and a clock signal with a predetermined frequency (a frequency different from the internal clock but may be the same) output from the other oscillator is referred to as an external clock. For example, the internal clock is used as an operating clock of the main CPU 61 and an update clock for random numbers used for a predetermined lottery other than determining a role, and the external clock is used as an update clock for random numbers used in determining a role. The main CPU 61, ROM 62, RAM 63, frequency divider 65, random number generator 66, random number capture circuit 67, interface circuit 68, etc. may be mounted on a single IC chip to configure a one-chip microcomputer. The main CPU 61 is configured to transmit signals to the motor drive circuit 36, the display lamp control circuit 47, the hopper drive circuit 52, and the sub-control board 70 via the interface circuit 68, and to receive signals from the reel position detection circuits 37a, 37b, 37c, the payout detection signal circuit 53, and the storage state signal circuit 87.

[0043] The motor drive circuit 36 ​​is a circuit for controlling the rotation and stop of the stepping motors 35a, 35b, and 35c that rotate the reels 3a, 3b, and 3c, respectively, and the display lamp control circuit 47 is a circuit for controlling the above-mentioned various display lamps. The reel position detection circuits 37a, 37b, and 37c are circuits for transmitting detection signals from reel sensors (not shown) installed on the reels 3a, 3b, and 3c to the main control board 60 (the detection circuit 37a corresponds to the reel 3a, the detection circuit 37b corresponds to the reel 3b, and the detection circuit 37c corresponds to the reel 3c). The hopper drive circuit 52 is a circuit for driving the hopper 50 to pay out game medals when a small winning combination is achieved, and the payout detection signal circuit 53 is a circuit for transmitting a payout detection signal to the main control board 60 when the medal detection unit 51 detects that game medals have been paid out from the hopper 50. The storage status signal circuit 87 is a circuit that transmits a storage status signal, indicating whether the auxiliary storage 85 is full or not, to the main control board 60 in accordance with the detection result of the fullness detection unit 86.

[0044] In addition, power is supplied to the slot machine 1 from a power supply device 80 via a main control board 60. A power switch 81, a reset switch 82, and a setting key switch 83 are connected to this power supply device 80, and signals from these switches are transmitted to the main CPU 61 via the interface circuit 68. Furthermore, the main CPU 61 is configured to receive a signal from a setting change switch 84 via the interface circuit 68.

[0045] The power switch 81 is a switch that accepts the operation of turning on and off the power to the slot machine 1 from the power supply device 80, and the reset switch 82 is a switch that is operated by a game store staff member or the like when a predetermined error (an error other than the above-mentioned E-type error) occurs in the slot machine 1 and the cause of the error is removed and the error is resolved. By operating this reset switch 82, the information on the error occurrence stored in the main control board 60 and the sub-control board 70 is cleared, and the main control board 60 and the sub-control board 70 execute the process at the time of error resolution accordingly. In addition, the setting key switch 83 is a switch that is operated when checking and changing the setting value that determines the degree (rank) of the winning probability, and the setting change switch 84 is a switch for changing the setting value in multiple stages (six stages in this embodiment).

[0046] When the front door 2 is open (also referred to as the "door open state") and power is being supplied to the slot machine 1 (the power switch 81 is ON), the setting key switch 83 is operated to the ON state to enter a setting confirmation mode, which allows the setting to be confirmed. When the door is open and power is not being supplied to the slot machine 1 (the power switch 81 is OFF), the setting key switch 83 is operated to the ON state, and the power switch 81 is operated to the ON state (the power is turned on to the slot machine 1) while in that state to enter a setting change mode, which allows the setting to be changed. In addition, the setting value can be updated one step at a time each time the setting change switch 84 is operated in that state. After the setting value is updated, the updated setting value is confirmed by tilting the start lever 25, and after the confirmation, the setting key switch 83 is operated to the OFF state to complete the setting change operation.

[0047] The setting key switch 83 can be switched between ON and OFF by inserting a predetermined key member (setting key) into a predetermined lock member provided on the main body and rotating it. Also, setting confirmation and setting change cannot be performed while a game is being played (when game medals have been bet (including automatic betting) or when the reels are spinning), and can only be performed while the game is in standby. In the setting confirmation mode and setting change mode, the setting value is displayed on the payout number display lamp 46j using six integer values ​​from "1" to "6" (another lamp for displaying the setting value may be provided inside the cabinet of the slot machine 1, etc.).

[0048] Power from the power supply device 80 is supplied to the sub-main control board 70A via the main control board 60, and further to the sub-sub control board 70B via the sub-main control board 70A (power may be supplied directly from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). A supply voltage monitoring circuit (not shown) for monitoring the supply state of voltage is provided on the circuit that supplies power from the power supply device 80 to the main control board 60 and on the circuit that supplies power to the sub-main control board 70A via the main control board 60. Each supply voltage monitoring circuit determines that a power supply is interrupted when the supply voltage drops to a predetermined voltage value, and outputs a power interruption detection signal to the main CPU 61 and a sub-main CPU 71 described below. Also, each supply voltage monitoring circuit determines that a power supply is turned on when the supply voltage returns to a predetermined voltage value (a value different from the voltage value for power interruption determination (for example, a higher value), but may be the same value), and outputs a power-on detection signal to the main CPU 61 and the sub-main CPU 71. In addition, the power interruption of the main control board 60 is detected. The voltage value when power is turned off is set to a value higher than the voltage value when power is turned off for the sub-main control board 70A, and the main control board 60 is configured to perform the processing (power off processing) that is programmed to be executed when power is turned off before the sub-main control board 70A (the same may be true for powering on).

[0049] In addition, the main CPU 61 receives signals from a reel stop signal circuit 91, a start lever 25, inserted medal sensors 28a, 28b, 28c, a 1-BET switch 22, a MAX-BET switch 23 and a settlement switch 24, which are connected to the switch board 90 or mounted on the switch board 90, via an interface circuit 68.

[0050] The main CPU 61 is also connected to the blocker 48 via an interface circuit 68, and is configured to control the blocker 48 to be turned on and off. In the following description, a signal for controlling the blocker 48 to be turned on and off is also referred to as a "blocker signal." Furthermore, although not shown, the slot machine 1 is provided with a door sensor that detects the open / closed state of the front door 2, and a signal from this door sensor is input to the main CPU 61 via the interface circuit 68. The main CPU 61 determines whether the front door 2 is closed (also referred to as a "door closed state") or open (door open state) based on the signal from the door sensor.

[0051] Although not shown in the figure, the main CPU 61 determines whether a predetermined game state (for example, an AT state) When the game enters a certain gaming state (such as a bonus state or a special state), a specified signal (also called an "outer end signal") is output to a data counter, hall computer, etc. via an external connection terminal board, etc., and this outer end signal is configured to manage the number of times set in the specified gaming state and to present it to the player.

[0052] <Configuration of the Sub-Control Board 70> The sub-control board 70 is composed of a sub-main control board 70A and a sub-sub control board 70B. The sub-main control board 70A is provided with a sub-main CPU 71 that mainly performs various arithmetic processing related to the management of effects, a ROM 72 that is a read-only storage device that stores control programs and the like, and a RAM 73 that is a storage device that can write and read information. Each drive circuit and the like operates according to the control program stored in the ROM 72, thereby performing control related to the management of image effects and sound effects in the slot machine 1, control related to lamp effects, and the like. The ROM 72 and the RAM 73 are non-volatile storage devices, and are configured to be able to retain stored information even when power is not supplied. In addition, a clock pulse generator and a frequency divider (not shown) are connected to the sub-main CPU 71, and a predetermined process is performed according to the clock signal generated by the clock pulse generator and the frequency divider.

[0053] The sub-main CPU 71 is configured to receive various signals from the main control board 60 via the interface circuit 74 and transmit signals to the lamp control circuit 18. The lamp control circuit 18 is a circuit that controls the lighting of lamps such as the back lamps 38a to 38c. The sub-main CPU 71 also receives output signals from the selection button 54 and the decision button 55 via the interface circuit 74, and causes the sub-sub control board 70B to display a menu screen on the image display device 11 in response to the received output signals of each button, providing information in response to the selection operation of the player, and changing the content of the presentation displayed on the image display device 11 during play.

[0054] The sub-main CPU 71 transmits various signals to the sub-sub control board 70B via the interface circuit 74, and receives various signals from the sub-sub control board 70B. Hereinafter, signals (control signals) transmitted from the main control board 60 to the sub-main control board 70A will also be referred to as "control commands," and signals (alert signals and performance signals) transmitted from the sub-main control board 70A to the sub-sub control board 70B will also be referred to as "performance commands." Furthermore, signals (status signals) transmitted from the sub-sub control board 70B to the sub-main control board 70A will also be referred to as "status commands."

[0055] The sub-sub control board 70B is provided with a sub-sub CPU 75 which performs various calculation processes mainly related to the control of image and sound effects, a ROM 76 which is a read-only storage device storing control programs and the like, and a RAM 77 which is a storage device to which information can be written and read, and the control related to image and sound effects is performed by operating each drive circuit and the like according to the control program stored in the ROM 76. The ROM 76 and RAM 77 are non-volatile storage devices and are configured to be able to retain the stored information even when power is not supplied.

[0056] The sub-sub CPU 75 is configured to receive a notification signal or a performance signal from the sub-main control board 70A via the interface circuit 78, and transmit signals to the display device control circuit 16 and the speaker control circuit 17, as well as transmit a status signal to the sub-main control board 70A. The display device control circuit 16 is a circuit that controls the image display device 11 to display a predetermined performance image, and the speaker control circuit 17 is a circuit that controls the type and volume of sounds generated from speakers such as the upper speakers 15a and 15b. The image display device 11 is also configured to function as a push indicator (also referred to as the "sub-side push order indicator") that displays the operation order (push order) of the stop switches 26a to 26c.

[0057] <Reel> Each of the reels 3a, 3b, 3c is configured to rotate by being driven by a stepping motor 35a, 35b, 35c, respectively. Each of the reels 3a, 3b, 3c is configured of a cylindrical member having translucency, and a translucent reel tape on which a plurality of types of symbols shown in FIG. 3 are displayed is attached to the outer circumferential surface of each of the reels. Each of the reels 3a, 3b, 3c is provided with a back lamp 38a, 38b, 38c on the inner surface thereof. When the back lamp 38a, 38b, 38c is turned on, the area of ​​each of the reels 3a, 3b, 3c facing the display window W is entirely illuminated from the inner surface, or only a part of each of the reels 3a, 3b, 3c is illuminated so as to highlight a predetermined symbol combination (for example, a symbol corresponding to a game combination arranged on the pay line 29 or a position different from the pay line 29) displayed in a stopped state on each of the reels 3a, 3b, 3c.

[0058] <Reel pattern arrangement> In this embodiment, the symbols displayed by each of the reels 3a to 3c are arranged as shown in FIG. 3(a). Here, the "left reel" in FIG. 3(a) represents the reel 3a, the "middle reel" represents the reel 3b, and the "right reel" represents the reel 3c. In this way, each of the reels 3a to 3c has a predetermined number of 10 types of symbols, "red seven", "gold seven", "black bar", "blue bar", "blank A", "blank B", "bell A", "bell B", "watermelon", and "replay" shown in FIG. 3(b). Each symbol arranged on the reel tape is printed in each symbol area divided into 20 equal parts in the longitudinal direction of the reel tape. Hereinafter, the reels 3a, 3b, and 3c are also referred to as the left reel (left reel), the middle reel (middle reel), and the right reel (right reel), respectively. Note that the symbols shown in FIG. 3 are intended to illustrate the arrangement of symbols on each of the reels 3a to 3c, and do not reflect the size of the symbols actually drawn on the reel tape (the relative ratio of the size of each symbol). As shown in FIG. 3(a), the symbol at the top of the longitudinal direction of this reel tape is the "Bell A" symbol, number 19, and the symbol at the bottom is the "Replay" symbol, number 0. Therefore, when the reel tape is attached to a reel, the "Bell A" symbol, number 19, and the "Replay" symbol, number 0, will appear in the reel tape. " The space between the images is where the reel tape joins.

[0059] (Background image of reel tape) In the present embodiment, a background pattern is displayed (drawn) on each of the left and right edges of the reel tape of each of the reels 3a to 3c. Here, an example of the background pattern is shown in FIG. 4. As shown by hatching in FIG. 4(a), in the present embodiment, a background pattern BPT with a wave motif is drawn on the left and right side edges of the reel tape RTP. Also, the background pattern BPT is a seamless continuous pattern in which the length of four reel patterns is one unit (one pattern) in the longitudinal direction of the reel tape RTP. Therefore, the pattern part at the upper end UE of the background pattern BPT and the pattern part at the lower end LE are connected seamlessly to form a continuous pattern. However, at the joint part of the reel tape described above, there may be a misalignment at the joint of the background pattern due to an error in attaching the reel tape.

[0060] As shown in Fig. 3, the number of symbols on each reel in this embodiment is 20, and the length of one unit of background pattern BPT (more precisely, the length in the reel rotation direction) is four symbols, so that 20 / 4 = 5 units of background pattern BPT are drawn continuously. That is, the length of one unit of background pattern is determined so that the total number of symbols on the reel is an even number when divided by the number of symbols corresponding to the length of one unit of background pattern. In other words, the total number of symbols on the reel is an integer multiple of the number of symbols corresponding to the length of one unit of background pattern.

[0061] In this way, since the number of symbols displayed in the display window W is three, and the length of one pattern of background picture is four symbols (i.e., three symbols or more), even if multiple units of background picture BPT are drawn on the reel tape, the same picture portion will not exist in the background picture BPT visible from the display window W when the reels stop. This makes it difficult for the player to realize that the background picture is a repeating pattern, and it is possible to show the player a background picture that looks varied without losing the player's interest.

[0062] In addition, the number of symbols corresponding to one unit of background pattern length is set to a number that is divisible by the total number of symbols on the reel, so that the multiple units of background patterns arranged on the reel tape will not contain a background pattern that is less than one unit in length, and the symbols can be arranged evenly and uniformly without bias in the background patterns for one revolution of the reel. This prevents the biased part of the background pattern from being momentarily displayed in the display window W while the reel is rotating and being used as a guide to help with hitting the ball.

[0063] As shown in FIG. 4(a), the background picture drawn on the left edge of the reel tape RTP and the background picture drawn on the right edge are asymmetrical with respect to the center C of the reel tape RTP, so that the background picture is prevented from becoming monotonous and an interesting background picture can be displayed to the player. Here, the "asymmetrical picture" may be a completely different picture between the background picture on the right edge and the background picture on the left edge as shown in FIG. 4(a), or, for example, a background picture drawn on one edge may be rotated 180 degrees (upside down) and drawn on the other edge. Furthermore, the number of units of the background picture per revolution of the reel is the same 5 units for the background picture on the left edge and the background picture on the right edge, so that the correspondence between the background picture drawn on the left edge and the background picture drawn on the right edge of the reel tape RTP is always constant, and the background pictures on both sides can be made to have a sense of unity. This makes it possible to avoid the background pattern drawn on the reel tape giving the player an uncomfortable feeling, which may affect the player's reel stopping operation.

[0064] Next, the relationship between the reel symbols and the background symbols drawn on the reel tape will be described with reference to FIG. 4(b). FIG. 4(b) illustrates the reel symbols number 19 and 0 to 8 in the symbol arrangement shown in FIG. 3 in the reel tape RTP of the left reel 3a. ), the area from the left edge of the reel tape RTP to the point where the background pattern protrudes most toward the center C of the reel tape RTP (the crest of the wave in the background pattern) is the left area La. Also, the area from the right edge of the reel tape RTP to the point where the background pattern protrudes most toward the center C of the reel tape RTP (the crest of the wave in the background pattern) is the right area Ra. Also, the area between the left area La and the right area Ra is the central area Ca. Note that in this embodiment, the width of the left area La (the length in the direction perpendicular to the longitudinal direction of the reel tape (the direction in which the reel rotates)) and the width of the right area Ra are the same dimension.

[0065] As shown in FIG. 4(b), the "replay" symbol (19,4), the "bell A" symbol (0,5), the "blank A" symbol (3), and the "blank B" symbol (8) are all drawn in a size that fits within the central area Ca of the reel tape. In other words, these symbols are not overlapped with the background picture, and such symbols are also called "single symbols." In contrast, the "watermelon" symbol (1,6), the "red 7" symbol (2), and the "blue bar" symbol (7) are drawn in a size that extends from the central area Ca to both the left area La and the right area Ra. In other words, these symbols are overlapped with the background picture, and such symbols are also called "overlapping symbols."

[0066] In this way, by hiding a part of the background pattern by the overlapping pattern, the continuity of the background pattern is broken, and the player is less likely to notice that the background pattern is a repetition of one pattern. Therefore, the background pattern does not look monotonous, and a background pattern that is not easily boring can be presented. In addition, by continuously arranging background patterns of one pattern, for example, if the appearance of the background pattern during the rotation of the reel shows a periodic change, and it is possible to press the button by using the periodic change as a guide, it is possible to make such a press difficult by breaking the continuity of the background pattern with the overlapping pattern. Therefore, the length of one pattern of background pattern may be two patterns, or the background pattern drawn on the left edge and the background pattern drawn on the right edge may be symmetrical, and in such a case, the above-mentioned effect can be achieved by arranging a certain number of overlapping patterns on the reel tape.

[0067] In the background pattern shown in FIG. 4, the width of the left area La and the width of the right area Ra are the same, but either one may be wider than the other. In addition, the size of the overlapping pattern shown in FIG. 4 covers both the left area La and the right area Ra, but it may cover only one of the areas. In addition, for example, a white reel tape may be colored, and the background pattern and reel pattern may be drawn on it. In this case, the coloring applied to the reel tape may have a gradation that gradually becomes thinner from both side edges to the center of the reel tape (in this case, the original color of the reel tape (white) is exposed at the center of the reel tape). However, the coloring applied to the reel tape is not included in the background pattern, and the coloring has no effect on the boundary between the left area La and the center area Ca, and the boundary between the right area Ra and the center area Ca. In addition, the same background pattern as the background pattern shown in FIG. 4 may be drawn on the center reel 3C and the right reel 3R, or each reel may have a different background pattern.

[0068] Next, with reference to Figs. 5 and 6, an example of a background pattern different from that in Fig. 4 will be described. The pattern arrangement is the same as that shown in Fig. 3. As shown in Fig. 5(a), a background pattern BPT with a wave motif is drawn on the left and right side edges of the reel tape RTP in the same way as in Fig. 4. This background pattern BPT is a seamless continuous pattern in which the length of five reel patterns is one unit (one pattern) in the longitudinal direction of the reel tape RTP. The length of this one pattern (5 patterns) is the same as the arrangement interval (5 patterns) of the "Bell A" patterns arranged on each of the reels 3a to 3c in the pattern arrangement shown in Fig. 3(a). And, like the background pattern shown in Fig. 4, the background pattern drawn on the left edge of the reel tape RTP and the background pattern drawn on the right edge are asymmetrical with respect to the center C of the reel tape RTP.

[0069] The position of the "Bell A" symbol arranged on the left reel 3a relative to the background pattern will be described with reference to Fig. 5(b). In the following description, the mark for determining the start position of the background pattern is the wave crest closest to the upper end UE of the background pattern as shown in Fig. 5(a). Therefore, in the background pattern drawn on the left side of the reel tape RTP, the wave crest indicated by the symbol PSL is the left pattern start mark, and in the background pattern drawn on the right side of the reel tape RTP, the wave crest indicated by the symbol PSR is the right pattern start mark.

[0070] As shown in Fig. 3, "Bell A" symbols are arranged at symbol numbers 15, 10, 5, and 0 on the left reel 3a, and one pattern of background pictures (from the top end UE to the bottom end LE shown in Fig. 5(a)) corresponds to each of the five symbols with symbol numbers 15 to 11, the five symbols with symbol numbers 10 to 6, the five symbols with symbol numbers 5 to 1, and the five symbols with symbol numbers 0 to 16. Therefore, as shown in Fig. 5(b), the left pattern start marker PSL and the right pattern start marker PSR in the background picture are drawn at the positions of the "Bell A" symbols with symbol numbers 15, 10, 5, and 0.

[0071] Next, the relationship between the position of the "Bell A" symbol on the left reel 3a, the center reel 3b, and the right reel 3c and the position of the background picture pattern will be described with reference to Fig. 6. In Fig. 6, only some of the "Bell A" symbols on the left reel 3a, the center reel 3b, and the right reel 3c are shown. Fig. 6(a) shows the arrangement of symbols with numbers 16 to 8 on the left reel 3a, Fig. 6(b) shows the arrangement of symbols with numbers 15 to 7 on the center reel 3b, and Fig. 6(c) shows the arrangement of symbols with numbers 15 to 7 on the right reel 3c.

[0072] As shown in FIG. 6(a), on the left reel 3a, one pattern of background pictures corresponds to the symbol numbers 15 to 11, and the left pattern start marker PSL and the right pattern start marker PSR in the background picture are drawn at the position of the "Bell A" symbol of symbol number 15. On the center reel 3b, the "Bell A" symbols are arranged at the symbol numbers 19, 14, 9, and 4 (see FIG. 3), and as shown in FIG. 6(b), the left pattern start marker PSL and the right pattern start marker PSR in the background picture are drawn at the positions of the symbol numbers 15 and 10. Although not shown in FIG. 6(b), the left pattern start marker PSL and the right pattern start marker PSR are also drawn at the positions of the symbol numbers 5 and 0.

[0073] Therefore, on the center reel 3b, one pattern of background pictures (from the top UE to the bottom LE shown in FIG. 5(a)) corresponds to each of the five symbols numbered 15-11, the five symbols numbered 10-6, the five symbols numbered 5-1, and the five symbols numbered 0-16. Thus, on the center reel 3b, unlike the left reel 3a, the left pattern start marker PSL and the right pattern start marker PSR in the background pictures are drawn at a symbol position drawn one symbol upstream from the position of the "Bell A" symbol. Here, "upstream" refers to the direction going back in the direction of rotation of the reel, and "downstream" refers to the same direction as the direction of rotation of the reel.

[0074] On the right reel 3c, like the center reel 3b, the "Bell A" symbols are arranged at symbol numbers 19, 14, 9, and 4 (see FIG. 3), but as shown in FIG. 6(c), a left pattern start marker PSL and a right pattern start marker PSR in the background pattern are drawn at the positions of symbol numbers 13 and 8. In addition, although not shown in FIG. 6(c), a left pattern start marker PSL and a right pattern start marker PSR are also drawn at the positions of symbol numbers 18 and 3.

[0075] Therefore, on the right reel 3c, the five symbols with symbol numbers 18 to 14, the five symbols with symbol numbers 13 to 9, the five symbols with symbol numbers 8 to 4, and the five symbols with symbol numbers 3 to 19 each correspond to one pattern of background pictures (from the upper end UE to the lower end LE shown in FIG. 5(a)). Thus, unlike the left reel 3a and the center reel 3b, the right reel 3c does not have a "Bell A" pattern. A left pattern start marker PSL and a right pattern start marker PSR in the background pattern are drawn at a pattern position that is drawn one pattern downstream from the pattern position.

[0076] That is, on the left reel 3a, the position of the "Bell A" symbol corresponds to the position of the top UE of one pattern of background pictures, but on the center reel 3b, the position of the top UE of one pattern of background pictures is shifted one symbol upstream from the position of the "Bell A" symbol. Conversely, on the right reel 3c, the position of the top UE of one pattern of background pictures is shifted one symbol downstream from the position of the "Bell A" symbol.

[0077] As a result, for example, even if one can successfully press the "Bell A" symbol by timing it so that the left side pattern start marker PSL and the right side pattern start marker PSR appear in the display window W when the left reel 3a is spinning, because the correspondence between the position of the "Bell A" symbol and the position of one pattern of the background picture is different between the left reel 3a, the middle reel 3b, and the right reel 3c, it is possible to make it difficult to press the "Bell A" symbol by timing it so that the left side pattern start marker PSL and the right side pattern start marker PSR appear in the display window W on the other reels (middle reel 3b or right reel 3c).

[0078] In the example shown in Fig. 6, when the position of the top end UE of one pattern of background pictures relative to the arrangement position of the "Bell A" symbol on the left reel 3a is used as a reference, the positions of the top end UE of one pattern of background pictures relative to the arrangement position of the "Bell A" symbol on the center reel 3b and the right reel 3c are shifted by one symbol upstream and one symbol downstream, respectively, but they may be shifted by more symbols. In addition, in the symbol arrangement in Fig. 3, the symbols (four symbols) arranged at equal intervals (five symbol intervals) on each reel are all "Bell A" symbols, but for example, one or more of these symbols may include symbols using the same motif such as "Bell B" symbols (similar symbols that are difficult to distinguish by appearance).

[0079] <Types of Gaming Hands> In this embodiment, the symbol combinations displayed on the reels 3a to 3c are set as shown in Figs. 7 to 10, and these are the symbol combinations (corresponding symbols) that constitute the game roles. In this embodiment, a total of 51 types of game roles are set, including two types of special roles, BB roles 1 and 2 (BB roles; BB is an abbreviation for big bonus. They are also called "one type BB" or "bonus roles"), five types of replay roles, 1 to 5, and 44 types of winning roles (minor roles), 1 to 44. The symbol combinations (corresponding symbols) for achieving each game role, the number of game medals paid out when the game role is achieved, etc. are as shown in Figs. 7 to 10.

[0080] BB roles 1 and 2 are game roles (bonus roles) that indicate that no game medals are paid out even if they are established, and that a predetermined bonus (also referred to as "BB" in this embodiment) as a special role is activated upon establishment, and a predetermined bonus game (also referred to as "BB game") executed under conditions different from normal games can be started from the next game, and that the player is transferred to a special game state (also referred to as "BB operation") that is advantageous to the player. BB role 1 corresponds to the symbol combination of "blue bar, blue bar, red seven", and BB role 2 corresponds to the symbol combination of "black bar, black bar, red seven" (the names of the symbols that make up the game roles are written in the order of reels 3a, 3b, and 3c. The same applies below). The bonus game that can be started by the establishment of BB role 1 or BB role 2 ends when a predetermined number of game medals (for example, 70 medals in this embodiment, but the number can be changed as appropriate) are acquired (as a modification, it may end when a predetermined number of games (for example, 30 games) are executed). BB roles 1 and 2 may be established in non-RT and RT1 (inside BB) described later, but are roles that cannot be established in RT2 (during BB operation) ("-" in Figures 7 to 10 indicates that they are not established).

[0081] In this embodiment, only the BB role is provided as the special role, but an RB role (RB is an abbreviation for regular bonus) or an MB role (MB is an abbreviation for middle bonus. Also referred to as "two types of BB") may be provided as another special role. When the RB role is established, an RB game as a bonus game may be set to start from the next game, and when the MB role is established, an MB game as a bonus game may be set to start from the next game. In this case, the RB game may end, for example, when a small role is established a predetermined number of times (e.g., 8 times) or when a predetermined number of games (e.g., 12 times) have been played, and the MB game may end, for example, when a predetermined number of game medals (e.g., more than 200) have been paid out. In addition, a plurality of special roles (for example, a plurality of types of BB roles may be provided, or both the BB role and the MB role may be provided).

[0082] The replay roles 1 to 5 are replay roles that do not pay out game medals when they are established, but allow the player to play the next game without reducing the number of game medals he owns (without inserting new game medals). The replay role 1 is configured so that when the corresponding symbol "Bell A Replay (Blue Bar / Black Bar / Gold Seven / Red Seven)" (" / " in () means "or") is stopped and displayed on the active line 29, the symbol "Replay" is lined up on a downward-right line in the display window W. For this reason, the replay role 1 is also called "Downward-right Replay" (replay is also written as "RP"). For the same reason, the replay roles 2 to 4 are also called "Upward-right RP", "Upper-row RP", and "Middle-row RP", respectively. In addition, the replay role 5 is configured so that when the corresponding symbols "Bell A (Blue Bar / Black Bar / Gold Seven / Red Seven) / Bell B" are stopped and displayed on the pay line 29, the symbols "watermelon" are lined up on the upper line in the display window W. For this reason, the replay role 1 is also called "upper watermelon RP."

[0083] As shown in FIG. 3 (reel symbols), the symbols "Replay" on the left reel 3a, the center reel 3b, and the right reel 3c that constitute the replay role 4 are arranged at intervals of 5 symbols or less on each reel. As a result, when the replay role 4 is won, the corresponding symbol "Replay, Replay, Replay" can be stopped and displayed (also called "pulled in") on the pay line 29 regardless of the push order or push position (see the explanation of the reel rotation stop control by the reel control means 134 described later). A role that can pull in the corresponding symbol (any of the multiple pairs, if there are multiple pairs) on the pay line 29, regardless of the operation timing of each stop switch, like this replay role 4, is also called a "100% pull-in possible game role" or a "game role with no misses". Note that the replay roles 1 to 3 and 5 are also 100% pull-in possible game roles, like the replay role 4. In addition, the replay roles 1 to 5 may be achieved in non-RT and RT1, which will be described later, but are roles that cannot be achieved in RT2.

[0084] Small winning combinations 1 to 44 are game combinations (winning combinations) that are configured to pay out a predetermined number of game medals when they are achieved. Among the small winning combinations 1 to 44, small winning combinations 1 to 36 are combinations that can be achieved in any of non-RT, RT1, and RT2, which will be described later, while small winning combinations 37 to 39 are combinations that can be achieved only in RT2 (during BB operation). In addition, small winning combinations 1 to 23 and 40 to 43 are also called "1-coin combinations" because the number of coins paid out when they are achieved is set to one. Similarly, small winning combinations 24 to 37 are also called "15-coin combinations," and small winning combinations 38 and 39 are also called "3-coin combinations." In addition, the 15-coin combination is also called "bell small winning combination."

[0085] The small winning combination 37 is configured so that when the corresponding symbol "Bell A·Watermelon·(Blue Bar / Black Bar / Gold Seven / Red Seven)" is stopped and displayed on the pay line 29, the symbol "Watermelon" is lined up on a line sloping to the right in the display window W. For this reason, the small winning combination 37 is also called "Watermelon Small Winning." The small winning combination 40 is a one-piece winning combination whose corresponding symbol is "Red Seven·Red Seven·Red Seven." For this reason, the small winning combination 40 is also called "Red Seven Aligned One-piece Winning." The small winning combinations 1 to 7 and 24 to 37 are 100% reel-in winning combinations.

[0086] <Basic operations for playing the game> To play the slot machine 1, first, a player inserts a game medal into the medal slot 21 to place a bet, or operates either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of game medals within the credit range, thereby activating the winning line 29. In this embodiment, the specified number of game medals required to activate the winning line 29 is set to three medals in each of the RT states of non-RT, RT1, and RT2 described later. However, the specified number is not limited to this, and can be changed as appropriate, such as by setting the specified number to a different value depending on the RT state. In addition, a plurality of winning lines may be provided, and the number of activated winning lines may be changed depending on the number of game medals bet.

[0087] Next, when the player operates the start lever 25, the number of bets is confirmed (the bet game medals are used for play) and the role determination process described below is carried out. After that, it is confirmed that the minimum play time has elapsed, and then each of the reels 3a to 3c starts to spin. Here, the minimum play time refers to the minimum time that must be secured from when all the reels start to spin in one game until when all the reels start to spin in the next game, and in this embodiment, it is set to 4.1 seconds. When each of the reels 3a to 3c starts to spin, A plurality of types of symbols displayed on the outer peripheral surfaces of the reels 3a to 3c are displayed moving up and down (usually from top to bottom) within a display window W. When the rotation of the reels 3a to 3c reaches a predetermined speed and starts rotating at a constant speed, each of the stop switches 26a to 26c is activated (the operation of the stop switches is made valid and acceptable), and when the player operates the stop switch 26a, the rotation of the reel 3a stops, when the player operates the stop switch 26b, the rotation of the reel 3b stops, and when the player operates the stop switch 26c, the rotation of the reel 3c stops.

[0088] Here, if it is determined that the symbol combination stopped and displayed on the pay line 29 is a predetermined winning pattern (a symbol corresponding to a game role that can win game medals), the number of game medals corresponding to each winning pattern is paid out by the hopper 50 or added as credits.

[0089] Next, the characteristic configuration of the slot machine 1 according to this embodiment will be described with additional reference to FIGS. <Function Block> As shown in FIG. 11, from the functional point of view, the slot machine according to this embodiment mainly includes a bet operation for betting game medals (for example, an operation for inserting a game medal into the medal insertion slot 21, or an operation for pressing the 1-BET switch 22 or the MAX-BET switch 23), a reel rotation start operation for spinning each of the stopped reels 3a to 3c (for example, an operation for tilting the start lever 25), and a reel rotation stop operation for stopping the rotation of each of the three reels 3a, 3b, and 3c that variably display a plurality of types of symbols (for example, The input / output device is equipped with an operation signal output means 95 which outputs a signal (also referred to as a "game operation signal") corresponding to each game operation performed by the player, such as a game start operation (for example, pressing the stop switches 26a, 26b, 26c), a settlement operation for paying out bets or accumulated (credited) game medals (for example, pressing the settlement switch 24), a main control means 100 (corresponding to the main control board 60) which performs main control related to the progress of the game, and a sub-control means 200 (corresponding to the sub-control board 70) which performs predetermined presentation control according to the game situation.

[0090] (1) Functional block of main control means 100 The main control means 100 is roughly divided into a game state management means 110 for mainly managing the game state, a game progress management means 130 for mainly managing the game progress, and a communication means 140 for controlling communication in the main control means 100. The game state management means 110 includes a set value control means 111, an RT state control means 112, a replay operation control means 113, a bonus operation control means 114, a freeze control means 115, a game mode control means 116, and a random number generation / acquisition means 117.

[0091] The game progress management means 130 includes a received medal management means 131, a role determination means 132, a performance group number determination means 133, a reel control means 134, a stop display pattern determination means 135, a paid medal management means 136, a blocker control means 137, a display lamp control means 138, a push order management means 139, and a condition device group number determination means 140, and the main communication control means 150 includes a control command transmission means 151 and an outer end signal transmission means 152. Each of the above-mentioned means in the main control means 100 is a functional representation of the main CPU 61, ROM 62, RAM 63, electronic circuits, and other hardware arranged on the main control board 60 shown in FIG. 2, and software such as a control program stored in the ROM 62, etc.

[0092] (1-1) Each means constituting the game status management means 110 The set value control means 111 is configured to control a numerical value (also called a "management set value") for internally managing the set value (six-stage configuration of setting 1 to setting 6) of the winning probability. In this embodiment, consecutive integer values ​​from 1 to 6 (the integer values ​​from 1 to 6 correspond to settings 1 to 6, respectively) are used as the management set value. The data of the management set value is stored in a predetermined storage area of ​​the RAM 63, and is referred to when the set value is confirmed in the winning determination process, and is also referred to when the set value is displayed on the set value display (the payout number display lamp 46j) when the setting is confirmed or changed. The management set value is changed according to the setting change operation by the gaming store staff. Specifically, the set value is updated by one each time the setting key switch 83 is operated to the ON state and the setting change switch 84 is operated in that state.

[0093] The RT state control means 112 is configured to control the setting of three RT states: non-RT, RT1, and RT2. Non-RT is an RT state that is set when the RAM (RAM63) is initialized. RT1 is an RT state (also called "inside BB") that is set when the selection of a type 1 BB-A condition device or a type 1 BB-B condition device (winning of BB role 1 or BB role 2) is carried over. RT2 is an RT state (also called "in BB operation") that is set from the next game when the BB role 1 or BB role 2 is established, and during this RT2, a bonus game can be executed. In RT2, the replay role is not won, and any of the winning J to Q condition devices is selected (no miss). The transition control of each of the above-mentioned RT states will be explained in detail later.

[0094] The re-play operation control means 113 is configured to set a state (also called a "re-play operation state") in which the player is permitted to play the next game without betting game medals owned by the player when a re-play role is established. When the re-play operation state is set, information indicating the re-play operation state (also called a "re-play operation state flag") is set (for example, a value of "1" is stored) in a predetermined storage area of ​​the RAM 63. The set re-play operation state flag is cleared (for example, a value of "0" is stored) at a predetermined point in time until the re-play operation state is resolved.

[0095] The bonus operation control means 114 is configured to operate in the following manner: from the time when a bonus role (in this embodiment, BB role 1 or BB role 2) is won (when a type 1 BB-A condition device or a type 1 BB-B condition device is selected), It is configured to execute a predetermined process during the period until the end of the bonus game that is executed when B role 1 or BB role 2 is established. Specifically, when BB role 1 or BB role 2 is won, BB role 1 or BB role 2 is won in a predetermined storage area of ​​RAM 63. In addition, when the BB role 1 or BB role 2 is established, information indicating that the BB is in operation is set in a predetermined storage area of ​​the RAM 63 (also referred to as a "Type 1 BB operation flag") (for example, a value of "1" is stored).

[0096] The freeze control means 115 is configured to set a freeze that delays the execution of control processes related to the progress of the game (for example, processes for accepting bet operations, reel spin start operations, reel spin stop operations, etc.) for a predetermined time when a predetermined condition is met. In this embodiment, four types of freezes can be executed: winning wait (freeze time 2 seconds), fake wait (freeze time 5 seconds), notification wait (freeze time 2 seconds), and full stop end wait (freeze time 5 seconds).

[0097] The game mode control means 116 is configured to control the setting of eight game modes from game mode 0 to game mode 7. The game mode means a game state (also called a "main game state") that is controlled by the main control means separately from the RT state and is mainly related to the setting state of the AT. In addition, the game mode control means 116 manages whether the player stays in a normal zone or an advantageous zone, which will be described later, by using a zone type number (which takes a value of 0 or 1). Here, a zone type number = 0 indicates that the player stays in a normal zone, and a zone type number = 1 indicates that the player stays in an advantageous zone. Furthermore, the game mode control means 116 manages whether the player has won the AT by using an AT winning flag (which takes a value of 0 or 1). Here, an AT winning flag = 0 indicates that the player has not won the AT, and an AT winning flag = 1 indicates that the player has won the AT.

[0098] Game mode 0 is a normal (non-advantageous) game state. Game mode 0 is a mode in which the player stays in a normal zone, and does not perform lotteries related to AT play (assist play). Game mode 1 is a game state also called "chance" in which the player stays when the zone type number is 1 but the AT has not been won. Game mode 2 is a game state also called "after AT win 1" in which the player stays when the zone type number is 1 and the AT has been won but the BB has not been won. Game mode 3 is an AT game state which is mainly transitioned to when the BB has been won in a state in which the AT has been won. In this game mode 3, the push navigation described later is executed, so it is a game state which is very advantageous for the player.

[0099] Game mode 4 is a game state that is mainly called "after AT" in which the player stays after the BB is established in game mode 7 described later. Game mode 5 is a game state that is mainly called "after AT win 2" in which the player stays after the AT is won in game mode 4. Game mode 6 is a game state that is mainly called "inside chance" in which the player stays in the BB when the section type number is 1 and the AT is not won. Game mode 7 is a game state that is mainly called "inside after AT" in which the player stays when the reach flag is 0 after one AT ends.

[0100] The above-mentioned eight game modes 0 to 7 are divided into game modes belonging to the normal zone (game mode 0) and game modes belonging to the advantageous zone (game modes 1 to 7). The normal zone is a period during which push navigation (prize-winning navigation, RP navigation, and eye-pushing navigation) is not performed, and is also a period during which information that can determine the push order (information such as condition device number and instruction number) is not transmitted from the main control means to the sub-control means. The normal zone is also a period during which a lottery (for example, a lottery for shifting to the advantageous zone) can be held to determine whether or not to shift to the advantageous zone.

[0101] The advantageous zone is a period during which push navigation can be performed, and is also a period during which information that can determine the push order can be sent from the main control means to the sub-control means. In addition, the advantageous zone can be used for a lottery that changes the performance of the advantageous zone (for example, an AT mode lottery) or for multiplying the number of AT games during the advantageous zone. This is also a period during which processing such as the drawing of a Seven Stock 1 lottery and a Seven Stock 2 lottery can be carried out to notify the player that they are in the advantageous zone. Furthermore, in the advantageous zone, a zone indicator (for example, a DP segment lamp other than the 7-segment lamp among the payout number display lamps 46j (also called an advantageous zone lamp)) is lit to inform the player that they are in the advantageous zone. While staying in the advantageous zone, a winning navigation may be performed at least once (in this case, if a winning navigation has not been performed even once, it may be set so that the player cannot move to the normal zone).

[0102] In addition, there is an upper limit (1500 games) on the period during which a player can stay continuously in the advantageous zone. Furthermore, when the upper limit is reached and the advantageous zone ends, all information related to the advantageous zone (for example, information such as the AT winning flag and the value of the seven stock number counter) is cleared. When the upper limit is reached and the advantageous zone ends, it is not necessary that a winning navigation has been performed even once during the stay in the advantageous zone. Furthermore, when the lottery for determining whether or not to move to the advantageous zone and the lottery for changing the performance of the advantageous zone are performed based on the role determination result (condition device), they may be performed only for the role determination result that does not have a setting difference, and in particular, the lottery for changing the performance of the advantageous zone may be performed based on conditions other than the role determination result. In this case, they may be performed without referring to the setting value.

[0103] The random number generating / taking-in means 117 is composed of the above-mentioned CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number taking-in circuit 67, and generates and takes in random numbers used in various lotteries. In this embodiment, it has four 16-bit random number means (4ch: ch is an abbreviation of "channel") capable of generating a random number sequence in a maximum numerical range of "0 to 65535", and four 8-bit random number means (4ch) capable of generating a random number sequence in a maximum numerical range of "0 to 255", and each of them is capable of generating a random number sequence independently. The random numbers generated by these 16-bit random number means or 8-bit random number means are updated based on the clock signal generated by the clock pulse generator 64, and are therefore also called hardware random numbers (hard random numbers). Although not shown, in this embodiment, it has a random number generating means other than the random number generating / taking-in means 117. This random number generating means is composed of the above-mentioned CPU 61 and RAM 63, and has a random number generating means capable of generating a random number sequence within a predetermined numerical range as a random number used for determining a winning combination, etc. This random number is also called a software random number (soft random number) because it is updated based on a program.

[0104] (Regarding RT state transition control) The above-mentioned RT state transition control by the RT state control means 112 will be explained with reference to Fig. 12. As shown in this figure, when a type 1 BB-A condition device or a type 1 BB-B condition device is selected during non-RT, condition P1 is satisfied, and this triggers the RT state control means 112 to transition the RT state from non-RT to RT1. Also, when a BB role 1 or a BB role 2 is established during RT1 (also referred to as "BB establishment" or "BB operation"), condition P2 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT1 to RT2.

[0105] RT2 is an RT state (also called "BB operation in progress") that is set from the next game when BB role 1 or BB role 2 is established, and during this RT2, a bonus game can be executed. In RT2, the replay role is not won, and it is set so that one of the winning J to Q condition devices is selected (no misses). During RT2, when more than a predetermined number (70 coins) of game medals are won and the bonus game ends (also called "BB operation end"), the condition P3 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT2 to non-RT.

[0106] (Game mode transition control) The transition control of the game mode by the game mode control means 116 is shown in FIG. 14. As shown in Fig. 13, in game mode 0, the satisfaction of condition Q1 triggers a transition from game mode 0 to game mode 1, the satisfaction of condition Q2 triggers a transition from game mode 0 to game mode 2, the satisfaction of condition Q3 triggers a transition from game mode 0 to game mode 3, and the satisfaction of condition Q4 triggers a transition from game mode 0 to game mode 6. The contents of each transition condition (conditions Q1 to Q15) are shown in simplified form in Fig. 13, but more detailed contents are described in the flow chart described later.

[0107] In game mode 1, the satisfaction of condition Q5 triggers a transition from game mode 1 to game mode 0, the satisfaction of condition Q6 triggers a transition from game mode 1 to game mode 6, the satisfaction of condition Q7 triggers a transition from game mode 1 to game mode 2, and the satisfaction of condition Q8 triggers a transition from game mode 1 to game mode 3. Here, the chance game number counter included in condition Q5 is a counter (taking values ​​from 0 to 30) that manages the number of games in game mode 1, and the value of the chance game number counter is set to 30 when the game mode is switched to 1, and thereafter, it is decremented by 1 for each game (see also FIG. 14). In addition, the Type 1 BB winning flag included in conditions Q6 to Q8 is a flag (taking the value of 0 or 1) that manages whether or not a BB has been won in the role drawing in the game, and Type 1 BB winning flag = 0 indicates that a BB has not been won in the game, and Type 1 BB winning flag = 1 indicates that a BB has been won in the game (see also Figure 14).

[0108] In game mode 2, satisfaction of condition Q9 triggers a transition to game mode 3. In game mode 3, satisfaction of condition Q11 triggers a transition to game mode 0, and satisfaction of condition Q12 triggers a transition to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking a value from 0 to 134) that manages the number of times (also called "bell count") that push navigation (winning navigation) can be executed during AT, and the winning navigation can be executed when the value of the bell count counter is 1 or more (see also FIG. 14).

[0109] Also, the seven numbers included in conditions Q11 and Q12 are numbers that manage the type of AT (red seven or gold seven), with seven number = 1 indicating red seven and seven number = 2 indicating gold seven (see also Fig. 14). The seven counter is a counter (taking a value from 0 to 26) that manages the number of red sevens in stock, the cumulative counter is a counter (taking a value from 0 to 2412) that manages the number of game medals acquired (the difference in number) in one favorable zone, and the reach flag is a flag (taking a value of 0 or 1) that adjusts the upper limit of the number of game medals acquired (the difference in number) (see also Fig. 14).

[0110] In game mode 6, the satisfaction of condition Q10 triggers a transition to game mode 1. In game mode 7, the satisfaction of condition Q10 triggers a transition to game mode 4. In game mode 4, the satisfaction of condition Q8 triggers a transition from game mode 4 to game mode 3, the satisfaction of condition Q13 triggers a transition from game mode 4 to game mode 0, and the satisfaction of condition Q14 triggers a transition from game mode 4 to game mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter (taking values ​​from 0 to 3) that manages the stay cycle during AT.

[0111] In addition, when condition Q7 is satisfied during game mode 4, a transition from game mode 4 to game mode 5 is triggered, and when condition Q9 is satisfied during game mode 5, a transition to game mode 3 is triggered.

[0112] Furthermore, when the player is in one of the game modes 1 to 7 (i.e., the advantageous zone), the game mode is shifted to 0 when the condition Q15 is satisfied. The advantageous zone clear counter included in the condition Q15 is a counter (taking a value of 0 to 1500) that manages the number of games that have been continuously played in the advantageous zone, is set to 1500 when the player moves from the normal zone to the advantageous zone, and is decremented by 1 each time a game is played in the advantageous zone (see also FIG. 14). The net gain counter is a counter (taking a value of 0 to 2412) that manages the number of coins won (the difference in number of coins) during the advantageous zone, is set to 0 when the player moves from the normal zone to the advantageous zone, and is updated according to the number of coins won thereafter (see also FIG. 14).

[0113] In this way, when transitioning from the normal zone to the advantageous zone, the value of the advantageous zone clear counter is set to "1500", and the value of the advantageous zone clear counter is decremented by 1 each time a game is played in the advantageous zone. When the value of the advantageous zone clear counter reaches "0", a forced transition to the normal zone occurs. Also, if a transition is made from the advantageous zone to the normal zone before the value of the advantageous zone clear counter reaches "0", the value of the advantageous zone clear counter is cleared (set to "0"), and when transitioning again from the normal zone to the advantageous zone, the value of the advantageous zone clear counter is reset to "1500".

[0114] In this embodiment, a net gain counter is also provided to count the number of game medals acquired (the difference in number of medals) during the advantageous zone. The net gain counter sets its counter value to "0" at the start of the advantageous zone (it may also be set to "0" at the end of the advantageous zone), and updates the counter value for each game thereafter according to the results of the game. When updating, if the difference in number of medals falls below 0, the counter value is corrected to "0", and if the difference in number of medals is a positive value, it is accumulated and updated as is (such correction may not be performed). When the accumulated difference in number of medals exceeds 2400, the advantageous zone ends and the normal zone is entered. The accumulation counter is functionally a counter that performs the same count as the net gain counter. When checking the number of game medals acquired (the difference in number of medals) during control processing, the value of the accumulation counter may be referenced or the value of the net gain counter may be checked depending on the processing contents.

[0115] Furthermore, a correction counter is also provided as a counter that performs counting related to the number of game medals acquired (difference in number) during the favorable zone. This correction counter is a counter (taking a value from 0 to 2101) that counts the number of game medals that can be acquired during one favorable zone (also called the "expected number of medals acquired" or "expected number of medals that can be acquired"), which is calculated by adding the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter to the value of the net increase counter (accumulation counter). When the value of the correction counter (expected number of medals acquired) exceeds a predetermined value (2100), this may be used as a trigger to end the favorable zone at a predetermined timing and transition to the normal zone.

[0116] By adopting such a configuration, it is possible to make it difficult for a player to know when the advantageous zone will end. For example, when the advantageous zone end time is determined only by the value of the advantageous zone clear counter or the value of the net gain counter, if these values ​​are displayed to the player, the player can easily know when the advantageous zone will end by checking them. However, when a correction counter is provided, the advantageous zone may end because the value of the correction counter reaches a predetermined value even though the values ​​of the advantageous zone clear counter and the net gain counter have not reached their upper limits. Therefore, it becomes difficult to know when the advantageous zone will end, which can improve the interest of the game. In addition, by setting the predetermined value (2100) of the correction counter to a value smaller than the upper limit value (2400) of the net gain counter, it is possible to reduce the possibility that the advantageous zone will end during the AT. For example, if the value of the correction counter (expected number of wins) exceeds the predetermined value (2100) during the AT, if the next AT can be executed after the AT ends, there is a high possibility that the net gain counter will exceed the upper limit value (2400) during the execution of the next AT, and the advantageous zone will end. If the advantageous period ends during AT, the player may become disappointed. However, if the advantageous period ends when the correction counter value (expected winning number) exceeds a predetermined value (2100), such a situation can be avoided.

[0117] (Lottery executed in each game mode) Next, various lotteries performed by the game mode control means 116 in the above-mentioned game modes 0 to 7 will be described with reference to Figs. 15 to 22. The advantageous zone shift lottery shown in Fig. 15(A) is a lottery for determining whether or not to shift to an advantageous zone, and selects either a win (1) or a loss (0) based on the condition device group A number (condition device group number will be described later). The number of wins corresponding to each condition device group A number is as shown in the figure.

[0118] The chance mode 1 drawing shown in FIG. 15(B) is a drawing to determine the chance mode number (a number that manages the likelihood of winning in the lottery during chance (game mode 1)), and selects one of the chance mode numbers 0 to 4 based on the condition device group H number. The winning number corresponding to each condition device group H number is as shown in the figure.

[0119] The chance mode 2 lottery-1 shown in Fig. 15(C) is a lottery to determine the chance mode number during BB operation in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group D number. The winning number corresponding to each condition device group D number is as shown in the figure.

[0120] The chance mode 2 lottery-2 shown in Fig. 15(D) is a lottery to determine the chance mode number during the chance (game mode 1) when BB is not in operation, and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group B number. The winning number corresponding to each condition device group B number is as shown in the figure.

[0121] The chance mode 3 drawing shown in FIG. 15(E) is a drawing to determine a new chance mode number at the end of a stay period during chance (game mode 1), and a new chance mode number is selected from among 0 to 4 (actually 0 or 4) based on the current chance mode number 1 to 3 (no drawing if 0). The winning set value number corresponding to each chance mode number is as shown in the figure. Note that chance mode number 4 indicates an AT win. The chance mode drawings in FIG. 15(B) to (E) are collectively referred to as AT drawings.

[0122] 16(A) is a drawing to determine the number of games to stay in the chance (game mode 1) when any one of chance mode numbers 1 to 3 is selected in the chance mode 1 drawing (also referred to as "chance mode winning"). Based on the selected chance mode number 1 to 3, one of the game numbers 0, 10, 20, or 30 is selected. The winning number corresponding to each chance mode number is as shown in the drawing.

[0123] The chance cycle lottery shown in Fig. 16(B) is a lottery that determines the number of cycles when the chance mode is won, and selects one of the cycle numbers 0 to 4 based on the chance mode numbers 1 to 3 selected in the chance mode 1 lottery. The winning number corresponding to each chance mode number is as shown in the figure.

[0124] The EX1 mode lottery shown in Fig. 16(C) is a lottery to determine the add-on mode number after winning the AT (the number that manages the stock add-on state during the AT), and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0125] The EX2 mode lottery shown in Fig. 16(D) is a lottery held while staying in game mode 2 or 5 in order to determine the additional mode number after winning the AT, just like the EX1 mode lottery, and selects one of the additional mode numbers 0 to 2 (actually 0 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0126] AT mode lottery-1 shown in Fig. 16(E) is a lottery held during the stay of game modes 0 to 2 to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during the AT) when the AT is won, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.

[0127] 16(F) is a lottery held during game modes 3 to 5 to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery 1, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.

[0128] AT mode lottery-3 shown in Fig. 16(G) is a lottery held after all reels have stopped (also called "after all stops") to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery-1 and -2, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The winning number corresponding to each condition device group J number is as shown in the figure.

[0129] The Seven 1 drawing shown in Figure 17 (A) is a drawing that is conducted during game mode 1 or 4 and after a full stop in order to determine the type of AT (red seven or gold seven), and selects one of the seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0130] The Seven 2 drawing shown in Figure 17 (B) is a drawing that is conducted during game mode 2 or 5 in order to determine the type of AT, just like the Seven 1 drawing, and selects one of the Seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0131] The AT mode rewrite lottery shown in Figure 17 (C) is a lottery to rewrite the AT mode number after the AT ends, and selects one of the AT mode numbers 0 to 5 based on the value of the advantageous zone clear counter (less than 300 or 300 or more). The winning number corresponding to each advantageous zone clear counter value is as shown in the figure.

[0132] The Seven Loop lottery shown in Figure 17(D) is a lottery to decide whether or not to continue the Red Seven, and selects either a win (1) or a loss (0) based on the loop number (the number that controls the continuation rate of the Red Seven). The number of winning combinations corresponding to each loop number is as shown in the figure.

[0133] The Gold Seven Loop lottery shown in Figure 17(E) is a lottery to decide whether to continue Gold Seven or not, and selects either a winning number (1) or a losing number (0). The winning numbers assigned to winning numbers (1) and losing numbers (0) are as shown in the figure.

[0134] The Gold Seven Loop Rewrite Lottery shown in FIG. 17(F) is a lottery for rewriting the continuation rate of Gold Seven, and is a lottery for either winning (1) or losing (0) based on the condition device group E number. The winning numbers corresponding to each condition device group E number are as shown in the figure.

[0135] The add-on mode lottery shown in Figure 17 (G) is a lottery to determine the add-on mode number during AT, and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2). The winning number assigned to each add-on mode number is as shown in the figure.

[0136] The bell count change lottery shown in Figure 18 (A) is a lottery for rewriting the number of bells, and selects either a win (1) or a loss (0) based on the value of the bell count counter. The number of wins corresponding to each bell count counter value is as shown in the figure.

[0137] The Seven Stock 1 drawing shown in Figure 18 (B) is a drawing to decide whether to add AT stocks or not, and selects either a win (1) or a loss (0) based on the condition device group C number. The winning number corresponding to each condition device group C number is as shown in the figure.

[0138] The Seven Stock 2 drawing shown in Figure 18(C) is the same as the Seven Stock 1 drawing, and is a drawing to decide whether to add AT stocks or not, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning number corresponding to each condition device group E number is as shown in the figure.

[0139] The performance lever wait lottery shown in Fig. 18(D) is a lottery to decide whether or not to perform a fake wait as a freeze, and selects either a win (1) or a loss (0) based on the condition device group J number. The number of wins corresponding to each condition device group J number is as shown in the figure.

[0140] 19(A) is a lottery that is held when the AT mode number is 1 or 2 in order to determine the number of stay cycles during the AT (the number of BB operations required to return from game mode 3 to game mode 3 via game modes 7 and 4) at the end of the AT, and selects one of the stay cycles from 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.

[0141] 19(B) is a lottery held when the AT mode number is 3 or 4, in order to determine the number of stay cycles during the AT, as with AT cycle lottery-1, at the end of the AT, and selects one of the stay cycles from 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.

[0142] The pull-back 1 lottery-1 shown in Figure 19 (C) is a lottery held when the AT mode number is 1 to 3 to determine whether or not the AT will be won again after the AT ends, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of wins corresponding to each condition device group C number is as shown in the figure.

[0143] The pullback 1 lottery-2 shown in Figure 19(D) is the same as the pullback 1 lottery-1, and is a lottery held when the AT mode number is 4 to determine whether or not the AT will be won again after the AT ends, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.

[0144] The pull-back 1 drawing-3 shown in Figure 20(A) is the same as the pull-back 1 drawing-1,2, A After T ends, to determine whether or not you will win the AT again, a lottery is held especially when the AT mode number is 5. Based on the condition device group C number, either a win (1) or a loss (0) is selected. The number of wins corresponding to each condition device group C number is as shown in the figure.

[0145] The pull-back 2 lottery shown in Figure 20 (B) is a lottery to determine whether or not you will win the AT again after the number of stay cycles during the AT becomes 0, and selects either a win (1) or a loss (0) based on the AT mode number. The number of winning positions corresponding to each AT mode number is as shown in the figure.

[0146] The AT cycle preferential game number lottery shown in Figure 20 (C) is a lottery to decide the number of games to be set in a specified preferential state after the AT ends (also called "preferential state game number"). Based on the AT mode number, one of the preferential state game numbers 0, 10, 20, or 30 is selected. The winning number corresponding to each AT mode number is as shown in the figure.

[0147] The seven table 1 drawing shown in Figure 21 (A) is a drawing to decide the seven table number (the number that manages the table that decides the continuation rate during red seven), and selects one of the seven table numbers 0 to 15 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.

[0148] The Seven Table 2 drawing shown in FIG. 21(B) is a drawing to determine the Seven Table number, just like the Seven Table 1 drawing, and selects one of the Seven Table numbers 0 to 15 based on the condition device group G number. The winning number corresponding to each condition device group G number is as shown in the figure.

[0149] The Bell Number 1 Draw-1 shown in Figure 22(A) is a first draw to determine the number of bells, especially when the game mode is 0 to 2, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number (a number that manages the ease of counting up). The winning number corresponding to each CU rank number is as shown in the figure.

[0150] The Bell Number 1 Drawing-2 shown in Fig. 22(B) is the same as the Bell Number 1 Drawing-1, and is a first drawing to determine the number of bells, especially when the game mode is 4 or 5, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.

[0151] The bell count 2 drawing shown in Figure 22 (C) is a drawing for the second or subsequent times to determine the number of bells, and selects one of the bell counts 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.

[0152] The Bell Number 3 drawing shown in Figure 22(D) is a drawing for the second or subsequent times to determine the number of bells, similar to the Bell Number 2 drawing, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20. The winning numbers assigned to each bell number are as shown in the figure.

[0153] (1-2) Each means constituting the game progress management means 130 Returning to FIG. 11, the received medal management means 131 is configured to control whether the actually accepted medals (which are medals that are guided to the acceptance passage and detected by the inserted medal sensor 28b, and are also referred to as "received medals") among the medals inserted from the medal insertion port 21 (also referred to as "inserted medals") are to be treated as medals to be directly bet or as medals to be credited. In this embodiment, when the number of bets has not reached the maximum allowable number of bets (the number of bets required to execute a game (the prescribed number "3")), In this case, the received game medals are directly bet as game medals, and in the case where the number of bets has reached the maximum bet allowable number and the number of credits has not reached the maximum credit allowable number (e.g., "50"), the received game medals are directly bet as game medals to be credited.

[0154] Furthermore, the accepted medal management means 131 is configured to perform automatic betting processing (processing to set a state in which the same number of game medals as the number of bets in the previous game are bet without reducing the number of game medals owned by the player) in a game set in the re-play operating state. Even in the re-play operating state, if the number of credits has not reached the maximum credit allowable number, the inserted game medals are accepted as game medals to be credited (it may be possible not to accept them). If the number of bets has reached the maximum bet allowable number and the number of credits has also reached the maximum credit allowable number, the inserted game medals are not accepted and are returned.

[0155] The role determination means 132 is configured to perform a role determination process (internal lottery) for selecting at least one role determination result from among a plurality of role determination results (condition devices) based on a preset role determination probability (lottery setting number) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination process is performed using a random number generated by the above-mentioned 16-bit random number means. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is taken in. Then, when performing the role determination process, the taken-in random number is read out, a predetermined software random number is added to the read out random number, and the condition device is selected using the random number after the addition. The condition device may be selected using the read out random number without adding the predetermined software random number.

[0156] The role determination process is performed by referring to a predetermined role determination table (not shown) that is set in advance. The role determination table is configured such that the lottery placement number data corresponding to each condition device is stored in a predetermined storage area (multiple addresses) in the ROM 62 according to the set value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the role that is allowed to be established in the game. Information on the selected condition device (winning role) is stored in a predetermined storage area of ​​the RAM 63, but if the information on the winning item stored in one game is information on the winning of a small role or a replay role, it is cleared (reset to "0") after the end of the game, regardless of whether or not these small roles and replay roles are established. On the other hand, information on the winning of a BB role is stored and not cleared until the BB role is established if the BB role is won but not established.

[0157] The performance group number determination means 133 is configured to perform processing to associate a performance group number with the condition device selected by the role determination processing. In this embodiment, as shown in FIG. 23, a performance group A group number (0 or 1) is associated with the bonus condition device, and a performance group B group number (0 to 29) is associated with the winning replay condition device. For example, as shown in FIG. 23(A), a performance group A group number 1 is commonly associated with a 1-type BB-A condition device and a 1-type BB-B condition device. Also, as shown in FIG. 23(B), a performance group B group number 13 is commonly associated with the winning-A1 to A12 condition devices, in which a difference in the push order can cause an advantage or disadvantage in the game (effect on the ball output) or cause a difference in the number of game medals paid out (the number of medals acquired), and a performance group B group number 14 is commonly associated with the winning-B1 to B12 condition devices.

[0158] In contrast, there are replay-A to L condition devices that correspond to the winning of replay roles in which the difference in the push order does not affect the advantage or disadvantage in the game (no effect on the ball output), and there are devices that do not cause a difference in the number of game medals paid out (the number of medals won) depending on the push order, or the number of game medals that can be won is small. For the winning re-play condition devices corresponding to the winning of a small combination (winning combination) of a small number (for example, a specified number of bets or less), a different performance group B number is associated with each condition device.

[0159] Returning to FIG. 11, the reel control means 134 is configured to, when the start lever 25 is operated (the operation of the start lever 25 is validly accepted), start rotating the reels 3a to 3c after confirming that the minimum game time has elapsed, and, when all the reels that have started to rotate have reached a constant speed rotation state, stop rotating the corresponding reels 3a to 3c in sequence when the stop switches 26a, 26b, 26c are operated in sequence (the operations of each of the stop switches 26a to 26c are validly accepted).

[0160] The spinning stop control of each of the reels 3a to 3c is performed according to the operation mode (push order, operation timing, etc.) of the stop switches 26a to 26c based on each stop table (not shown) that is set according to the role determination result selected by the role determination process. Each of the reels 3a to 3c is controlled so that each of the reels 3a to 3c stops within a predetermined allowable stop time (e.g., 190 milliseconds) from the timing when the stop switches 26a, 26b, 26c are operated (within the range of the maximum number of slipping frames, 5 frames, in this embodiment).

[0161] That is, when a predetermined game role is selected as a role that is allowed to be established as a result of the role determination process, the reels 3a to 3c are controlled to stop so that the symbols corresponding to the selected game role are stopped and displayed on the pay line 29 as much as possible within the range of the stop allowable time, and in the case of a miss, the symbols corresponding to none of the game roles are stopped and displayed on the pay line 29. Note that, in cases where a replay role or a small role is won while a special role is being carried over, or where a special role and a replay role or a small role are both won, reel spin stop control may be performed with a priority given to the replay role, which is set in the order of replay role, special role, and small role (the priority of a small role may be higher than that of a special role).

[0162] The stopped display pattern determination means 135 is configured to determine which pattern is displayed as stopped by the reels 3a to 3c based on the timing at which the stop switches 26a to 26c are operated, and to determine whether a gaming role is established based on the combination of patterns determined to be displayed as stopped on the pay line 29 (which may be different from the combination of patterns actually displayed as stopped).

[0163] The payout medal management means 136 is configured to pay out game medals in a number corresponding to the established minor winning combination when the number of credits has not reached the maximum credit allowable number by a stored addition payout that adds the number of credits, or in a case where the number of credits has reached the maximum credit allowable number by an actual payout that drives the hopper 50 via the hopper drive circuit 52. Also, when a settlement operation (a pressing operation of the settlement switch 24) is validly accepted, the payout medal management means 136 drives the hopper 50 to pay out the number of game medals that have been bet or the number of game medals that have been credited.

[0164] The blocker control means 137 is configured to output a blocker signal for controlling the above-mentioned blocker 48, and switch the blocker 48 between an ON state (a state in which game medals can be accepted) and an OFF state (a state in which game medals cannot be accepted). When the blocker 48 is in the OFF state, game medals inserted into the medal insertion port 21 are guided to a return passage and returned. However, the insertion of game medals is detected by the inserted medal sensor 28a.

[0165] The indicator lamp control means 138 controls the various indicator lamps described above (MAX-BET indicator lamp 46a, BET lamp 46b, insert possible indicator lamp 46c, game start indicator lamp 46d, The replay indicator lamp 46e, the status indicator lamp 46f, the number of times indicator lamp 46g, the CRE lamp 46h, and the payout number indicator lamp 46j) are controlled to be turned on or off through the indicator lamp control circuit 47. When the payout number indicator lamp 46j is made to function as a main side push order annunciator, the push order management means 139 controls the payout number indicator lamp 46j.

[0166] The push order management means 139 is configured to select an instruction number (any of 0 to 6) corresponding to the push order to be notified, depending on the role determination result (condition device) selected by the role determination process. Instruction number 0 is selected when the push order is not to be notified, and instruction numbers 1 to 6 are selected when it is desired to notify the push order. In this embodiment, instruction number 1 corresponds to the push orders of "left center right", instruction number 2 to "left left center", instruction number 3 to "center left right", instruction number 4 to "center right left", instruction number 5 to "right left center", and instruction number 6 to "right center left".

[0167] The push sequence management means 139 is also configured to make the payout number display lamp 46j function as a main side push sequence annunciator and perform push navigation (main side push navigation) by announcing the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-segment") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-segment, and the numerical value of the instruction number (for example, "2" for instruction number 2) is displayed on the right 7-segment. The "=" displayed on the left 7-segment is for distinguishing it from when the payout number display lamp 46j displays the payout number. When navigation number 0 is selected, no display is made by the payout amount display lamp 46j, but in another embodiment, "=" may be displayed on the left 7-segment display and "0" may be displayed on the right 7-segment display, or "0" may be displayed on both the left and right 7-segment displays, or "0" may be displayed on only one of the left or right 7-segment displays.

[0168] The condition device group number determination means 140 is configured to determine the condition device group number used to select the winning value in various lotteries according to the performance group A group number and the performance group B group number determined by the performance group number determination means 133. Specifically, the condition device group numbers are divided into 10 types from the condition device group A number to the condition device group J number, and each combination of the performance group A group number and the performance group B group number is previously associated with each number value from the condition device group A number to the condition device group J number. The specific association is as shown in FIG. 24. For example, for the combination of the performance group A group number 1 and the performance group B group number 0, the condition device group A number 1, the condition device group B number 2, the condition device group C number 2, the condition device group D number 0, the condition device group E number 0, the condition device group F number 1, the condition device group G number 0, the condition device group H number 1, the condition device group I number 0, and the condition device group J number 1 are associated with each other. In addition, the notes column in the table in Figure 24 lists abbreviations that indicate the contents of each combination of performance group A group number and performance group B group number.

[0169] (Detailed explanation of the role determination process) The role determination process executed by the role determination means 132 is a series of processes in which a role is drawn once per game based on a predetermined probability (role determination probability), and a symbol combination that can be stopped and displayed on a valid line is determined based on the winning number determined by the role drawing. In more detail, a role is first drawn based on the role determination probability, and one winning number is determined from a plurality of winning numbers (including losing numbers) by this role drawing. Each winning number is linked in advance to a bonus condition device number or a winning replay condition device number, and when one winning number is determined, the bonus condition device number or winning replay condition device number linked to that winning number is stored in a specified memory area of ​​the RAM. Here, the bonus condition device number and the winning replay condition device number are stored in different memory areas. This This allows the symbol combinations associated with the condition devices of the various condition device numbers stored in the RAM to be aligned on an active line.

[0170] In the above example, either the bonus condition device number or the winning re-play condition device number was linked to one winning number, but both the bonus condition device number and the winning re-play condition device number may be linked to one winning number.

[0171] The above-mentioned winning probability can be set arbitrarily. In addition, the winning probability can be configured to be changeable according to the above-mentioned setting value set by a game store clerk or the like. In this embodiment, the setting value is configured in six stages from setting 1 to 6, and there are winning numbers with different winning probability depending on the setting value, and winning numbers with constant winning probability even if the setting value is changed. Hereinafter, setting the winning probability to change depending on the setting value is referred to as "setting difference". It is possible to arbitrarily determine whether or not to set a setting difference for each winning number. As an example, there is a case where a setting difference is not set for a winning number linked to a condition device number of a condition device that is a lottery trigger for a lottery that affects the payout rate (the ratio of the number of payouts to the number of game medals used for playing) in the slot machine 1, and a setting difference may or may not be set for a winning number linked to a condition device number of a condition device that is not a lottery trigger.

[0172] FIG. 25 shows the winning numbers (total number of places 65536) assigned to each winning number as an example of the winning probability in the slot machine 1. FIG. 25 does not show the winning numbers, but shows the condition devices of the condition device numbers linked to each winning number. In this example, the winning numbers in each RT state of non-RT, RT1, and RT2 are shown for three setting values ​​of setting 1, setting 3, and setting 6. According to this example, the probability of selecting a winning number linked to a type 1 BB-A condition device number or a winning number linked to a type 1 BB-B condition device number during non-RT is set to about 7 / 100, which is relatively high. In addition, the probability of selecting any of the winning numbers corresponding to the winning-A1 to A12 condition device numbers during non-RT or RT1 is set to about 7 / 10, which is quite high.

[0173] The table in Fig. 26(A) shows the type of bonus condition device, the bonus condition device number given to that bonus condition device, and the symbol combinations (indicated as "winning combinations" in Fig. 26(A)) associated with each condition device, while the tables in Fig. 26(B) and Figs. 27 to 31 show the type of winning replay condition device, the winning replay condition device number given to that winning replay condition device, and the symbol combinations (indicated as "winning combinations" in Fig. 26(B) and Figs. 27 to 31) associated with each condition device, etc. The contents of some condition devices will be specifically explained below.

[0174] In the bonus condition device shown in FIG. 26(A), the bonus condition device number 1 is assigned to the 1 type BB-A condition device, and the bonus condition device number 2 is assigned to the 1 type BB-B condition device. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The 1 type BB-A condition device is associated with the symbol combination of BB role 1, and this symbol combination can be stopped and displayed during non-RT, which will be described later. In addition, if the symbol combination of BB role 1 cannot be aligned to an active line, it moves to RT1, which will be described later, and the state in which the symbol combination can be aligned is carried over. On the other hand, in RT2, the symbol combination of BB role 1 is not aligned to an active line, and therefore, the state is not carried over (in FIG. 26(A), "-" in the "RT2 (BB operation)" column indicates that the symbol combination is not aligned and the state in which it can be aligned is not carried over). The BB-B condition device is associated with the BB combination of 2 symbols, and this symbol combination can be displayed during non-RT. Also, if the BB2 symbol combination cannot be aligned on a winning line, the game moves to RT1, and the state where the symbol combination can be aligned is carried over. Also, in RT2, the BB2 symbol combination cannot be aligned on a winning line, so the state is not carried over.

[0175] The replay-A to L condition devices shown in FIG. 26(B) are assigned winning replay condition device numbers from 1 to 12. These condition devices are condition devices to which replay symbol combinations are associated, and are configured so that the replay symbol combinations can be aligned during non-RT and RT1, but not during RT2. In addition, if any of the winning replay device numbers 1 to 12 in FIG. 26(B) is linked to the winning number determined by the role drawing, the symbol combination shown in the "winning role" column corresponding to the condition device of that number can be aligned on an active line. For example, if the winning number 1 is determined by the role drawing, the replay-A condition device of the winning replay condition device number 1 can be aligned with any one of the symbol combinations of replay roles 1 to 4 associated with it. Also, when the winning number 12 is determined by the lottery, it becomes possible to match any one of the symbol combinations of the replay roles 2 to 5 associated with the replay-L condition device of the winning replay condition device number 12. The number 0 shown in FIG. 26(B) indicates that a winning number has been determined that makes it impossible to match any winning or replay symbol combination, that is, a loss. In this embodiment, a loss state can only occur during non-RT, but it may also occur during RT1 or RT2.

[0176] The winning-A1 to A12 condition devices shown in Fig. 26(B), Fig. 27, and Fig. 28 are assigned winning replay condition device numbers from 13 to 24. These condition devices are condition devices to which symbol combinations of small winning combinations are associated. Also, during non-RT and RT1, the condition devices may be in a state where symbol combinations corresponding to the winning-A1 to A12 condition devices can be aligned, but during RT2, the condition devices are configured so that such a state does not occur. The winning-B1 to B12 condition devices shown in Fig. 28 to Fig. 30 are assigned winning replay condition device numbers from 25 to 36. These condition devices are condition devices to which symbol combinations of small winning combinations are associated, and during non-RT and RT1, the condition devices may be in a state where symbol combinations corresponding to the winning-B1 to B12 condition devices can be aligned, but during RT2, the condition devices are configured so that such a state does not occur. The winning-C to E condition devices shown in Fig. 31 are assigned winning replay condition device numbers from 37 to 39. These condition devices are condition devices to which symbol combinations of minor prizes are associated, and during non-RT and RT1, it may be possible to line up symbol combinations corresponding to the winning-C to E condition devices, but during RT2, such a state is not possible.

[0177] (Detailed explanation of reel control according to the results of the hand drawing) Next, a description will be given of reel control executed by the reel control means 134 when a state in which a symbol combination corresponding to each of the above-mentioned condition devices can be achieved will be given. (a) Reel control for Type 1 BB In a non-RT in which the symbol combination corresponding to the 1st type BB-A condition device shown in FIG. 26(A) can be arranged, or in an RT1 in which the state in which the symbol combination corresponding to the 1st type BB-A condition device can be arranged is carried over, if the player can pull in the corresponding symbol "blue bar, blue bar, red seven" of the BB role 1 onto the effective line 29 by the pushing position, the BB role 1 is established. Similarly, in a non-RT in which the symbol combination corresponding to the 1st type BB-B condition device can be arranged, or in an RT1 in which the state in which the symbol combination corresponding to the 1st type BB-B condition device can be arranged is carried over, if the player can pull in the corresponding symbol "black bar, black bar, red seven" of the BB role 2 onto the effective line 29 by the pushing position, the BB role 2 is established.

[0178] (b) Reel control for replay When the symbol combination corresponding to the replay-A to D condition devices shown in FIG. 26(B) is aligned, reel control is performed so that replay role 4 (middle RP) is always established regardless of the push order or push position, even during non-RT or RT1. Also, when the symbol combination corresponding to the replay-E to G condition devices is aligned during non-RT or RT, reel control is performed so that replay role 1 or 3 is established. Also, when the symbol combination corresponding to the replay-H to J condition devices is aligned during non-RT, replay role 2 (right-up RP) is always established regardless of the push order or push position, whereas when the symbol combination is aligned during RT1, reel control is performed so that replay role 4 (middle RP) is always established regardless of the push order or push position. Furthermore, if the symbol combination corresponding to the replay-K,L condition device is in a state where it can be aligned during non-RT, replay role 5 (upper row watermelon RP) will always be achieved regardless of the push order or push position, whereas if it is in a state where it can be aligned during RT1, the reels are controlled so that replay role 4 (middle row RP) will always be achieved regardless of the push order or push position.

[0179] In addition, when the losing winning number is determined during RT1, if the pressing order is a predetermined pressing order such as reverse pressing (the pressing order in which the stop switch 26c is operated first), when the losing winning number is determined, the symbol combination of "Red Seven, Red Seven, Red Seven" (also called "Red 7 matching symbol") may be displayed in the display window W (for example, on the pay line 29) depending on the pressing position. This Red 7 matching symbol is the same as the corresponding symbol of the small win 40 (Red 7 matching small win), but the small win 40 is only formed during RT2 (see FIG. 10). Therefore, the Red 7 matching symbol stopped and displayed during RT1 is always a losing symbol.

[0180] (c) Reel control regarding winning When the symbol combinations corresponding to the winning-A1 to A12 condition devices shown in Figures 26(B), 27, and 28 are aligned during non-RT, a predetermined 1-coin role is always achieved regardless of the push order or push position, and when they are aligned during RT1, reel control is performed so that the roles that are achieved differ depending on the push order or push position. For example, the winning-A11 condition device shown in Figure 28 is a condition device corresponding to the symbol combinations of small roles 6, 10, 15, 16, 21, and 34, and when these symbol combinations are aligned during non-RT, reel control is performed so that the small role 6, which is a 1-coin role, is always achieved regardless of the push order or push position.

[0181] On the other hand, when the symbol combination corresponding to the winning-A11 condition device is arranged during RT1, when the push order is "middle, right, left", the small prize 6, which is a 15-coin prize, is established with a probability of 1 / 1, when the push order is "right, middle, left", the small prize 34, which is a 15-coin prize, is established with a probability of 1 / 1, and when the push order is other push orders ("left, middle, right", "left, right, middle", "middle, left, right", "middle, right, left"), any of the small prizes 10, 15, and 16, which are 1-coin prizes, is established with a probability of 1 / 8. Note that "left", "middle", and "right" refer to the stop switches 26a, 26b, and 26c, and the order of these indicates the order of their operation. For example, "middle, right, left" represents the push order in which the stop switches are operated in the order of 26b → 26c → 26a. In Figures 27 to 30, each push order is indicated by the order of numbers "1", "2", and "3". The numbers "123", "132", "213", "231", "312", and "321" in the diagram correspond to the pressing orders of "left center right", "left left center", "center left right", "center right left", "center right left", and "right center left", respectively.

[0182] During RT1, the state where the symbol combination corresponding to the bonus condition device can be aligned is carried over, so depending on the push order and push position, BB role 1 or BB role 2 may be formed. For example, if the symbol combination corresponding to the prize-winning-A11 condition device can be aligned during RT1 where the state where the symbol combination corresponding to the 1st type BB-B condition device (i.e. the symbol combination of BB role 2) can be aligned, if the push order is "middle right left" or "right middle left", then In each case, small win 6 and small win 34 are always achieved, so BB win 2 cannot be achieved. On the other hand, in the case of other push orders ("left center right", "left right center", "center left left", "center right left"), if the corresponding symbols of small win 10, 15, and 16 can be drawn depending on the push position, BB win 2 is not achieved, but if these corresponding symbols cannot be drawn and, conversely, the corresponding symbols of BB win 2, "black bar / black bar / red seven", can be drawn, reel control is performed so that BB win 2 is achieved.

[0183] Specifically, the case where the push order is "left, center, right" will be taken as an example. First, the case where the push position on the first left reel is within the range where the symbol "red seven" can be drawn will be described. In this case, reel control is performed on the left reel to draw the symbol "red seven", so at that stage, there remains the possibility of either small win 16 or small win 21 being achieved. Next, if the push position on the second center reel is within the range where the symbol "blue bar" can be drawn, reel control is performed on the center reel to draw the symbol "blue bar", so at that stage, there remains the possibility of small win 16 being achieved, and finally, if the push position on the third right reel is within the range where the symbol "blue bar" can be drawn, reel control is performed on the right reel to draw the symbol "blue bar", so finally, small win 16 (corresponding symbol "red seven, blue bar, blue bar") is achieved. On the other hand, if the push position on the second middle reel is within the range where the "red seven" symbol can be drawn in, reel control will be performed on the middle reel to draw in the "red seven" symbol, and a miss (no winning combination will be achieved) will be confirmed at that stage (there remains a possibility that the "red seven-red seven-red seven" symbol combination will ultimately be displayed), and finally, if the push position on the third right reel is within the range where the "red seven" symbol can be drawn in, reel control will be performed on the right reel to draw in the "red seven" symbol, and the "red seven-red seven-red seven" symbol combination will ultimately be displayed.

[0184] Next, a case where the first left reel is pushed within a range where the symbol "black bar" can be drawn in will be explained. In this case, reel control is performed on the left reel to draw in the symbol "black bar", so at that stage, there remains the possibility of either BB role 2, small role 10, or small role 15 being formed. Next, if the second center reel is pushed within a range where the symbol "black bar" can be drawn in, reel control is performed on the center reel to draw in the symbol "black bar", so at that stage, there remains the possibility of BB role 2 being formed, and finally, if the third right reel is pushed within a range where the symbol "red seven" can be drawn in, reel control is performed on the right reel to draw in the symbol "red seven", so finally, BB role 2 (corresponding symbol "black bar, black bar, red seven") is formed. On the other hand, if the push position on the second middle reel is within the range where the "gold seven" symbol can be pulled in, reel control will be performed on the middle reel to pull in the "gold seven" symbol, so at that stage there is still a possibility of a minor win of 10 being achieved, and finally, if the push position on the third right reel is within the range where the "gold seven" symbol can be pulled in, reel control will be performed on the right reel to pull in the "gold seven" symbol, so ultimately a minor win of 10 (corresponding symbols: black bar + gold seven + gold seven) will be achieved.

[0185] The reel control is performed so that the winning combinations of the winning-B1 to B12 condition devices shown in Figs. 28 to 30 are different depending on the push order and the push position, whether they are aligned during non-RT or RT1. For example, the winning-B7 condition device shown in Fig. 29 is a condition device to which the symbol combinations of small roles 4, 5, 8, 13, 18, 23, and 30 are associated, and when these symbol combinations are aligned during non-RT, the reel control is performed so that when the push order is "middle first", the small role 30, which is a 15-piece role, is established with a probability of 1 / 1, and when the push order is "left first" or "right first", the small role 5, which is a 1-piece role, is established with a probability of 1 / 1. Note that "left first" represents the push order in which the stop switch 26a is operated first, "middle first" represents the push order in which the stop switch 26b is operated first, and "right first" represents the push order in which the stop switch 26c is operated first. In Figures 28 to 31, the push orders for "left first", "center first", and "right first" are "1·-·-", "-·2·-", and " It is displayed as "-·-·3".

[0186] On the other hand, when the symbol combination corresponding to the winning-B7 condition device is aligned during RT1, when the push order is "middle left right", the small role 4 or small role 5, which is a 1-piece role, is established with a probability of 1 / 1, when the push order is "right left middle", the small role 30, which is a 15-piece role, is established with a probability of 1 / 1, and when the push order is other push orders ("left middle right", "left left middle", "middle right left", "right middle left"), any of the small roles 8, 13, 18, and 23, which are 1-piece roles, is established with a probability of 1 / 8. Also, during RT1 in which the state in which the symbol combination corresponding to the 1st type BB-A condition device (i.e., the symbol combination of BB role 1) can be aligned is carried over, when the push order is "middle left left" or "right left middle", the small roles 4, 5, and small role 30 are always established, so the BB role 1 is never established. On the other hand, when pressing in any other order ("left-center-right", "left-right-center", "center-right-left", "right-center-left"), if the pressing position allows the corresponding symbols of minor symbols 8, 13, 18, and 23 to be drawn in, BB role 1 is not established. However, if these corresponding symbols cannot be drawn in, and conversely, if the corresponding symbols of BB role 1, "blue bar / blue bar / red seven", can be drawn in, the reel control is performed so that BB role 1 is established.

[0187] The symbol combination of the winning-C to E condition device shown in Figure 31 is designed to always result in a small win 36, which is a 15-coin win, regardless of the order or position of the buttons pressed, whether the combination is matched during non-RT or RT1.

[0188] The winning-F to Q condition devices shown in FIG. 31 are configured such that the associated symbol combinations are not aligned during non-RT or RT1, but are selected during RT2. Among these, the winning-F, G, L, and M condition devices perform reel control such that when the associated symbol combinations are aligned during RT2, the watermelon small role (small role 24 to 37), which is a 15-coin role, is always established, regardless of the push order or push position. When the symbol combinations associated with the winning-I, J, K, O, P, and Q condition devices are aligned during RT2, reel control is performed such that a 1-coin role (small role 1 to 23, 40 to 44) is established depending on the push position. When the symbol combinations associated with the winning-H condition devices are aligned during RT2, reel control is performed such that a 3-coin role (small role 38, 39) is established depending on the push position. When the symbol combination associated with the winning-N condition device is in a state where it can be aligned during RT2, if the pressing order is "left first" or "center first", a 1-coin role will be achieved depending on the pressing position, and if the pressing order is "right first", a 7-match 1-coin role (small role 40) will be achieved depending on the pressing position.

[0189] (1-3) Each Means Constituting the Main Communication Control Means 150 The control command transmission means 151 is configured to transmit control commands including various information related to the game at a predetermined timing. For example, the control commands transmitted before the start lever 25 is operated include a control command including information indicating which game mode is set (also referred to as a "game mode command"), a control command including information indicating which RT state is set (also referred to as an "RT command"), and a control command including information indicating the operation state of replay (also referred to as an "operation state command"). In addition, the control commands transmitted in response to the operation of the start lever 25 include, for example, a control command including information on the instruction number (also referred to as an "instruction number command"), and a control command including information on the performance group number (performance group A number and performance group B number) (also referred to as a "performance group number command"). In addition, control commands including information on set values, control commands including information on the values ​​of various counters such as a bell count counter, control commands including information instructing the content of the performance to be executed by the sub-control means, and control commands including information to be transmitted in a bonus game described below are transmitted before the start lever 25 is operated, when the start lever 25 is operated, or at some other time. You may do so.

[0190] In this way, when the operation of the start lever 25 is validly accepted, various control commands (collectively referred to as "lever operation acceptance commands") equivalent to the instruction number command and the performance group number command in the slot machine 1 are transmitted from the control command transmission means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. By receiving this lever operation acceptance command, the sub-control means 200 can identify that the operation of the start lever 25 has been validly accepted (that the start lever 25 has been operated validly).

[0191] In addition, the control command transmission means 151, when the minimum play time has elapsed, transmits a control command (also referred to as a "all reels start rotation command") including information indicating that all reels will start rotating before all reels start rotating. Furthermore, when the first stop operation (operation of the stop switch to stop the reels for the first time) is accepted, a control command (also referred to as a "first stop acceptance command") including information indicating that the first stop operation has been accepted is transmitted, and when the first reel stop (stop of the reels corresponding to the first stop operation) is accepted, a control command (also referred to as a "first stop command") including information on the first reel stop is transmitted. Similarly, when the second stop operation (operation of the stop switch to stop the reels next) is accepted, a control command (also referred to as a "second stop acceptance command") including information indicating that the second stop operation has been accepted is transmitted, and when the second reel stop (stop of the reels corresponding to the second stop operation) is accepted, a control command (also referred to as a "second stop command") including information on the second reel stop is transmitted. Similarly, when the third stop operation (finally the operation of the stop switch to stop the reels) is accepted, a control command (also referred to as the "third stop acceptance command") is sent, including information indicating that the third stop operation has been accepted, and when the third drum stop (stopping of the reels corresponding to the third stop operation) is accepted, a control command (also referred to as the "third stop command") is sent, including information about the third drum stop.

[0192] In this way, each time each stop switch validly accepts a stop operation and switches from an OFF state to an ON state, a control command (first, second, and third stop acceptance commands) including information indicating that the stop operation has been accepted is transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described below. By receiving these stop acceptance commands, the sub-control means 200 can identify that each stop switch has validly accepted the stop operation (first, second, and third stop operation).

[0193] Moreover, after each stop switch validly accepts a stop operation, when the stop operation is released and each stop switch switches from an on state to an off state, the control command transmission means 151 transmits a control command (stop operation release command) including information indicating that the accepted stop operation has been released. Specifically, a control command including information indicating that the first stop operation has been released (referred to as the "first stop operation release command"), a control command including information indicating that the second stop operation has been released (referred to as the "second stop operation release command"), and a control command including information indicating that the third stop operation has been released (referred to as the "third stop operation release command") are transmitted. By receiving these stop operation release commands, the sub-control means 200 can identify that the stop operation that each stop switch validly accepted has been released (the player's hand has been removed from the stop switch). Note that the first and second stop operation release commands may not be transmitted, and only the third stop operation release command may be transmitted.

[0194] Furthermore, the control command transmission means 151 transmits information on all reels stopping before determining the stopped symbols. After determining the stopped symbols, it transmits a control command (also referred to as an "all stop command") including information on the number of game medals to be paid out (also referred to as a "payout number command"). In addition, at a predetermined timing after all the reels have stopped, it transmits a control command (also referred to as a "role determination result command") including information on the winning determination result. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is only possible in one direction, from the former to the latter.

[0195] The outer end signal transmitting means 152 is configured to transmit an outer end signal to an external device such as a data counter or a hall computer when a predetermined game state is reached. In this embodiment, when the game mode 3 in the advantageous zone is in a state where the symbol combination associated with the winning-A1 to A12 condition device or the winning-B1 to B12 condition device is aligned, and a situation occurs in which 15 game medals are paid out twice (consecutively), the outer end signal is output. Such a situation can occur even when the game is in the BB or not in the BB (not in the BB). If the outer end signal is output only when such a situation occurs in the BB, it is possible to determine that the game is in the BB by the output of the outer end signal. In contrast, in this embodiment, when the above-mentioned situation occurs, whether the game is in the BB or not in the BB, the outer end signal is output. Therefore, even if the outer end signal is output, it is difficult to reliably determine whether the game is in the BB or not. However, the possibility of 15 game medals being paid out when not inside the BB is much lower than when inside the BB. Therefore, when an outer end signal is output, the possibility that it was output when inside the BB increases. Therefore, even if a player checks the number of times that the outer end signal has been output using an external device, etc., and judges that number as the number of times that the player has transitioned to inside the BB, that judgment will not deviate greatly from the actual situation (it is possible to ensure reliability when the outer end signal is taken as a signal indicating that the player is inside the BB).

[0196] (2) Functional block of the sub-control means 200 The sub-control means 200 is composed of a sub-main control means (also referred to as the "first sub-control means") 200A that mainly manages (instructs) the lamp performances, image performances, and audio performances, and a sub-sub control means (also referred to as the "second sub-control means") 200B that mainly controls (executes) the image performances and audio performances.

[0197] (2-1) Each Means Constituting the Sub-Main Control Means 200A The sub-main control means 200A is roughly divided into a performance management means 210 and a sub-main communication control means 230. The performance management means 210 is provided with a game performance management means 211, an announcement performance management means 212, and a lamp performance control means 213, and the sub-main communication control means 230 is provided with a control command receiving means 231, a performance command transmitting means 232, and a status command receiving means 233. Each of the above-mentioned means in the sub-main control means 200A is a functional representation of a configuration made up of hardware such as the sub-main CPU 71, ROM 72, RAM 73, and electronic circuits arranged on the sub-main control board 70A shown in FIG. 2, and software such as a control program stored in the ROM 72.

[0198] (Means constituting the performance management means 210) The game effect management means 211 is configured to manage the execution timing of effects using images and sounds (also called "game effects") executed by the sub-sub control means 200B, mainly for the purpose of improving the interest and playability of the game, based on control commands from the main control means 100. Game effects include, for example, continuous effects, single effects, assist effects, etc.

[0199] A continuous performance is a performance that continues over a plurality of game periods. The continuous performance mainly uses the image display device 11 to display images that form a continuous story over a plurality of game periods, or Examples of such effects include those that display a performance image that symbolizes that the player is currently in the game mode (for example, game mode 5). When performing continuous performances or a single performance described below, performances using the performance lamps 12, 13a, 13b, 14a, 14b or the decorative lamps 32a, 32b may be performed, or performances using the speakers 15a, 15b, 44a, 44b may be combined.

[0200] A one-shot effect is an effect that is executed one-shot when a specific situation occurs during the progress of a game. For example, an effect in which an image that suggests the probability of winning a game role is displayed by the image display device 11 when each reel spins can be mentioned. Another example of a one-shot effect is an effect in which, when the main control means 100 adds the number of AT games (the number of bells), the value of the added number of AT games (for example, characters such as "+10") is displayed on the display screen 11a of the image display device 11.

[0201] The assist performance is a performance to assist the player, and in this embodiment, the push navigation performance is mainly performed according to the information of the navigation number transmitted by the navigation number command from the main control means 100. This push navigation performance (sub-side push navigation) is a one-off performance that uses the image display device 11 as a sub-side push order display device to display the push order (correct push order) according to the navigation number on the display screen 11a for the player. In this embodiment, the RP navigation performance (sub-side RP navigation) corresponding to the above-mentioned RP navigation, the prize navigation performance (sub-side prize navigation) corresponding to the prize navigation, and the eye push navigation performance (sub-side eye push navigation) corresponding to the eye push navigation are executed.

[0202] Specific examples of push navigation effects (RP navigation effects, winning navigation effects) that notify the push order include a mode in which numbers indicating the corresponding push order are displayed (for example, in the case of a "left first" push order, "1" is displayed at the bottom left of the display screen 11a, and in the case of a "center left and right" push order, the numbers indicating the push order are arranged in the order of "2", "1", and "3" from the left at the bottom of the display screen 11a). When displaying the first to third push orders, the display of the first push order may be erased when the player operates the first stop switch according to the displayed first push order, the display of the second push order may be erased when the player operates the second stop switch according to the displayed second push order, and the display of the third push order may be erased when the player operates the third stop switch according to the displayed third push order.

[0203] In addition, if the player operates the stop switch in a different order from the displayed push order, the push navigation effect may be immediately terminated. Furthermore, when the push order is displayed, the voices "middle", "left" and "right" may be output from the speakers 15a, 15b, etc. in association with the next operation to be performed. Furthermore, the effect lamp 13a may be associated with "left", the effect lamp 12 with "middle", and the effect lamp 13b with "right", and may be made to light up or blink in association with the next operation to be performed. Also, a display for performing sub-side push navigation may be provided. For example, a display consisting of three 7-segment lamps arranged horizontally may be provided under the display window W, and in the case of the push order of "right-center-left", the numbers "3", "2", and "1" may be displayed on the left, center, and right 7-segment lamps, respectively.

[0204] The notification effect management means 212 is configured to manage the timing of image and audio effects (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B based on control commands from the main control means 100, for the purpose of mainly notifying the player of information related to the game. Notification effects include, for example, an error notification effect that notifies the player of the occurrence of an error with text information such as "Error Occurred" and an effect that notifies the player of the fact that an image is being prepared when the power is restored after a power outage with text information such as "Image Preparing". In addition, in order to prevent the player from becoming overly absorbed in the game (addiction), An example of a notification effect is a display of an image including text information for the purpose of warning the driver (also called a "warning image").

[0205] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, and 14b, the decorative lamps 32a and 32b, and the back lamps 38a to 38d. It is also configured to perform suggestive effects, which will be described later.

[0206] (Means constituting the sub-main communication control means 230) The control command receiving means 231 is configured to receive a control command from the main control means 100, and store it in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received control command).

[0207] The performance command sending means 232 is configured to send a performance command including various information related to performance (for example, a performance command including image information) to the sub-sub control means 200B based on a control command from the main control means 100.

[0208] The status command receiving means 233 is configured to receive a status command (e.g., a status command including information that a reception error has occurred for a performance command) from the sub-sub control means 200B and store it in a predetermined memory area such as RAM 73 (e.g., a command buffer for the received status command).

[0209] (2-2) Each Means Constituting the Sub-Sub Control Means 200B In contrast to the sub-main control means 200A configured as above, the sub-sub control means 200B is roughly divided into a performance execution control means 250 and a sub-sub communication control means 270. The performance execution control means 250 is provided with a game performance execution control means 251 and an announcement performance execution control means 252, and the sub-sub communication control means 270 is provided with a performance command receiving means 271 and a status command sending means 272. Note that each of the above-mentioned means in the sub-sub control means 200B is a functional representation of what is configured by hardware such as the sub-sub CPU 75, ROM 76, RAM 77, and electronic circuits arranged on the sub-sub control board 70B shown in FIG. 2, and software such as a control program stored in the ROM 76.

[0210] (Means constituting the performance execution control means 250) The game presentation execution control means 251 is configured to control the image display device 11, the speakers 15a, 15b, etc., based on presentation commands from the sub-main control means 200A, and execute the above-mentioned game presentation.

[0211] The notification performance execution control means 252 is configured to control the image display device 11, the speakers 15a, 15b, etc., based on a performance command from the sub-main control means 200A, and execute the above-mentioned notification performance.

[0212] (Means constituting the sub-sub communication control means 270) The rendering command receiving means 271 is configured to receive rendering commands from the sub-main control means 200A, and store them in a predetermined storage area such as the RAM 77 (for example, a command buffer for received rendering commands).

[0213] The state command transmitting means 272 is configured to transmit the above-mentioned state command to the sub-main control means 200A.

[0214] The above-mentioned transmission of control commands from the control command transmission means 151, the transmission of performance commands from the performance command transmission means 232, and the transmission of status commands from the status command transmission means 272 The transmission of commands is performed by a serial communication method (it may be performed by a parallel communication method). Each of the transmission means 151, 232, 272 has the same configuration, and includes a command buffer (also called "CB") as a storage area for temporarily storing commands to be transmitted, a command processing unit for performing processes such as writing and reading the commands to be transmitted, and a command transmission unit for transmitting commands by serial communication.

[0215] The CB has a plurality of memory areas each distinguished by an address, and is configured to store one byte of command data in each memory area. The command processing unit is configured to generate command data to be transmitted, write it to an address area indicated by a write pointer of the CB, and read previously written command data from an address area indicated by a read pointer of the CB, and write it to a TDR (transmission data register) of the command transmission unit. The command transmission unit is configured to transfer the command data written to the TDR to a TSR (transmission shift register), where it is serially converted and transmitted.

[0216] When using a parallel communication method, previously written command data is read from the address area indicated by the CB read pointer, and the command data is written to a specified output port (output port for sending to the sub-control means) for transmission. In this embodiment, one command is usually two bytes long (the checksum is one byte long). The communication method is asynchronous (start-stop synchronous), and has one stop bit and one parity bit (even parity) (the communication method and command configuration can be changed as appropriate).

[0217] <Main control processes> Below, among the control processes performed by the main control means 100 of the slot machine 1, the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to Figures 32 to 60. Note that for variables such as counters and flags used in the following description, brief explanations are given in the variable list of Figure 14.

[0218] <Settings change process> First, the basic flow of the setting change device process will be described with reference to Fig. 32 (A). The setting change device process is executed when the setting is changed, and performs a process of saving "0" in all storage areas (addresses in RAM 63 that store information about advantageous zones) that affect the performance of the instruction function (step K1).

[0219] <Game Progress Control Processing> Next, a basic flow of the game progress control process will be described with reference to Fig. 32(B) to Fig. 59. The game progress control process is a process that is repeatedly executed during a game, and as shown in Fig. 32(B), first, a game start standby process is performed (step S1). In this game start standby process, as shown in Fig. 32(C), it is determined whether or not the total stop wait number is 0 (step S11). Here, if the total stop wait number is not 0, the process waits for a standby time corresponding to the total stop wait number (step S12) and proceeds to step S13, and if the total stop wait number is 0, the process proceeds directly to step S13. Then, in step S13, 0 is saved in the total stop wait number, and the game start standby process is terminated and returned.

[0220] After the game start standby process is completed, the process proceeds to step S2 in FIG. 32(B). Here, the process waits in that state until the operation of the start lever 25 is accepted, and when it is accepted, the internal lottery start process is carried out (step S3). In this internal lottery start process, as shown in FIG. 33(A), an internal lottery is carried out (step S21). In this internal lottery, the bonus condition device number and the winning replay condition device number are determined. After the internal lottery is carried out, the group number set Proceed to processing.

[0221] In the group number set process, as shown in Fig. 33(B), a value corresponding to the bonus condition device number (see Fig. 23(A)) is stored in the performance group A number (step S31), and a value corresponding to the winning replay condition device number (see Fig. 23(B)) is stored in the performance group B number (step S32). Next, a value corresponding to the performance group A number and the performance group B number (see Fig. 24, the same below) is stored in the condition device group A number (step S33), a value corresponding to the performance group A number and the performance group B number is stored in the condition device group D number (step S34), and a value corresponding to the performance group A number and the performance group B number is stored in the condition device group G number (step S35).

[0222] Similarly, a value corresponding to the performance group A number and the performance group B number is stored in the condition device group B number (step S36), a value corresponding to the performance group A number and the performance group B number is stored in the condition device group C number (step S37), and a value corresponding to the performance group A number and the performance group B number is stored in the condition device group E number (step S38). Furthermore, a value corresponding to the performance group A number and the performance group B number is stored in the condition device group I number (step S39), a value corresponding to the performance group A number and the performance group B number is stored in the condition device group F number (step S40), and a value corresponding to the performance group A number and the performance group B number is stored in the condition device group H number (step S41). Then, a value corresponding to the performance group A number and the performance group B number is stored in the condition device group J number (step S42), and the process proceeds to the section type number management lever process.

[0223] In the section type number management lever process, as shown in FIG. 34, first, it is determined whether the section type number is 0 (normal section) or not (step S51). Here, if the section type number is 0, proceed to step S52 and determine whether the BB has not yet been activated. Here, if the BB has not yet been activated, it is determined whether the BB is in progress (step S53), and if the BB is not in progress, proceed directly to step S55, and if the BB is in progress, it is determined whether the condition device group A number is 1 (step S54), and if the condition device group A number is 1, proceed to step S51. On the other hand, if the BB is in progress as determined in the above step S52, or if the condition device group A number is not 1 as determined in the above step S54, it does not proceed to step S51, but proceeds to the standby performance process described below.

[0224] In step S51, the advantageous zone transition process is performed. In this advantageous zone transition process, as shown in FIG. 36(A), it is determined whether the condition device group A number is 0 or not (step S71), and if it is 0, the advantageous zone transition process is terminated and returned. On the other hand, if the condition device group A number is not 0, a favorable zone lottery is performed (step S72), and the lottery result is stored in the zone type number (step S73). Next, it is determined whether the zone type number is 0 or not (step S74), and if it is 0, the advantageous zone transition process is terminated and returned. On the other hand, if the zone type number is not 0, a chance mode 1 lottery is performed (step S75), and the lottery result is stored in the chance mode number (step S76). Furthermore, a seven table 1 lottery is performed (step S77), and the lottery result is stored in the seven table number (step S78).

[0225] Next, it is determined whether the chance mode number is 4 or not (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, where a chance game number drawing process is performed. In this chance game number drawing process, as shown in FIG. 36(B), a chance game number drawing is performed (step S91), the drawing result is stored in the chance game number counter (step S92), and then the process returns. Upon return from the chance game number drawing process, the process proceeds to step S84 in FIG. 36(A), where a chance cycle drawing is performed. Then, the drawing result is stored in the chance cycle counter, and the advantageous zone transition process is terminated and the process returns.

[0226] On the other hand, if the chance mode number is 4 in the judgment of step S79, the process proceeds to step S80 and performs AT winning processing. In this AT winning processing, as shown in FIG. 37, first, 1 is stored in the AT winning flag (step S101). Next, an AT mode drawing is performed and the drawing result is stored in the AT mode number (step S102), and further, a Seven 1 drawing is performed and the drawing result is stored in the Seven number (step S103). Next, a Seven number correction process is performed (step S104).

[0227] In this seven number correction process, as shown in FIG. 38(A), first, a correction counter process is performed (step S121). In this correction counter process, as shown in FIG. 38(B), a correction counter data (a counter that adds up the value of the gold seven counter and the value of the seven counter) is set to 0 (step S131), and it is determined whether the seven number is 2 or not (step S132). If the seven number is 2, the correction counter data is set to the value of the gold seven counter (step S133), and 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if the seven number is not 2 as determined in the above step S132, the process proceeds directly from there to step S135. In this step S135, the seven counter value is added to the correction counter data, and the process proceeds to step S136. In step S136, a value calculated based on each value of the cumulative counter, the correction counter data, and the bell count counter is saved in the correction counter data, and the process returns from the correction counter process.

[0228] Upon return from the correction counter process, the process proceeds to step S122 in FIG. 38(A) to determine whether the value of the correction counter is 1901 or more. Here, if the value of the correction counter is 1901 or more, 1 is stored in the seven number (step S123), and the seven number correction process is terminated and returned. If the value of the correction counter is not 1901 or more, the process returns as it is. In the arrival flag process described later, the process procedure is branched depending on whether the value of the correction counter is 2101 or more. In contrast, in this process, whether to store 1 in the seven number is determined depending on whether the value of the correction counter is 1901 or more, and the value of the correction counter used for branching judgment (also called the "discrimination value") is different. This is because storing 1 in the seven number makes it possible to play AT at least once next time, and the number of game medals that can be acquired in the future increases accordingly, so the discrimination value is set to be less than 2101 in the arrival flag process. In this way, by changing the discrimination value according to the situation, the number of game medals that can be acquired in the future can be managed without overcounting more than necessary.

[0229] Upon return from the seven number correction process, the process proceeds to step S105 in Fig. 37 to determine whether the seven number is 1. If the seven number is not 1, 3 is stored in the gold seven counter (step S106) before proceeding to step S107, and if the seven number is 1, the process proceeds directly to step S107. In this step S107, arrival flag processing is performed.

[0230] In this reaching flag process, as shown in Fig. 38(C), first, a correction counter process is performed (step S141). After the correction counter process is completed, it is determined whether the correction counter is 2101 or more (step S142), and if it is 2101 or more, 1 is stored in the reaching flag (step S143), and the reaching flag process is completed and returned. On the other hand, if the correction counter is not 2101 or more, it is determined whether the main game state number is 3 (step S144), and if it is 3, it is returned as it is, and if it is not 3, 0 is stored in the reaching flag (step S145) and then returned.

[0231] Upon return from the arrival flag process, the process proceeds to step S108 in FIG. 37, and the condition device group It is determined whether the condition device group A number is 1. If the condition device group A number is 1, the AT winning processing is terminated and the process returns. On the other hand, if the condition device group A number is not 1, a drawing is performed for EX mode 1 (step S109), the drawing result is saved in the EX mode number (step S110), and the AT winning processing is terminated and the process returns.

[0232] When returning from the AT winning processing process, proceed to step S81 in Fig. 36 (A) and determine whether the condition device group A number is 1. If the condition device group A number is not 1, the advantageous zone transition is terminated and the process returns, and if the condition device group A number is 1, the AT entry lever process is performed (step S82).

[0233] In this AT entry lever process, first, loop CU rank set process is performed (step S151) as shown in Fig. 39. In the loop CU rank set process, as shown in Fig. 40(A), the seven set counter is incremented by 1 (step S171), a value corresponding to the seven table number and the seven set counter is stored in the loop number (step S172), a value corresponding to the seven table number and the seven set counter is stored in the CU rank number (step S173), and then the process returns.

[0234] When the loop CU rank set process is returned, the process proceeds to step S152 in FIG. 39, where it is determined whether the seven number is 1. If the seven number is 1, the process proceeds to step S154, where the seven loop drawing process is performed. In the seven loop drawing process, as shown in FIG. 40(B), a seven loop drawing is performed (step S181), the drawing result is stored in the seven counter (step S182), and the process returns. When the seven loop drawing process is returned, the process proceeds to step S155 in FIG. 39, where the arrival flag process is executed, and the process proceeds to step S156. On the other hand, if the value of the seven counter is not 0 in the determination in the above step S153, the process proceeds directly to step S156. Also, if the seven number is not 1 in the determination in the above step S152, the value of the gold seven counter is decremented by 1 (step S158), and gold seven loop drawing correction process is performed (step S159).

[0235] In this gold seven loop lottery correction process, as shown in FIG. 40(C), it is determined whether the arrival flag is 0 or not, and if it is not 0, it ends the gold seven loop lottery correction process and returns. On the other hand, if the arrival flag is 0, it performs correction counter processing (step S192), and after the completion, it is determined whether the value of the correction counter is smaller than 1900 (step S193). Here, if the value of the correction counter is 1900 or more, it ends the gold seven loop lottery correction process and returns. On the other hand, if the value of the correction counter is smaller than 1900, it performs a gold seven loop lottery (step S194), and it is determined whether the result is 0 or not (step S195). Here, if the result of the gold seven loop lottery is 0, it ends the gold seven loop lottery correction process and returns. On the other hand, if the result of the gold seven loop lottery is not 0, it stores 3 in the gold seven counter (step S196), executes arrival flag processing (step S197), and returns.

[0236] Upon return from the Gold Seven Loop lottery correction process, the process proceeds to step S156 in FIG. 39, where a lottery for the add-on mode is performed, and the result is stored in the add-on mode number (step S157). Next, a correction counter process is performed (step S160), and after the process is completed, a lottery for the number of bells is performed (step S161), and the result is stored in the bell count counter (step S162). Next, a bell count counter correction process is performed (step S163).

[0237] In this bell counter correction process, as shown in FIG. 41, first, the allowable bell count value ( The value of the number of bells allowed until the correction counter reaches the upper limit is saved (step S201). Next, it is determined whether the arrival flag is 0 (step S202), and if it is not 0, it proceeds directly to step S203, and if it is 0, it is determined whether the value of the correction counter is smaller than the value of the bell count counter (step S206), and if it is smaller, it proceeds to step S203. In step S203, 7 is saved in the bell count counter, and after saving, the bell count counter correction process is terminated and returned. When returning from the bell count counter correction process, it proceeds to step S164 in FIG. 39, where the arrival flag process is executed, and the AT entry lever process is terminated and returned. When returning from the AT entry lever process, the advantageous zone transition process in FIG. 36(A) is also terminated and returned, and it proceeds to step S56 in FIG. 34, where the lever time wait process is executed.

[0238] In this lever time wait process, as shown in FIG. 42, first, it is determined whether the condition device group A number is 1 or not (step S211). Here, if the condition device group A number is 1, it is determined whether the AT winning flag is 0 or not (step S212), and if the AT winning flag is 0, 2 is stored in the lever weight number (step S213), and if it is not 0, 1 is stored in the lever weight number (step S214). Then, after storing, it ends the lever time wait process and returns. On the other hand, if the condition device group A number is not 1 in the judgment of the above step S211, it proceeds to step S215 and it is determined whether the main game state number is smaller than 2 or not. Here, if the main game state number is smaller than 2, it proceeds directly to step S217, and if the main game state number is 2 or more, it is determined whether the main game state number is 4 or not (step S230), and if it is 4, it proceeds to step S217. On the other hand, if the main game state number is not 4, it ends the lever time wait process and returns directly.

[0239] In step S217, it is determined whether the AT winning flag is 0, and if it is 0, the lever time wait process is terminated and the process returns. On the other hand, if the AT winning flag is not 0, a lever effect wait drawing is performed (step S218). Then, it is determined whether the result is 0 (step S219), and if it is 0, the lever time wait process is terminated and the process returns. On the other hand, if the result of the lever effect wait drawing is not 0, the process proceeds to step S213, where 2 is saved as the lever wait number, and after saving, the lever time wait process is terminated and the process returns. When the process returns from the lever time wait process, the process returns to the section type number management lever process in FIG. 34, and the process proceeds to the standby performance process described below.

[0240] On the other hand, if the section type number is not 0 in the judgment of step S51 in FIG. 34, 0 is stored in the lever full stop flag (step S57), and it is judged whether the condition device group A number is 1 or not (step S58). Here, if the condition device group A number is 1, 1 is stored in the type 1 BB winning flag (step S59), and if it is not 1, 0 is stored in the type 1 BB winning flag (step S60). Then, after storing, it is judged whether the winning re-play condition device number is any of 13 to 36 (step S61). Here, if the winning re-play condition device number is any of 13 to 36, a value corresponding to the winning re-play condition device number is stored in the instruction number (step S62), and then the process proceeds to step S63 in FIG. 35. If the winning re-play condition device number is not any of 13 to 36, the process proceeds directly to step S63.

[0241] In step S63, the main game state number is determined, and depending on the main game state number, if the main game state number is 1, main game state number 1 lever processing is performed (step S64), if the main game state number is 2, main game state number 2, 5 lever processing is performed (step S65). Also, if the main game state number is 3, main game state number 3 lever processing is performed (step S66), if the main game state number is 4, main game state number 4 lever processing is performed (step S67), if the main game state number is 5, main game state number 6 lever processing is performed (step S68). The 2 and 5 lever processes are performed (step S68). After each lever process is performed, the process proceeds to step S56 in Fig. 34. On the other hand, if the main game state number is any other number, no particular process is performed and the process proceeds directly to step S56.

[0242] In the main game state number 1 lever process, as shown in Fig. 43(A), a chance mode 2 drawing is performed (step S241), and then a chance mode number determination process is performed (step S2421). In this chance mode number determination process, as shown in Fig. 43(B), it is determined whether the result of the chance mode 2 drawing or the chance mode 3 drawing is 0 (step S251). Here, if the result is 0, the chance mode number determination process is terminated and the process returns, and if the result is not 0, the result of the drawing is stored in the chance mode number (step S252) and then the process returns.

[0243] When the chance mode number determination process is returned, the process proceeds to step S243 in FIG. 43(A) to determine whether the chance mode number is 4 or not. Here, if the chance mode number is not 4, the process proceeds to step S247 to determine whether the 1st type BB winning flag is 0 or not, and if it is 0, the process ends the main game state number 1 lever processing and returns, and if it is not 0, the chance game number lottery processing is performed, and after that, the process ends the main game state number 1 lever processing and returns. On the other hand, if the chance mode number is 4 in the determination of step S242, the process proceeds to step S244 to perform AT winning processing. After that, the process determines whether the 1st type BB winning flag is 0 or not (step S245), and if it is 0, the process ends the main game state number 1 lever processing and returns, and if it is not 0, the AT entry lever processing is performed, and then returns.

[0244] In the main game state number 2,5 lever processing, as shown in FIG. 43(C), first, the AT winning post-lever processing is performed (step S261). In this AT winning post-lever processing, as shown in FIG. 44, first, it is determined whether the arrival flag is 0 or not (step S271). Here, if the arrival flag is not 0, the AT winning post-lever processing is terminated and returned as it is, and if the arrival flag is 0, it proceeds to step S272 and it is determined whether the EX mode number is 1 or not. Here, if the EX mode number is 1, it is performed to draw the EX mode 2 (step S273), and it is determined whether the drawing result is 2 or not (step S274). Here, if the drawing result is 2, it is saved as the EX mode number (step S275), and it proceeds to step S276. On the other hand, if the EX mode number is not 1 in the judgment of the above step S272, it proceeds directly from there to step S276, and if the result of the EX mode 2 drawing is not 2 in the judgment of the above step S274, it proceeds directly from there to step S276.

[0245] In step S276, it is determined whether the seven table number is smaller than 13. If the seven table number is smaller than 13, it is determined whether the drawn flag is 0 (step S277), and if it is 0, it is further determined whether the condition device group G number is 0 (step S278), and if the condition device group G number is not 0, it proceeds to step S279. In step S279, a seven table 2 drawing is performed, and it is determined whether the drawing result is 0 (step S280). If the result of the seven table 2 drawing is 0, it proceeds directly to step S282, and if the result of the seven table 2 drawing is not 0, it saves the drawing result in the seven table number (step S281), and then proceeds to step S282. In step S282, 1 is saved in the drawn flag, and it proceeds to step S283. On the other hand, if the seven table number is determined to be 13 or greater in step S276, if the drawn flag is not 0 in step S277, or if the condition device group G number is 0 in step S278, the process proceeds to step S283.

[0246] In step S283, it is determined whether the seven number is 1. Here, if the seven number is 1, a seven 2 drawing is performed (step S284), and it is determined whether the drawing result is 2 or not (step S285). Here, if the result of the seven 2 drawing is 2, the drawing result is stored in the seven number (step S286), and a seven number correction process is performed (step S287). After the seven number correction process is performed, it is determined whether the seven number is 2 (step S288), and if it is 2, 3 is stored in the gold seven counter (step S289), and the process proceeds to step S290. On the other hand, if the seven number is not 1 in the determination in step S283, if the result of the seven 2 drawing is not 2 in the determination in step S285, or if the seven number is not 2 in the determination in step S289, the process proceeds to step S291 from there. In step S291, a seven stock 1 drawing is performed, and the drawing result is added to the seven counter, and then the process proceeds to step S290. In this step S290, the attainment flag processing is performed, and then after the AT is won, the lever processing is ended and the process returns.

[0247] When returning from the lever processing after winning the AT, proceed to step S262 in Fig. 43(C) and determine whether the Type 1 BB winning flag is 0. If the Type 1 BB winning flag is 0, the main game state number 2,5 lever processing ends and returns, and if it is not 0, the AT entry lever processing is performed, and then the game state number 2,5 lever processing ends and returns.

[0248] In the main game state number 3 lever process, as shown in FIG. 45(A), first, it is determined whether the command number is 0 or not (step S301). Here, if the command number is not 0, the value of the bell count counter is subtracted by 1 (step S302), and then the process proceeds to step S303. If the command number is 0, the process proceeds directly to step S303. In step S303, it is determined whether the arrival flag is 0 or not. Here, if the arrival flag is not 0, the main game state number 3 lever process is ended and the process returns, and if the arrival flag is 0, a lottery for seven stock 2 is performed (step S304), and the lottery result is added to the seven counter (step S306). Next, the arrival flag process is performed (step S306), and it is determined whether the arrival flag is 0 or not (step S307). Here, if the arrival flag is not 0, the main game state number 3 lever process is ended and the process returns, and if the arrival flag is 0, it is determined whether the value of the gold seven counter is 1 or 2 (step S308). Here, if the value of the Gold Seven counter is not 1 or 2, the main game state number 3 lever processing is terminated and returned, and if the value of the Gold Seven counter is 1 or 2, the Gold Seven loop rewrite lottery correction processing is proceeded to.

[0249] In the gold seven loop rewrite lottery correction process, as shown in FIG. 45(B), first, a correction counter process is performed (step S311), and then, whether or not the value of the correction counter is smaller than 1900 is determined (step S312). Here, if the value of the correction counter is 1900 or more, the gold seven loop rewrite lottery correction process is terminated as it is and returned, and if the value of the correction counter is smaller than 1900, the gold seven loop rewrite lottery is performed (step S313), and whether or not the lottery result is 0 is determined (step S314). Here, if the result of the gold seven loop rewrite lottery is 0, the gold seven loop rewrite lottery correction process is terminated as it is and returned, and if it is not 0, 3 is stored in the gold seven counter (step S316). Then, the arrival flag process is performed (step S316), and then, the gold seven loop rewrite lottery correction process is terminated and returned. With the return from the gold seven loop rewrite lottery correction process, the main game state number 3 lever process in FIG. 45(A) is also terminated and returned.

[0250] In the main gaming state number 4 lever process, as shown in FIG. 46(A), a draw for pull-back 1 is performed, and it is determined whether the draw result is 0 or not (step S321). If the result of the pull-back 1 lottery is not 0, the AT winning time processing is performed (step S323), and then it is determined whether or not the 1st type BB winning flag is 0 (step S324). Here, if the 1st type BB winning flag is 0, the main game state number 4 lever processing is terminated and returned, and if the 1st type BB winning flag is not 0, the AT entry time lever processing is performed (step S325), and then the main game state number 4 lever processing is terminated and returned. On the other hand, if the result of the pull-back 1 lottery is 0 in the judgment of the above step S322, it proceeds to step S326, and it is determined whether or not the 1st type BB winning flag is 0. Here, if the 1st type BB winning flag is 0, the main game state number 4 lever processing is terminated and returned, and if the 1st type BB winning flag is not 0, it proceeds to the AT cycle preferential game number lottery processing. In this AT cycle preferential game number lottery process, as shown in Fig. 46(B), the AT cycle preferential game number lottery is performed (step S331), the lottery result is stored in the AT cycle preferential game number counter (step S332), the AT cycle preferential game number lottery process ends and returns. With the return from this AT cycle preferential game number lottery process, the main game state number 4 lever process in Fig. 46(A) also ends and returns.

[0251] Next, the standby effect process performed after the section type number management lever process of FIG. 34 will be described. In this standby effect process, as shown in FIG. 47, first, it is determined whether the section type number is 0 or not (step S341). Here, if the section type number is not 0, it is determined whether the main game state number is 3 or not (step S342), and if the main game state number is 3, it is further determined whether the value of the seven set counter is 1 or not (step S344). Here, if the value of the seven set counter is 1, it is determined whether the seven table number is smaller than 15 or not (step S344), and if it is smaller than 15, it proceeds to step S345, and if it is 15 or more, it proceeds to step S347. In step S347, it is determined whether the winning re-play condition device number is any one of 1 to 12 or 37 to 39, and if it is determined that it is not any one of them, it proceeds to step S345, and if it is determined that it is any one of them, it ends the standby effect process and returns. On the other hand, if it is determined in step S341 that the section type number is 0, or if it is determined in step S342 that the main gaming state number is not 3, the process directly proceeds to step S345.

[0252] In step S345, it is determined whether or not the lever weight number is 0. If the lever weight number is 0, the process proceeds to step S345. If the lever weight number is not 0, the process waits for a time period corresponding to the lever weight number and stores 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether or not the standby effect number is 0. If the standby effect number is 0, the process ends the standby effect processing and returns. On the other hand, if the standby effect number is not 0, the process executes a standby effect (step S349), and then ends the standby effect processing and returns.

[0253] Returning from the end of the standby performance process, the section type number management lever process in Fig. 34 is also ended, which also ends the internal lottery start process in Fig. 33(A), and proceeds to step S4 in Fig. 32(B). In this step S4, it is continuously determined whether all the reels have stopped, and if all the reels have stopped, game medals are paid out (only if a winning combination is achieved) (step S5), and further, count management is performed to perform processing such as updating the displayed number on the display (not shown) that shows the number of game medals acquired during the AT, etc., according to the number of game medals paid out (step S6). After that, the section type number management game end process is performed (step S7).

[0254] In this section type number management game ending process, as shown in FIG. 48, first, it is determined whether or not the section type number is 0 (step S361). If the section type number is 0, the section type number management game ending process ends and returns. On the other hand, if the section type number is not 0, 1 is saved in the lever full stop flag (step S362), and the cumulative count is In the cumulative counter process, as shown in FIG. 49, it is determined whether or not a replay activation symbol (a symbol corresponding to a replay role) is displayed (step S381), and if it is displayed, the cumulative counter process is terminated and the program returns. On the other hand, if a replay activation symbol is not displayed, the number of game medals paid out (including 0) is added to the cumulative counter value (step S382), and the cumulative counter value is further decremented by 3 (step S383), after which the cumulative counter process is terminated and the program returns.

[0255] Upon return from the cumulative counter process, the process proceeds to step S364 in FIG. 48, where the main game state number is determined. Then, according to the main game state number, if the main game state number is 0, main game state number 0 full stop process is performed (step S365), if the main game state number is 1, main game state number 1 full stop process is performed (step S366), if the main game state number is 2, main game state number 2, 5 full stop process is performed (step S367). Also, if the main game state number is 3, main game state number 3 full stop process is performed (step S368), if the main game state number is 4, main game state number 4 full stop process is performed (step S369), and if the main game state number is 5, main game state number 2, 5 full stop process is performed (step S370). Furthermore, if the main gaming state number is 6, main gaming state number 6 full stop processing is performed (step S371), and if the main gaming state number is 7, main gaming state number 7 full stop processing is performed (step S372).

[0256] In the main gaming state number 0 full stop processing in step S365 of FIG. 48, as shown in FIG. 50, first, it is judged whether the AT winning flag is 0 or not (step S391). Here, if the AT winning flag is 0, it is judged whether the condition device group A number is 1 or not (step S392), and if the condition device group A number is 1, it is further judged whether BB is not established or not (step S392). Then, if BB is not established, 6 is stored in the main gaming state number (step S394), the main gaming state number 0 full stop processing is terminated and returned. On the other hand, if the condition device group A number is not 1 in the judgment of the above step S392, and if BB is established in the judgment of the above step S393, 0 is stored in the main gaming state number (step S396), the main gaming state number 0 full stop processing is terminated and returned. Also, if the AT winning flag is not 0 in the judgment of the above step S391, it proceeds to step S396, where it is judged whether the condition device group A number is 1 or not. Here, if the condition device group A number is not 1, save 2 in the main game state number (step S398), end the main game state number 0 full stop processing, and return. On the other hand, if the condition device group A number is 1, proceed to step S397 and perform the game end processing when entering the AT.

[0257] In this game ending process when entering the AT, as shown in Fig. 51, 0 is stored in the chance mode number (step S401), 0 is stored in the chance game number counter (step S402), and 0 is stored in the chance cycle counter (step S403). After that, 0 is stored in the EX mode number (step S404), 0 is stored in the AT cycle counter (step S405), and 0 is stored in the lottery completed flag (step S406). Furthermore, 3 is stored in the main game state number (step S407), and the advantageous zone lamp is turned on (step S408).

[0258] Next, as shown in FIG. 52, it is determined whether or not three "red seven" symbols are displayed stopped in a line on the upper line in the display window W (step S409), and if they are displayed stopped, the process proceeds to step S410, and if they are not displayed stopped, the process proceeds to step S412. In step S412, it is determined whether or not three "red seven" symbols are displayed stopped in a line on the pay line 29 in the display window W, and if they are displayed stopped, the process proceeds to step S410, and if they are not displayed stopped, the process proceeds to step S413. In step S413, it is determined whether or not three "red seven" symbols are displayed stopped in a line on the lower line in the display window W, and if they are displayed stopped, the process proceeds to step S410, and if they are not displayed stopped, the process proceeds to step S414. Step S In step S414, it is determined whether or not three "red seven" symbols are displayed stopped in a line slanting downward to the right in the display window W, and if they are, the process proceeds to step S410, and if they are not, the process proceeds to step S415. In step S415, it is determined whether or not three "red seven" symbols are displayed stopped in a line slanting upward to the right in the display window W, and if they are, the process proceeds to step S410, and if they are not, the process proceeds to step S416.

[0259] If the process proceeds to step S410 (if three "red seven" symbols are displayed in a row in the display window W), 1 is stored in the wait number when the reels are stopped, and 0 is stored in the standby effect number (step S411), and the process proceeds to step S418 in FIG. 51. On the other hand, if the process proceeds to step S416 (if three "red seven" symbols are not displayed in a row in the display window W), 0 is stored in the wait number when the reels are stopped, and 1 is stored in the standby effect number (step S417), and the process proceeds to step S418 in FIG. 51. In this step S418, it is determined whether the seven number is 2. Here, if the seven number is not 2, the game end process when the AT is started is terminated and the process returns, and if the seven number is 2, 2 is added to the standby effect number (step S419), and the game end process when the AT is started is terminated and the process returns. When the AT is entered, a return from the game end processing also ends the main game state number 0 full stop processing in Figure 50 and returns.

[0260] In the main game state number 1 full stop processing in step S366 of FIG. 48, as shown in FIG. 53(A), the chance game number counter is decremented by 1 (step S431), and it is determined whether the game is a BB operation end game (a game in which the operation of the BB game ends) or not (step S432). If the game is not a BB operation end game, the process proceeds directly to step S435, and if the game is a BB operation end game, 0 is stored in the chance game number counter (step S433), the chance cycle counter is decremented by 1 (step S434), and then the process proceeds to step S435. In step S435, it is determined whether the AT winning flag is 0 or not. If the AT winning flag is 0, it is determined whether the value of the chance game number counter is 0 or not (step S436), and if the value of the chance game number counter is 0, it is further determined whether the value of the chance cycle counter is 0 or not (step S437). Here, if the value of the chance cycle counter is 0, a chance mode 3 drawing is carried out (step S438), and further a chance mode number determination process is carried out (step S439).

[0261] Next, it is determined whether the chance mode number is 4 or not (step S441). Here, if the chance mode number is not 4, 1 is stored in the advantageous zone counter (step S441), the main game state number 1 full stop processing is terminated, and the process returns. On the other hand, if the chance mode number is 4, the AT winning time processing is performed (step S445), and then 2 is stored in the main game state number (step S448), the main game state number 1 full stop processing is terminated, and the process returns. On the other hand, if the value of the chance game number counter is not 0 in the judgment of the above step S436, and the value of the chance cycle counter is not 0 in the judgment of the above step S437, it proceeds to step S442, and it is determined whether the 1st type BB winning flag is 0 or not. Here, if the 1st type BB winning flag is 0, the main game state number 1 full stop processing is terminated and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, it is determined whether or not the Type 1 BB operating symbol is not displayed (step S443), and if the Type 1 BB operating symbol is not displayed, 6 is saved in the main game state number (step S444), and if the Type 1 BB operating symbol is not displayed, the main game state number 1 full stop processing is terminated and the process returns.

[0262] Also, if the AT winning flag is not 0 in the judgment of step S435, proceed to step S446 and judge whether the type 1 BB winning flag is 0 or not. Here, if the type 1 BB winning flag is 0, save 2 in the main gaming state number (step S448), end the main gaming state number 1 full stop processing and return. On the other hand, if the type 1 BB winning If the flag is not 0, the game end process is performed when the AT starts (step S447), and then the main game state number 1 full stop process is ended and the process returns.

[0263] In the main game state number 2,5 full stop processing in step S367 of Figure 48, as shown in Figure 53 (B), it is determined whether the Type 1 BB winning flag is 0 or not (step S421), and if the Type 1 BB winning flag is 0, the process remains as is, but if the Type 1 BB winning flag is not 0, the process performs game end processing when entering the AT (step S422), and then ends the main game state number 2,5 full stop processing and returns.

[0264] In the main game state number 3 full stop processing in step S368 of FIG. 48, as shown in FIG. 54, first, it is determined whether or not the value of the bell counter is 0 (step S451). Here, if the value of the bell counter is not 0, the main game state number 3 full stop processing is terminated and returned as it is, and if the value of the bell counter is 0, it proceeds to step S452 and it is determined whether or not the seven number is 1. Here, if the seven number is 1, it proceeds to step S452 and it is determined whether or not the value of the seven counter is 0, and if the value of the seven counter is 0, it proceeds to step S454 and it is determined whether or not the value of the cumulative counter is smaller than 2001. Here, if the value of the cumulative counter is smaller than 2001, it is determined whether or not the value of the arrival flag is 0 (step S455), and if the value of the arrival flag is 0, an AT mode rewrite lottery is performed (step S456). Next, it is determined whether the lottery result is 0 (step S457), and if the lottery result is 0, the process proceeds directly to step S459, and if the lottery result is not 0, the lottery result is stored in the AT mode number (step S458) and then the process proceeds to step S459.

[0265] In step S459, an AT cycle is drawn, and the result of the drawing is stored in the AT cycle counter (step S460). Furthermore, a seven table 1 is drawn (step S462), and the result of the drawing is stored in the seven table number (step S463). Next, an AT cycle preferential game number drawing process is performed (step S464), and then 0 is stored in the AT winning flag (step S465), 0 is stored in the seven number (step S466), and 0 is stored in the seven counter (step S467). Next, 0 is stored in the gold seven counter (step S468), 0 is stored in the seven set counter (step S469), and 0 is stored in the loop number (step S470). Next, 0 is stored in the CU rank number (step S471), 0 is stored in the reach flag (step S472), and 0 is stored in the add-on mode number (step S473). Furthermore, 0 is stored in the bell count counter (step S474), and 0 is stored in the total acquisition counter (step S475). Then, 7 is stored in the main game state number (step S476), and 2 is stored in the full stop wait number (step S477). The main game state number 3 full stop process is terminated and the process returns.

[0266] On the other hand, if the seven number is not 1 in the judgment of step S452 above, and if the seven counter is not 0 in the judgment of step S453 above, the process proceeds to step S481 in FIG. 55, and judges whether the value of the seven set counter is 7 or not. If the value of the seven set counter is not 7, the process proceeds directly to step S484, and if the value of the seven set counter is 7, 15 is stored in the seven table number (step S482), and 0 is further stored in the seven set counter (step S483), and then the process proceeds to step S484. In step S484, a loop CU rank set process is performed, and then it is judged whether the seven number is 1 or not (step S485). If the seven number is not 1, it is judged whether the value of the gold seven counter is 0 or not (step S487), and 1 is stored in the seven number (step S488), and then the process proceeds to step S489. On the other hand, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and then the process proceeds to step S489.

[0267] In step S489, it is determined whether the value of the seven counter is 0, and if the value of the seven counter is 0, it is determined whether the arrival flag is 0 (step S490). Here, if the arrival flag is 0, a seven loop lottery process (step S491) and an arrival flag process (step S492) are performed, and then the process proceeds to step S493. On the other hand, if the value of the seven counter is not 0 in the determination in the above step S489, or if the arrival flag is not 0 in the determination in the above step S490, the process proceeds directly to step S493. Also, if the value of the gold seven counter is not 0 in the determination in the above step S487, the process proceeds to step S495, and it is determined whether the value of the gold seven counter is 3. Here, if the value of the gold seven counter is not 3, the process proceeds directly to step S497, and if the value of the gold seven counter is 3, 3 is stored in the standby performance number (step S496), and then the process proceeds to step S497. In step S497, the value of the Gold Seven counter is decremented by 1, and further, a Gold Seven loop drawing process is executed (step S498), and then the process proceeds to step S493.

[0268] In step S493, a draw for the add-on mode is performed, and the result of the draw is stored in the add-on mode number (step S494). After that, the process proceeds to step S501 in FIG. 56, where correction counter processing is performed. Next, a draw for the number of bells switching is performed (step S502), and it is determined whether the result of the draw is 0 or not (step S503). Here, if the result of the number of bells switching draw is 0, a draw for the number of bells 2 is performed (step S504), and the result of the draw is stored in the number of bells counter (step S505), and the process proceeds to step S508. If the result of the number of bells switching draw is not 0, a draw for the number of bells 3 is performed (step S506), and the result of the draw is stored in the number of bells counter (step S507), and the process proceeds to step S508.

[0269] In step S508, bell count counter correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is stored in the lever wait number (step S510), and it is determined whether the standby effect number is 0 or not (step S511). If the standby effect number is 0, 1 is stored in the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, if the standby effect number is not 0, the process proceeds directly to step S477. Then, 2 is stored in the wait number when all stops, and the main game state number 3 all stop processing is terminated and the process returns.

[0270] In the main game state number 4 full stop processing in step S369 of FIG. 48, as shown in FIG. 57, the value of the AT cycle preferential game number counter is subtracted by 1 (step S521), and it is determined whether the game is a BB operation end game or not (step S522). Here, if the game is not a BB operation end game, proceed directly to step S525, and if the game is a BB operation end game, save 0 in the AT cycle preferential game number counter (step S523), and further subtract 1 from the value of the AT cycle counter (step S524), and proceed to step S525. In step S525, it is determined whether the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526), ​​and if the value of the AT cycle counter is also 0, a draw for pullback 2 is performed (step S527). Then, it is determined whether the lottery result is 0 or not (step S528), and if the lottery result is 0, 1 is stored in the advantageous zone clear counter (step S529), and the main game state number 4 full stop processing is terminated and returned.

[0271] On the other hand, if the value of the AT cycle counter is not 0 in the judgment of step S526, the process proceeds to step S534, where it is judged whether or not the type 1 BB win flag is 0. Here, if the type 1 BB win flag is 0, the process ends the main gaming state number 4 full stop processing and returns. On the other hand, if the type 1 BB win flag is not 0, the process proceeds to step S535, where it is judged whether or not BB is not established. Then, if BB is not established, the process ends the main gaming state number 4 full stop processing and returns, and if BB is established, the process returns to the main gaming state. After saving 7 as the state number (step S536), the main game state number 4 full stop process is terminated and the process returns.

[0272] Also, if the AT winning flag is not 0 in the judgment of step S525, proceed to step S531 and judge whether the 1st type BB winning flag is 0 or not. Here, if the 1st type BB winning flag is not 0, proceed to step S532, perform the game end processing when entering the AT, end the main game state number 4 full stop processing and return. On the other hand, if the 1st type BB winning flag is 0, proceed to step S533, save 5 in the main game state number, then end the main game state number 4 full stop processing and return. Furthermore, if the result of the pull-back 2 lottery is not 0 in the judgment of step S528, proceed to step S530 and perform the AT winning processing, then save 5 in the main game state number (step S533), then end the main game state number 4 full stop processing and return.

[0273] In the main gaming state number 6 full stop processing in step S371 of Fig. 48, as shown in Fig. 58(A), it is determined whether BB is established or not (step S541). If BB is not established, the main gaming state number 6 full stop processing is terminated and returned, and if BB is established, 1 is saved in the main gaming state number (step S542), and then the main gaming state number 6 full stop processing is terminated and returned.

[0274] In the main gaming state number 7 full stop processing in step S372 of Fig. 48, as shown in Fig. 58(B), it is determined whether BB is established or not (step S551). If BB is not established, the main gaming state number 7 full stop processing is terminated and returned, and if BB is established, 4 is saved in the main gaming state number (step S552), and then the main gaming state number 6 full stop processing is terminated and returned.

[0275] After executing any one of the full stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 in Fig. 48, the process proceeds to step S373 in Fig. 48. Here, 0 is stored in the instruction number, the section type number management game end process is ended, and a return is made. Upon return from the section type number management game end process, the process proceeds to step S8 in Fig. 32(B) and advantageous zone clear counter management process is performed.

[0276] In the advantageous zone clear counter management process, as shown in FIG. 59, the value of the advantageous zone clear counter is subtracted by 1 (step S561), and it is determined whether the value of the advantageous zone clear counter is 0 from before the current subtraction (step S562). Here, if the value of the advantageous zone clear counter is not 0 before the current subtraction, the process proceeds to step S565, and it is determined whether the value of the advantageous zone clear counter has become 0 as a result of the current subtraction. Here, if the value of the advantageous zone clear counter has become 0 as a result of the current subtraction, the process proceeds directly to step S566. On the other hand, if the value of the advantageous zone clear counter is not 0 even after the current subtraction, the process proceeds to step S567, and it is determined whether the replay operation pattern has been displayed in the game. Then, if the replay operation pattern has been displayed in the game, the process proceeds directly to step S569, and if it has not been displayed, the process adds a value obtained by subtracting the number of bets from the number of payout medals in the game to the net increase counter (step S568), and then proceeds to step S569.

[0277] In step S569, it is determined whether the value of the net increase counter is 2401 or greater, and if the value of the net increase counter is below 2401, the process proceeds to step S566, and if the value is 2401 or greater, the process terminates the advantageous zone clear counter management process and returns. In step S566, 0 is stored in all memory areas that store data values ​​that affect the performance related to the instruction function, and the process proceeds to step S563. On the other hand, if it is determined in step S562 above that the value of the advantageous zone clear counter is 0 before the current subtraction, the process proceeds directly to step S563. In step S563, it is determined whether the zone type number is 0, and if the zone type number is 0, the process proceeds to step S563. The advantageous zone clear counter management process ends and returns. On the other hand, if the zone type number is not 0, the advantageous zone clear counter is saved with 1500 (step S564), and the advantageous zone clear counter management process ends and returns.

[0278] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to FIG. 60. In this embodiment, the processes of reading each game operation signal outputted according to the game operation such as the betting operation performed by the player, detecting (checking) the signal level, transmitting each control command, controlling the driving of the reel, etc. are performed by the timer interrupt process which is performed at a preset fixed time interval (for example, 2.235 milliseconds). In this timer interrupt process, as shown in FIG. 60, first, the interrupt initial process (saving the register, inhibiting the interrupt, etc.) is performed (step MT11), and then it is determined whether or not a power cut is detected (step MT12). Here, if a power cut is detected, the power cut process is performed (step MT25). In the power cut process, the save of the register, the saving of the stack pointer, the saving of the interrupt state, etc. are performed. In addition, the holding of the information on the hand determination result and the information on the game state (including the information on the AT) stored in a predetermined storage area, the calculation and storage of the checksum, etc. are also performed.

[0279] On the other hand, if a power outage is not detected, the interrupt counter value is updated (decremented by "1") (step MT13), and then a timer measurement is performed (step MT14). This timer measurement involves subtracting or adding to the timer value of any timer set in the game progress control process described above. Next, the input port is read (step MT15). When reading the input port, the signal levels of each game operation signal input to the input port are read and stored, and the signal levels are determined.

[0280] Next, a reel drive control process is performed to control the drive of the reels 3a to 3c (acceleration, deceleration, constant speed maintenance, stop maintenance, etc.) (step MT16). In this reel drive control process, the reel drive pulse output counter value indicating the timing to switch the output phase (excitation phase) of the stepping motor is updated according to the reel drive state (stop, reel rotation waiting, accelerating, constant speed, decelerating, etc.), and reel drive pulse data for driving the stepping motor is acquired, updated, output, etc. In the next step MT17, it is determined whether the reel drive control process has been performed for all reels, and if not, the process returns to step MT16 and the reel drive control process is performed again. On the other hand, if the reel drive control process has been performed for all reels, a port output process is performed to perform excitation output for the reels, hoppers, blockers, etc. (step MT18), and further a control command transmission process is performed to transmit the control command stored in the control command buffer (CB) (step MT19).

[0281] Next, the process proceeds to step MT20, where the outer end signal (external signal) data stored in a predetermined storage area is read out, and the outer end signal is output. Next, an LED display is performed to cause the above-mentioned display lamp to execute a predetermined display (step MT21). In this LED display, for example, the payout number display lamp 46j executes the following display. That is, when no error (excluding E-system error) has occurred, the payout number "0 to 9" is displayed based on the number of game medals paid out, or the numerical value "1 to 6" is displayed based on a set value. Furthermore, when an announcement of the push order is made, the display mode of the instruction number "=1" to "=6" is displayed. Also, when an error (excluding E-system error) has occurred, an error display is executed based on the value of the error number.

[0282] Next, the process proceeds to step MT22, where error management is performed. In this error management, an error check is first performed. In this error check, it is determined whether an H0 error has occurred, whether a CE error has occurred, whether a CP error has occurred, whether a CH error has occurred, whether a C0 error has occurred, whether a C1 error has occurred, etc. It judges whether an E error has occurred, judges whether an E6 error has occurred, judges whether an E7 error has occurred, and further, if an E6 error or an E7 error has occurred, it displays an error on the payout number display lamp 46j and performs processing to stop the execution of the game. If an E-system error occurs, it is possible to recover from the error by performing the above-mentioned processing at the time of setting change. After this error check, if an error has occurred, it performs processing to set an output request at the time of error detection in order to transmit error information to the sub-control means 200. After performing this error management processing, it performs processing to update the random numbers used for deciding roles, etc. (step MT23), and further performs interrupt recovery processing (restoring registers, allowing interrupts, etc.) (step MT24), and returns from the interrupt.

[0283] Next, with reference to Fig. 61 to Fig. 73, effects (hereinafter referred to as "display effects") performed by images displayed on the display screen 11a (image display unit DP) of the image display device 11 in the slot machine 1 will be described. Examples of display effects performed in this embodiment include conversation effects (also referred to as "dialogue effects"), subtitle effects (also referred to as "telop effects"), expectation effects (also referred to as "object effects"), GET effects, scene switching effects, and blackout effects.

[0284] (Conversational performance) The conversation performance is, for example, a performance in which people, animals, plants, robots, monsters (whether real or imaginary) and the like (collectively referred to as "characters") set as image characters of a gaming machine converse, and predetermined lines uttered by each character are displayed on an image display unit such as a liquid crystal panel, and sound is output from an audio output unit such as a speaker. The conversation performance may play a role of informing the player of content unrelated to the game result, such as introducing the character to the player, explaining the content regarding the game method, or explaining the content regarding the model and specifications of the gaming machine, or may play a role of informing the player of content related to the game result, such as suggesting the expectation of an advantageous game. An advantageous game refers to a game that is more advantageous to the player than usual (for example, a game during AT (including ART) or a bonus game in a slot machine, a game during a jackpot in a pachinko machine, a probability-varying game, or a time-saving game, and is hereinafter also referred to as "advantageous game"). The expectation of granting an advantageous game refers to the expectation (reliability, certainty) of obtaining a game result (such as winning an AT in a slot machine, winning an AT add-on, winning an add-on with many AT add-ons, winning a bonus, winning an advantageous bonus, winning a rare role, winning a jackpot in a pachinko machine, winning a chance jackpot (a jackpot more advantageous than a jackpot without a chance jackpot), winning a 16-round jackpot (a jackpot with many balls that are put out), etc.) that has a high probability of executing an advantageous game or of allowing execution of an advantageous game (including the case where it is 100%). In the conversation performance, a predetermined display (also called a "conversation performance display") for the conversation performance is displayed on the image display unit DP at a predetermined timing. The display is not limited to a two-dimensional (flat) image display, but also includes a three-dimensional (stereoscopic) display such as a hologram. The conversation performance may be a mode in which two or more characters talk to each other, or a mode in which one character talks to the player. In short, at the very least, the requirements for dialogue presentation are met if there is a character image and dialogue text that corresponds to the character image.

[0285] A conversation production display is a display related to what each character says in a conversation between multiple characters, and is composed of a display of the character and a display that can be identified as text. A character display is, specifically, for example, a display of a picture (picture) showing the appearance (appearance, mainly the face) of the character who is speaking (also referred to as a "character picture display"). On the other hand, a display that can be identified as text is, specifically, for example, a display of text showing what the character says (also referred to as "lines" in a conversation production display) (also referred to as a "line display"). In addition to the character picture display and line display, a conversation production display usually includes a display that can identify the name of the character. A display that can identify the name of the character is, specifically, for example, a display of text showing the name of the character who is speaking (also referred to as a "character name display"). Conversation production display is configured to include a character image display, a dialogue display, and a character name display, but a conversation presentation display configured to include a character image display and a dialogue display without including a character name display may be provided. As specific examples of conversation presentation displays, a first conversation presentation display KD1 is shown in Fig. 61(A), and a second conversation presentation display KD2 is shown in Fig. 61(B).

[0286] The first conversation performance display KD1 includes a character picture display KG1 that displays the appearance of the character CH1, a character name display KN1 that displays the name of the character CH1 ("Kenji"), and a line display KS1 that displays the lines of the character CH1 ("It's a nice day today, isn't it?"). In the line display KS1, a frame-shaped image (also called an "area image") KW1 that indicates a certain range is displayed together with the lines to make it easier to understand the range of one line, to make it easier to understand which character's line it is, and to make the line stand out. Similarly, the second conversation performance display KD2 includes a character picture display KG2 that displays the appearance of a character CH2 that is different from the character CH1, a character name display KN2 that displays the name of the character CH2 ("Pamela"), and a line display KS2 that displays the lines of the character CH2 ("You're so carefree, aren't you?"). In the line display KS2, the area image KW2 is also displayed.

[0287] In the first conversation performance display KD1, the character image display KG1, the character name display KN1, the dialogue display KS1, and the area image KW1 are displayed in a predetermined area of ​​the image display unit DP at a predetermined identical timing during one game as each display component constituting the first conversation performance display KD1. Similarly, in the second conversation performance display KD2, the character image display KG2, the character name display KN2, the dialogue display KS2, and the area image KW2 are displayed in another predetermined area of ​​the image display unit DP (for example, an area that does not overlap with the area where the first conversation image KG1 is displayed) at another predetermined identical timing during one game as each display component constituting the second conversation performance display KD2. As a modification example, for example, in the first conversation performance display KD1, the character image display KG1 and the character name display KN1 are displayed first, and then (for example, 0.2 seconds later), the dialogue display KS1 is displayed together with the area image KW1, and the display timing between the display components may be slightly different. The same is true for the second conversation performance display KD2.

[0288] Regarding the timing at which the conversation performance display is displayed, any timing triggered (display trigger) by the operation of a predetermined switch (for example, the 1-BET switch 22 and the MAX-BET switch 23 (hereinafter collectively referred to as "bet switches"), the start lever 25 and the stop switches 26a, 26b, 26c, etc., collectively referred to as "main switches") controlled by the main control means can be appropriately set as the display timing (display start timing) of the conversation performance display. For example, during one game, the first conversation performance display KD1 may be displayed on the image display unit DP at a predetermined timing (the same timing as the lever operation acceptance or a predetermined time has passed since the lever operation acceptance) after the start lever 25 accepts the operation (also referred to as "lever operation acceptance time"), triggered by the valid acceptance of the operation of the start lever 25. Also, during the same game, when any of the three stop switches 26a, 26b, 26c validly accepts the first stop operation, the second conversation performance display KD2 may be displayed on the image display unit DP at a predetermined timing (the same timing as the first stop operation acceptance or a predetermined time has elapsed since the first stop operation acceptance) after the first stop operation is validly accepted (the time of accepting the first stop operation). Also, if the first conversation performance display KD1 to the second conversation performance display KD2 are displayed at the time of accepting the third stop operation, the first conversation performance display KD1 to the second conversation performance display KD2 displayed on the image display unit DP are erased when the operation of the bet switch to start the next game or the operation of the start lever 25 is accepted, and when the operation of the bet switch to start the next game or the operation of the start lever 25 is accepted, the first conversation performance display KD1 to the second conversation performance display KD2 displayed on the image display unit DP are erased. When the first conversation performance display KD1 through the second conversation performance display KD2 are erased, if the voices of the lines output from the audio output unit have not yet been output, the first conversation performance display KD1 through the second conversation performance display KD2 on the image display unit DP are erased, but the voices of the lines may be output to the end. However, when a performance that the player should pay attention to, such as a rare combination announcement or a freeze, or a new conversation performance is selected by accepting the operation of the start lever 25 for the next game, the voices of the lines are stopped from being output at the timing after the operation of the start lever 25 is accepted. By configuring in this way, even a player who wants to progress the game quickly can understand the contents of the performance. It goes without saying that the voices of the lines may be erased together with the erasure of the first conversation performance display KD1 through the second conversation performance display KD2 on the image display unit DP.

[0289] The timing at which the conversation performance display is displayed can be set to any timing triggered (display trigger) by the operation of a sub-button controlled by the sub-control means. For example, during one game, an image (for example, an image combining an image of the decision button 55 and the word "PUSH") that prompts the player to operate the decision button 55 is displayed on the image display unit DP. Then, in response to the display, the decision button 55 is effectively operated (including cases where it is effective by operating it once and cases where it is effective by operating it a predetermined number of times in succession), and the first conversation performance display KD1 or the second conversation performance display KD2 may be displayed on the image display unit DP at a predetermined timing (the same timing as the operation of the decision button or a timing at which a predetermined time has passed since the operation of the decision button) after the decision button 55 is operated (also referred to as "the operation of the decision button"). In addition, in the case of a pachinko machine, the timing at which the conversation presentation display is displayed can be set to, for example, the point at which a predetermined amount of time has elapsed from the point at which the game ball enters the starting hole (also referred to as "entering the starting hole") as the display timing for the conversation presentation display.

[0290] During one game, the conversation performance display may be displayed in a case where none is displayed, in a case where only one is displayed, or in a case where multiple conversation performance displays are displayed. The difference in the number of conversation performance displays displayed during one game may not be related to the game result, or the game result may be different depending on the number. For example, the expectation of an advantageous game may be higher when two or more conversation performance displays are displayed than when only one conversation performance display is displayed during one game. Whether or not the conversation performance display is displayed, the type of conversation performance display to be displayed (for example, the type of dialogue in the dialogue display), the number of dialogue performance displays, the display timing, etc. are determined based on, for example, the game state (for example, whether or not it is in an advantageous zone), the result of the internal lottery (for example, whether or not a rare role has been won), the result of other lotteries such as the AT lottery and the AT addition lottery (or may be determined based on the satisfaction of any other predetermined condition). When multiple conversation performance displays are displayed, at most one conversation performance display is displayed per display trigger.

[0291] For example, in a case where the first conversation performance display KD1 and the second conversation performance display KD2 are displayed during one game, if the first conversation performance display KD1 is displayed as a trigger of the operation of the start lever 25, the second conversation performance display KD2 is displayed after one of the three stop switches 26a, 26b, and 26c effectively accepts the first stop operation. In other words, the second conversation performance display KD2 will not be displayed before the first stop operation is effectively accepted (it is also possible to provide a case where it is displayed). This makes it possible to improve the interest of the game by, for example, making the expectation of an advantageous game different depending on which trigger caused the conversation performance display to be displayed. Also, by allowing up to one display per display trigger, it is possible to prevent the player from mistaking the trigger for the conversation performance display to be displayed and from confusing the multiple displayed conversation performance displays.

[0292] Three or more conversation performance displays may be displayed on the image display unit DP during one game. For example, the first conversation performance display KD1 is displayed in response to the operation of the start lever. After the second conversation performance display KD2 is displayed in response to the first stop operation reception, during the same one game, a third conversation performance display (not shown) is displayed at a predetermined timing after the second stop operation reception (the same timing as the second stop operation reception or a timing when a predetermined time has passed since the second stop operation reception) in response to one of the remaining two stop switches validly receiving the second stop operation, and further, a fourth conversation performance display (not shown) is displayed at a predetermined timing after the third stop operation reception (the same timing as the third stop operation reception or a timing when a predetermined time has passed since the third stop operation reception) in response to the remaining one stop switch validly receiving the third stop operation. The character in the third conversation performance display and the character in the fourth conversation performance display may be different characters from the character CH1 and the character CH2, or may be the same character.

[0293] When multiple conversation performance displays are displayed on the image display unit DP during one game, the conversation performance display displayed first continues to be displayed without being erased (hidden) from the image display unit DP even if the conversation performance display displayed later is displayed. For example, in the above example, the first conversation performance display KD1 displayed first continues to be displayed as it is even if the second conversation performance display KD2 is displayed, and then, even if the third conversation performance display is displayed, the first and second conversation performance displays KD1 and KD2 are not hidden but continue to be displayed as they are. Furthermore, even if the fourth conversation performance display is displayed after that, the first to third conversation performance displays are not hidden but are displayed at that time. In this way, by making the conversation performance display displayed first continue to be displayed even if the conversation performance display displayed later is displayed, multiple conversation performance displays can be displayed simultaneously (so that the display periods of each conversation performance display overlap each other) on the image display unit DP during one game. This makes it possible to obtain a performance effect in which the image display unit DP looks lively by using multiple conversation performance displays. In addition, in a case where the player is likely to feel bored because of a game state (for example, during a non-advantageous period) in which the player is unlikely to obtain a favorable game result, by displaying multiple conversation performance displays throughout one game, it is possible to direct the player's attention to those conversation performance displays and reduce the player's boredom. Also, the expectation of obtaining an advantageous game may differ depending on the timing at which the conversation performance display is displayed, in which case the player can be made interested in the timing of the display of the conversation performance, making it possible to increase the enjoyment of the game.

[0294] In the conversation performance display, the content of the character's lines (for example, the content of the line display KS1 in the first conversation performance display KD1 or the content of the line display KS2 in the second conversation performance display KD2) may be set to have no relation to the game result regardless of the content, or the game result may differ depending on the content of the lines. For example, in a case where the content of the line display KS2 is "You're so carefree" (see FIG. 61(B)) or "That's really true" (see FIG. 62), the content may be set to have no effect on the game result in either case, or the expectation of a more advantageous game being awarded may be higher in the latter case than in the former case. Also, the content of the lines may be changed when the decision button 55 is operated. Furthermore, cases in which the dialogue content changes as a result of the decision button 55 being operated may include cases in which the dialogue is displayed (the dialogue display begins) as a result of the decision button 55 being operated, and cases in which the dialogue content changes as a result of the decision button 55 being operated after the dialogue has been displayed. In cases in which the dialogue content changes as a result of the decision button 55 being operated after the dialogue has been displayed (the dialogue audio is also output at the same time), the operation (operation acceptance) of the decision button 55 may be enabled before the dialogue audio has ended, or the operation of the decision button 55 may be enabled after the dialogue audio has ended. In the case in which the operation of the decision button 55 is enabled before the dialogue audio has ended, if the decision button 55 is operated in the middle of the dialogue audio, the dialogue being output is interrupted and new dialogue is output, which is preferred by players who want to know the results of the game quickly. In addition, when the operation of the decision button 55 is enabled after the dialogue has ended, the dialogue is not interrupted, which is a specification that is preferred by players who want to enjoy the presentation.

[0295] Furthermore, the characters of the dialogue display in the conversation performance display may always be of the same font (or style), size (or dimension), and color, or may be different in font, size, color, or the like depending on the game situation or the display timing of the conversation performance display. The degree of expectation of an advantageous game may differ depending on the difference in font, size, color, or the like. For example, as the dialogue display, in addition to a mode in which either or both of the color of the outline (contour) of the character or the area inside the outline is a normal color (e.g., black or white), a mode in which it is displayed in blue (also referred to as a "blue dialogue display") and a mode in which it is displayed in red (also referred to as a "red dialogue display") may be provided, and in that case, the degree of expectation of an advantageous game may be higher with the red dialogue display than with the blue dialogue display.

[0296] As an example, FIG. 63(A) shows an example of blue serif display for the character Kenji's line "It's a nice day today," with the area inside the outline of the character in blue, and red serif display for the character Pamela's line "That's really true," with the outline of the character in red (with the area inside the outline in white). In this example, the size of the characters in the red serif display is made larger than the size of the characters in the blue serif display, and the difference in size also suggests to the player that the red serif display has a higher expectation of awarding a more advantageous game. In the red serif display, not only the size of the characters in the serif display, but also the size of the characters in the character picture display and the character name display may be made larger. In other words, in the red serif display, one or two or all of the size of the characters in the serif display, the size of the characters in the character name display, and the size of the characters may be made larger than those in the blue serif display (only the color of the characters, etc. may be changed, and the size of the characters, etc. may be the same). In addition, when multiple conversation performance displays are displayed during one game, the text of the dialogue displayed in the first conversation performance display (e.g., the first conversation performance display KD1) may be of one size and font, while the text of the dialogue displayed in the second or subsequent conversation performance displays (e.g., the first conversation performance display KD1) may be of multiple different sizes and fonts.

[0297] When multiple dialogue display displays with different expectations for providing advantageous play, such as blue dialogue display and red dialogue display, are displayed during one game, the dialogue display with the higher expectation is displayed later (it is also possible to provide a case where it is displayed first). Therefore, when multiple dialogue display displays are displayed during one game, the first dialogue display (for example, the first dialogue display KD1) is likely to display dialogue displays in normal colors or dialogue displays in colors with low expectation, and the second or subsequent dialogue display (for example, the second dialogue display KD2) is likely to display dialogue displays in colors with high expectation. In the case of blue dialogue display and red dialogue display, for example, the blue dialogue display is displayed upon receipt of the operation of the start lever 25, and the red dialogue display is displayed upon receipt of the first stop operation. It is also possible to provide a case where the red dialogue display with a relatively high expectation is displayed so as to overlap the blue dialogue display with a relatively low expectation. When they are displayed overlapping, the text in the blue dialogue display may be partially or entirely hidden by the red dialogue display (see FIG. 62(B)), or the red dialogue display may be overlapped so as not to hide the text portion of the blue dialogue display (see FIG. 63(A)). Note that when the second conversation performance display KD2 is displayed after the first conversation performance display KD1, the color indicating the degree of expectation of the second conversation performance display KD2 will not be a color indicating a lower degree of expectation than the color indicating the degree of expectation of the first conversation performance display KD1. This also applies when the third conversation performance display or the fourth conversation performance display is displayed, and the later conversation performance will not have a lower degree of expectation than that displayed in the previous conversation performance. This is because, after first displaying a red dialogue display indicating high expectation in the first conversation performance display KD1, the second conversation performance display KD2 will then display a color indicating a lower degree of expectation. When the blue dialogue display is displayed, it becomes difficult to know how much expectation there is, so this is to prevent such a thing from happening. It is not a problem to display the normal dialogue display in the second conversation performance display KD2 after displaying the red dialogue display in the first conversation performance display KD1, since it does not confuse the player. Also, when a conversation performance occurs before and after a reach performance in a pachinko machine, the expectation level of the conversation performance display displayed after the reach performance may be lower than the expectation level of the conversation performance display displayed before the reach performance. This is because the expectation level increases step by step because the reach performance is sandwiched in between. For example, before the reach performance, the player is interested in whether or not it will be a reach, so if the red dialogue display of the conversation performance appears at this stage, the player expects whether or not it will be a reach. On the other hand, after the reach performance, the player is interested in whether or not it will be a jackpot, so if the blue dialogue display of the conversation performance appears at this stage, the player expects whether or not it will be a jackpot. Since the target of expectation is different in this way, it is possible to provide an easy-to-understand presentation configuration even if the expectation level drops before and after the reach presentation. The characters displayed in the conversation presentation before and after the reach presentation may be the same character, or may be the same character but displayed in a different manner (for example, with a different costume or expression), or may be different characters.

[0298] The colors of the characters (colors other than the normal colors) in the dialogue display are not limited to blue and red. For example, in addition to the blue dialogue display and the red dialogue display, a green dialogue display in which the characters are green, a pattern dialogue display in which the characters are a specific pattern (for example, a pattern that symbolizes the gaming machine manufacturer), and a rainbow dialogue display in which the characters are rainbow colored may be provided. The expectation of a favorable game may be increased in the order of blue dialogue display < green dialogue display < red dialogue display < pattern dialogue display < rainbow dialogue display. In this case, the dialogue display with the highest expectation (rainbow dialogue display in this example) may be a confirmation effect with a 100% expectation (for example, indicating AT confirmation, bonus confirmation, jackpot confirmation, etc.).

[0299] The dialogue display in the dialogue production display is usually composed of words and sentences in characters that the player can understand. However, it may be composed of characters whose meaning is incomprehensible, such as characters in an ancient language, garbled characters, or characters containing figures and symbols (▽, ●, ※). When a dialogue display containing characters whose meaning is incomprehensible is displayed, the expectation of receiving an advantageous game may be higher than when a dialogue display composed of characters whose meaning is understandable is displayed. Furthermore, a character string (sentence) in the dialogue display may be displayed in one line (see FIG. 61), or may be displayed across two or more lines (including a case where the character string is composed of two or more sentences) (see FIG. 62).

[0300] The area image KW1 in the first conversation performance display KD1 and the area image KW2 in the second conversation performance display KD2 are both in the shape of a so-called speech bubble, but the shape of the area image is not limited to this shape and can be any shape. The shape of the area image may always be the same, or may be different depending on the game situation or the display timing of the conversation performance display. The difference in the shape of the area image may be such that the expectation level for the game result is different. For example, there are cases where the area image is displayed in the shape of a speech bubble and cases where the area image is displayed in the shape of an arrow, and the expectation level for the latter case of the latter case is higher than that of the former case. It is also possible to display the characters of the dialogue display in a bare state (without being surrounded by a frame, etc.) without displaying such an area image.

[0301] The color and pattern of the area inside the outline of the range image may always be the same, or may differ depending on the game situation or the timing of the conversation performance display. The degree of expectation of an advantageous game may differ depending on the color and pattern of the area inside the outline. For example, in a case where the area inside the outline of the range image has a mode in which it is displayed in blue (also included in blue dialogue display) and a mode in which it is displayed in red (also included in red dialogue display) in addition to a mode in which it is displayed in a normal color, the degree of expectation of an advantageous game may be different when the area is displayed in red than when it is displayed in blue. The aspect displayed in this way may be configured to increase the expectation of awarding a more advantageous game.

[0302] As an example, FIG. 62(A) shows an example of the dialogue display of the character Kenji in which the area inside the outline of the range image is blue, and the dialogue display of the character Pamela in which the area inside the outline of the range image is red. Note that the color of the area inside the outline of the range image is not limited to blue and red. For example, there may be provided a mode in which the area inside the outline of the range image is green (also included in green dialogue display), a mode in which it has a specific pattern (also included in pattern dialogue display), or a mode in which it is rainbow colored (also included in rainbow dialogue display). Furthermore, in the example of FIG. 62(A), there may be provided a case in which the red dialogue display is displayed so as to overlap the blue dialogue display.

[0303] The character image display in the conversation performance display may always be in the same form for the same character, or may be different for the same character depending on the game situation or the display timing of the conversation performance display. The expectation of an advantageous game may be different depending on the form of the character image display. For example, in a case where the character image KG1 in the first conversation performance display KD1 is displayed in a form in which the character is wearing a hat and a form in which the character is not wearing a hat, the expectation of an advantageous game may be higher in the form in which the character is wearing a hat than in the form in which the character is not wearing a hat.

[0304] When a conversation performance display is displayed on the image display unit DP, a different type of performance display (another image) from the conversation performance display may be displayed on the same image dis...

Claims

[Claim 1] It has a start switch, Having a plurality of reels, It has a stop switch, having an information display means capable of displaying information, having an internal drawing means; It has a role ratio monitor that can display the role ratio, A set value display is provided. The surface color of each segment when the role ratio monitor is not lit is configured to be recognized as a color different from the surface color of each segment when the setting value display is not lit, The surface color of the lit segments when the role ratio monitor is lit can be recognized as being substantially the same color as the surface color of the lit segments when the set value display is lit, In a game in which a predetermined result has been determined by the internal lottery means, the information display means can display stop operation information corresponding to a predetermined stop operation mode; As the stop operation information, first stop operation information which is information related to a first stop operation, second stop operation information which is information related to a second stop operation, and third stop operation information which is information related to a third stop operation can be displayed, The display mode of the first stop operation information includes at least a normal mode and a success mode, The display mode of the second stop operation information includes at least a normal mode and a success mode, The success mode is a display mode that can be displayed based on the operation of the stop switch, A gaming machine in which a power outage occurs in a situation in which a start switch is operated and a predetermined result is determined by an internal lottery means, and when stop operation information corresponding to the predetermined stop operation mode is displayed on an information display means, a stop switch corresponding to the first stop operation information is operated as a first stop operation, the first stop operation information is displayed in a successful mode and then becomes hidden, and when the second stop operation information is displayed, a stop switch corresponding to the second stop operation information is operated as a second stop operation, the second stop operation information is displayed in a successful mode and then becomes hidden, and the third stop operation information is displayed, and after power is restored, at least the first stop operation information is not re-displayed on the information display means, and the second stop operation information is re-displayed in the successful mode on the information display means.

Citation Information

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