Gaming machine

The gaming machine's innovative design, featuring a hinge mechanism and specific component arrangements, enhances gameplay interest by improving player engagement.

JP7701629B2Active Publication Date: 2025-07-02SAMMY CORPORATION
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Patent Information

Application Number
JP2022049330
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-25
Publication Date
2025-07-02
Estimated Expiration
2042-03-25

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: Multiple kinds of components including a first component and a second component are mounted on a first surface part of the board, and the multiple kinds of components have multiple lead wires, respectively. In the multiple kinds of components, each lead wire is soldered to the board in a state in which one portion of each lead wire projects from a second surface part of the board, and the posture of a part projecting from the second surface part of each lead wire of the first component differs from the posture of a part projecting from the second surface part of each lead wire of the second component when the second surface part is seen in a front view. When a first surface part of the board is seen in a front view in a state in which the board is provided in the inner surface part of the body member or in the back surface part of the door member, a component name is disposed in a mode of horizontal writing in which characters are aligned from left to right in the first surface part, or is disposed in a mode of vertical writing in which characters are aligned from bottom to top.SELECTED DRAWING: Figure 220
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In conventional gaming machines, various devices have been made to enhance the gaming performance and improve the interest of the game, or to enable the game to be played smoothly, but there is still room for further improvement.

[0005] An object of the present invention is to provide a gaming machine capable of improving the interest of the game.

Means for Solving the Problems

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

[0007] The gaming machine according to the present invention includes a main body member (for example, a housing) formed in a box shape having an opening, a door member (for example, a front door) attached to the main body member so as to be openable and closable using a hinge mechanism, and a first surface portion on which a plurality of types of components are arranged and a second surface portion to which lead wires of the plurality of types of components are soldered. specifiedA substrate, and the plurality of types of components include a first component, a second component having the same performance as the first component, and a third component having different performance from the first component. Identification information for identifying the plurality of types of components is printed on the first surface portion. In a state where the substrate is provided on the inner surface portion of the main body member or the back surface portion of the door member, the identification information is printed in a horizontal writing mode in which characters are arranged from left to right, or is printed on the first surface portion in a horizontal writing mode in which characters are arranged from bottom to top. The first component has lead wires 1a and 1b, the second component has lead wires 2a and 2b, and the third component has lead wires 3a and 3b. The lead wire 1a of the first component is inserted into the through hole 1c of the predetermined substrate from the first surface portion side, and the lead wire 1b of the first component is inserted into the through hole 1d of the predetermined substrate from the first surface portion side. A virtual line segment connecting the through hole 1c and the through hole 1d is defined as a predetermined virtual line segment 1. When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the angle of the lead wire 1a protruding from the second surface portion with respect to the predetermined virtual line segment 1 is n1 degrees, and the angle of the lead wire 1b protruding from the second surface portion with respect to the predetermined virtual line segment 1 is n2 degrees when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation. The lead wire 2a of the second component is inserted into the through hole 2c of the predetermined substrate from the first surface portion side, and the lead wire 2b of the second component is inserted into the through hole 2d of the predetermined substrate from the first surface portion side. A virtual line segment connecting the through hole 2c and the through hole 2d is defined as a predetermined virtual line segment 2. When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the angle of the lead wire 2a protruding from the second surface portion with respect to the predetermined virtual line segment 2 is n3 degrees, and the angle of the lead wire 2b protruding from the second surface portion with respect to the predetermined virtual line segment 2 is n4 degrees when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation. The lead wire 3a of the third component is inserted into the through hole 3c of the predetermined substrate from the first surface portion side, and the lead wire 3b of the third component is inserted into the through hole 3d of the predetermined substrate from the first surface portion side.A virtual line segment connecting the through-hole 3c and the through-hole 3d is defined as a predetermined virtual line segment 3. When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 3a protruding from the second surface portion forms an angle of n5 degrees with respect to the predetermined virtual line segment 3. The n1 degree and the n3 degree are substantially the same angle, the n2 degree and the n4 degree are substantially the same angle, and the n1 degree and the n5 degree are different angles.

Effect of the Invention

[0008] According to the gaming machine having the above configuration, the interest of the game can be improved.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described with reference to the above drawings. In addition, the "role determination process" in the following description is composed of a plurality of preset role determination result numbers (one or more game roles or losses (excluding when losses are not set)). It means a selection act such as a lottery (also referred to as "role determination") performed using an electronic device or the like to randomly select one or more role determination result numbers (winning items) from among them. Here, the role determination result number defines one or more game roles (also referred to as "permissible winning roles" or "winning roles") or a loss that are permitted to be established in the game in which the role determination result number is determined (selected). Note that role determination is also referred to as "internal lottery" or "role lottery", and "selection" in lottery or winning is also referred to as "lot" or "sen".

[0011] In addition, when describing "a game role is established", "the establishment of a game role", etc., "establishment" means that the symbol combination (corresponding symbol) constituting the game role corresponding to the determined role determination result number (regardless of whether it is a game role with a payout of game medals (minor role) or a game role without a payout (replay role or special role)) is displayed in a predetermined stop mode (for example, the mode of being arranged on the effective line described later). However, regarding the timing of establishment, for example, the timing when the reel stop operation is performed at a timing when the corresponding symbol of the game role can be stopped and displayed on the effective line, the timing when the corresponding symbol of the game role is stopped and displayed on the effective line, the timing when the slot machine identifies that the corresponding symbol of the game role is stopped and displayed on the effective line, the timing when the identified result is stored in the storage area, etc. can be set as appropriate timing.

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

[0013] Note that generally, in a slot machine, the term "insertion" can be used in two senses: one is to mean "putting gaming medals into the slot machine", and the other is to mean "using gaming medals for gaming purposes". In the following explanations, basically, the term "insertion" will be used in the former sense, and the term "bet" will be used in the latter sense. Also, the "thing used for gaming purposes" is also referred to as a "gaming medium". As this gaming medium, in addition to gaming medals, an object such as a so-called pachinko ball may be used, or it may be a recording medium such as a magnetic card or a contact / non-contact IC card, or a storage device such as a server accessible by personal authentication, etc., and it may be a value (gaming value) necessary for performing an electronically recorded game. This gaming value may be represented by a conceptual gaming medal having the same value as an actual gaming medal, or it may be represented by an imaginary or actual currency unit, or a point having no particular meaning, etc.

[0014] Also, a pressing operation performed on any one stop switch while all the reels are rotating is called a first stop operation. Also, a pressing operation performed on any one of the two stop switches corresponding to the reels that are rotating while the remaining two reels are rotating is called a second stop operation. Further, a pressing operation performed on the stop switch corresponding to the remaining one reel while that reel is rotating is called a third stop operation.

[0015] Also, the "payout number" (also referred to as the "payout number of medals") of gaming medals means the number of gaming medals given to a player in one game. Also, the act of paying out gaming medals includes the act of actually paying out gaming medals from the slot machine to the outside (also referred to as "actual payout"), and the act of increasing the numerically stored value magnetically as gaming medals stored in the slot machine (also referred to as "stored addition payout").

[0016] In addition, the "number of medals won" (also referred to as the "number of medals acquired") of the gaming medals means the numerical value counted as the total number of gaming medals obtained (paid out to the player) by the player during a predetermined period (which can be arbitrarily set, for example, the period of AT or the period of bonus). Also, the "difference in medals" (also referred to as the "difference") of the gaming medals means the value obtained by subtracting the total number of bet gaming medals from the total number of paid-out gaming medals during a predetermined period (which may be a negative value). Although the "number of medals won" and the "difference in medals" of the gaming medals can be used as different concepts, they will be treated as synonymous hereinafter.

[0017] In addition, "freeze" (also referred to as "freeze effect") means that the execution of a predetermined control process related to the progress of the game is delayed for a certain period of time. As for the freeze, a freeze set when the operation of the start lever 25 is received (also referred to as the "freeze at the start of reel rotation") and a freeze set after the rotation of all reels stops (also referred to as the "freeze at the stop of reel rotation") can be provided as appropriate. During the freeze period, the state becomes such that the gaming operations by the player are not effectively received. Also, during the freeze period, a drum effect (also referred to as the "reel effect") may be performed. The drum effect is an effect of rotating the reels 3a, 3b, 3c described later to stop and display an arbitrary symbol combination, independent of the gaming operations by the player.

[0018] In the following description, "Push Navigation" refers to the process (action) of notifying the push order and push position in order to assist the establishment of a game role selected by role determination. Among the push navigations, the one that particularly assists the establishment of a replay role is called "RP Navigation" (RP is an abbreviation for replay), the one that assists the establishment of a winning role (minor role) is called "Winning Navigation", and the one that assists the push position where a specific symbol can be stopped and displayed on the active line is also called "Symbol Push Navigation" (mainly performed on the side of the sub-control means). Assisting the push position can also be said to assist the timing at which the player should operate the stop switch from another perspective. When it is desired 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 called "Main Side Push Navigation" ("Main Side RP Navigation", "Main Side Winning Navigation", "Main Side Symbol Push Navigation"), and the latter is also called "Sub Side Push Navigation" ("Sub Side RP Navigation", "Sub Side Winning Navigation", "Sub Side Symbol Push Navigation"), or also called "Push Navigation Effect" ("RP Navigation Effect", "Winning Navigation Effect", "Symbol Push Navigation Effect"). Also, the former and the latter are collectively referred to as the operation mode notification effect of the stop switch.

[0019] Also, in the following description and drawings, numerical values may be expressed in binary or hexadecimal in addition to decimal. Therefore, in order to distinguish these, when expressed in binary, "B" shall be appended to the end of the numerical value, and when expressed in hexadecimal, "H" shall be appended to the end of the numerical value. Also, when expressed in decimal, nothing shall be appended to the end of the numerical value.

[0020] [First Embodiment] FIG. 1 shows a slot machine (referred to as "Slot Machine 1") as the first embodiment of the gaming machine according to the present invention. Hereinafter, the basic configuration of this Slot Machine 1 will be described with reference to FIGS. 1 to 10. ≪Appearance of Slot Machine≫ As shown in Fig. 1(A), the slot machine 1 includes a front door 2 that is openably and closably attached to the front surface of the main body housing. On the front surface of this front door 2, an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a 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 referred to as "image display section DP") of an image display device (also referred to as "liquid crystal display device") 11 (see Fig. 2) arranged on the back side is arranged to face forward, and around it, a first effect lamp 12, a second effect lamps 13a, 13b, and third effect lamps 14a, 14b are arranged. Also, a pair of upper speakers 15a, 15b are arranged on the lower left and right of the display screen 11a.

[0022] At the center of the middle panel assembly 20, a display window W facing the surfaces of three reels 3a, 3b, 3c arranged side by side in the main body housing is provided. 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 allowable number of game medals (also referred to as "prescribed number", for example, 3 medals) at once, a clearing switch 24 for paying out the bet game medals and / or the credited game medals, a start lever 25 that is operated when starting the rotation of all the reels 3a, 3b, 3c (the reels are also referred to as "drums"), three stop switches 26a, 26b, 26c for individually stopping the rotation of each reel 3a, 3b, 3c (the left stop switch 26a in the figure corresponds to the reel 3a, the middle stop switch 26b corresponds to the reel 3b, and the right stop switch 26c corresponds to the reel 3c), and a reject switch 27 for returning the game medals inserted from the medal insertion slot 21 and staying, etc. are provided.

[0023] Each stop switch has a button-shaped operation reception part that retracts when pressed by the player's hand and returns to its original position by spring force or the like when the hand is released. When this operation reception part is pressed (pressed by hand), the contact of the electric circuit closes and switches from the off (OFF) state to the on (ON) state, and when the pressing operation is released (the hand is removed), the contact opens and switches from the on state to the off state.

[0024] Between the medal insertion port 21 and the MAX-BET switch 23, there are provided a selection button (also referred to as a "direction button" or a "cross key") 54 for the player to input information to the slot machine 1 and a determination button (also referred to as a "menu button" or a "PUSH button") 55. Hereinafter, the selection button 54 and the determination 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 upper button 54U, a lower button 54D, a left button 54L, and a right button 54R that specify the up, down, left, and right directions. Then, depending on the button operated by the player, one of the up direction, down direction, left direction, or right direction is specified. The determination button 55 is formed of a member through which light passes, and a light source such as an LED is provided inside. When the operation of the determination button 55 is invalid, the light source inside the switch is turned off, and when it is valid, it blinks (it may also be lit).

[0025] When the sub-button is pressed (pressed by hand), the contact of the electric circuit closes and switches from the off state to the on state, and when the pressing operation is released (the hand is removed), the contact opens and switches from the on state to the off state. When the sub-button is effectively operated, in the sub-control means 200 described later, a predetermined effect process corresponding to the operation may be executed. Also, there may be a case where an effect process is performed to prompt the player to operate the sub-button. Further, 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, lower button 54D, left button 54L, and right button 54R that constitute 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, lower button 54D, left button 54L, and 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 the opposing buttons (up and down, right and left) may be configured so that they cannot be turned on simultaneously.

[0027] The inside of the medal insertion port 21 branches into an acceptance passage (leading to the hopper 50 described later) through which the inserted game medal passes when the inserted game medal is effectively accepted, and a return passage (leading to the game medal payout port 41 described later) through which the inserted game medal passes when the inserted game medal is not accepted. A blocker 48 (see FIG. 2) is provided at the branching portion. This blocker 48 guides the game medal inserted into the medal insertion port 21 to the acceptance passage during the period when the inserted game medal is effectively accepted, and guides the game medal inserted into the medal insertion port 21 to the return passage during other periods. It is configured to selectively open one and close the other of the acceptance passage and the return passage. In the following description, the ON state of the blocker 48 indicates a state in which the game medal inserted into the medal insertion port 21 is guided to the acceptance passage (game medal acceptance possible state), and the OFF state of the blocker 48 indicates a state in which the game medal inserted into the medal insertion port 21 is guided to the return passage (game medal acceptance impossible state).

[0028] In addition, inside the medal insertion port 21, there are provided three inserted medal sensors 28a, 28b, 28c (see FIG. 2) for detecting game medals. The inserted medal sensor 28a is for detecting 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 inserted medal sensor 28b is for detecting that the game medal inserted into the medal insertion port 21 has been guided to the receiving passage and effectively received, and is arranged at a position downstream (nearer to the hopper 50 described later) than the position where the blocker 48 is installed. The inserted medal sensor 28c is for detecting that the game medal inserted into the medal insertion port 21 has passed through the branch portion between the receiving passage and the return passage, and is arranged near the branch portion (at a position slightly nearer to the inserted 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 the inserted game medal has been effectively received. 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 effectively received and has been returned. Also, when the three inserted medal sensors 28a, 28b, 28c detect the passage of the game medal in an order different from the predetermined order (the order of 28a, 28c, 28b) or when the passage of the game medal is not detected by some of the inserted medal sensors, it means that an abnormal passage such as the game medal flowing backward has occurred.

[0030] It is configured such that when all three reels 3a to 3c stop, a total of nine symbols, three symbols for each reel, are visibly displayed to the player on the window W. The winning line 29 that horizontally connects the symbol display areas in the middle stages of the reels 3a, 3b, and 3c is a winning line that is activated when a specified number of game medals are bet, and is configured such that the presence or absence of the establishment of a game combination can be determined based on the symbol combination stopped and displayed on the activated winning line. The activated winning line is also referred to as the "effective line". Incidentally, separately from the winning line 29, the line that horizontally connects the symbol display areas in the upper stages of the reels 3a, 3b, and 3c is referred to as the upper line, and the line that horizontally connects the symbol display areas in the lower stages of the reels 3a, 3b, and 3c is referred to as the lower line. Also, the line that connects the symbol display areas in the upper stage of reel 3a, the middle stage of reel 3b, and the lower stage of reel 3c is referred to as the downward-sloping right line, and the line that connects the symbol display areas in the lower stage of reel 3a, the middle stage of reel 3b, and the upper stage of reel 3c is referred to as the upward-sloping right line.

[0031] In addition, various display lamps composed of LED lamps or the like are arranged on the slot machine 1. In the present embodiment, as the display lamps, 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 stored number display lamp 46h, a payout number display lamp 46j, and stop operation reception lamps 46ka, 46kb, 46kc are provided. These display lamps are configured to be controlled by the main control board 60 (main control means 100) described later.

[0032] The MAX-BET switch display lamp 46a is lit under the situation where game medals can be bet, is arranged inside the MAX-BET switch 23, and when lit, causes the MAX-BET switch 23 to glow partially or entirely. Also, the left stop operation reception lamp 46ka is arranged inside the left stop switch 26a, the middle stop operation reception lamp 46kb is arranged inside the middle stop switch 26b, and the right stop operation reception lamp 46kc is arranged inside the right stop switch 26c. Each of them, when lit, causes the MAX-BET switch 23 to glow partially or entirely. Other display lamps are arranged on the side or below the display window W in the middle panel assembly 20.

[0033] The BET number display lamp 46b (hereinafter also referred to as the "BET lamp 46b") displays the number of game medals bet, and is composed of a 1-BET display lamp 46bC that is lit when the number of game medals bet is 1 or more, a 2-BET display lamp 46bB that is lit when the number is 2 or more, and a MAX-BET display lamp 46bA that is lit when the number is 3. The insertable display lamp 46c is lit under the situation where game medals can be inserted, and the game start display lamp 46d is lit under the situation where the game can be started by operating the start lever 25. The replay display lamp 46e is lit when a replay combination, which will be described later, is formed in an arbitrary game and game medals are automatically bet by the automatic bet process, which will be described later.

[0034] The status display lamp 46f is lit when clearing the stored (credited) game medals. The count display lamp 46g displays, for example, the number of times the push navigation can be executed (it is decremented by 1 each time the push navigation is executed and may also increase by lottery or the like) when AT is set. The stored medal count display lamp 46h (hereinafter also referred to as the "CRE lamp 46h") displays while incrementing the number of stored game medals one by one, and the payout count display lamp 46j displays while incrementing the number of game medals paid out when the small winning combination described later is established one by one. The stored medal count display lamp 46h and the payout count display lamp 46j each consist of two 7-segment displays (composed of seven segment lamps representing numbers and one segment lamp representing a decimal point (dot)) in order to display the upper digit and the lower digit numbers.

[0035] Also, when any abnormality (error) occurs in the slot machine 1, the payout count display lamp 46j is configured to display characters (alphabets) and numbers indicating the type of the error (hereinafter also referred to as "error code"). The errors set in this embodiment include HP error, HE error, H0 error, CE error, CP error, CH error, C0 error, C1 error, FE error, E1 error, E5 error, E6 error, E7 error, etc. The HP error is an error when it is determined that game medals have accumulated at the medal payout port of the hopper 50 described later. The HE error is an error when it is determined that the game medals in the hopper 50 are empty (hopper empty error). The H0 error is an error when it is determined that game medals have passed through the payout sensor abnormally. The CE error is an error when it is determined that game medals have accumulated by the inserted medal sensor (game medal accumulation error). The CP error is an error when it is determined that the inserted game medals have passed through illegally. The C0 error is an error when it is determined that there is an abnormal input 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 the auxiliary storage 85 described later is determined to be full. The E1 error is an error (RAM error) when the content of the storage device (RAM) is abnormal at power-on. The E5 error is an error (reel stop error) when the combination of symbols at the time of all-reel stop is abnormal (the corresponding symbols constituting a winning combination other than the winning allowance role are stopped and displayed). The E6 error is an error (set value error) when the value of the set value (set value) described later for determining the winning probability is out of range. The E7 error is an error (built-in random number error) when an abnormality in the update state of the built-in random number used in each lottery etc. is detected. Each of the E1, E5, E6, and E7 errors (collectively also referred to as "E-series errors") is released by the setting change described later, and other errors are released by the operation of the reset switch 82 described later.

[0036] Furthermore, this payout number display lamp 46j also has a function of displaying a navigation number described later, which indicates the operation order (pressing order) of the stop switches 26a to 26c. The payout number display lamp 46j when displaying the navigation number is also referred to as the "main side pressing order display". Also, this payout number display lamp 46j has a function of displaying the set value described later at the time of setting confirmation and setting change described later. The payout number display lamp 46j when displaying the set value is also referred to as the "set value display". The stop operation reception lamps 46ka, 46kb, 46kc light up when the stop operation of the corresponding stop switch is valid, and go out when the stop operation is invalid.

[0037] A transparent lower panel cover 31 is attached to the central part of the lower panel assembly 30, and decorative lamps 32a, 32b are arranged at both left and right ends thereof. Note that a translucent lower panel base and a lower panel illumination lamp (both not shown) provided with a predetermined symbol are attached to the back side of the lower panel cover 31, and by lighting this lower panel illumination lamp, the symbol on the lower panel base is configured to be illuminated from the rear side.

[0038] The tray assembly 40 is provided with a game medal payout opening 41 for paying out game medals, and a game medal storage tray 42 for storing game medals is provided so as to face the game medal payout opening 41. To the left of this game medal storage tray 42, an ashtray 43 is provided. Also, on the left and right of the game medal payout opening 41, speaker openings 45a, 45b composed of a number of small holes are formed so as to face the front surfaces of a pair of lower speakers 44a, 44b (see FIG. 2) arranged on the back side of the tray assembly 40.

[0039] Furthermore, inside the main body housing, a hopper 50 (see FIG. 2) for paying out game medals acquired when a predetermined winning mode is configured as a result of the game is provided, and a medal detection unit 51 (see FIG. 2) for detecting game medals is provided in this hopper 50. Also, this hopper 50 has a function of physically accommodating the game medals that have been inserted and validly received. Further, in the vicinity of the hopper 50, an auxiliary storage bin 85 (see FIG. 2) for storing the game medals that have overflowed from the hopper 50 is provided, and a full detection unit 86 (see FIG. 2) for detecting whether or not this auxiliary storage bin 85 is in a full state (a state where game medals may overflow from the auxiliary storage bin 85) is provided.

[0040] ≪Connection between the control board and each device≫ In this embodiment, as shown in FIG. 2, as the main control board for controlling the slot machine 1, three control boards, namely, a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B are provided (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 winning determination process, etc.) is performed by a control circuit arranged on the main control board 60, and the lighting control by lamps such as the back lamps 38a to 38c is configured to be performed by a control circuit arranged on the sub-main control board 70A. Also, the effect by the image display device 11 The control of image display and the control of sound generation from speakers such as the upper speakers 15a and 15b are mainly configured to be performed by a control circuit disposed on the sub-sub control board 70B. Further, information transmission between the main control board 60 and the sub-control board 70 can only be performed in one direction from the main control board 60 to the sub-main control board 70A, and information transmission between the sub-main control board 70A and the sub-sub control board 70B can be performed bidirectionally.

[0041] <Configuration of the main control board 60> On the main control board 60, there are arranged a main CPU 61 that performs various arithmetic processes related to the game, a ROM 62 which is a read-only storage device that stores control programs and the like, and a RAM 63 (also referred to as "RWM") which is a storage device capable of writing and reading information. The main CPU 61 controls each drive circuit and the like according to the control program stored in the ROM 62, so that the control related to the progress of the game in the slot machine 1 is performed. Note that the ROM 62 and the RAM 63 are non-volatile storage devices and are configured to be able to hold the stored information even when no power is 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 a random number used for role determination and the like based on the clock pulse (or the divided clock pulse), and a random number capture circuit 67 for capturing the random number generated by the random number generator 66. The clock pulse generator 64 is composed of two oscillators (not shown), and clock signals asynchronous with each other are output from each oscillator. Hereinafter, the clock signal with a predetermined frequency output from one oscillator is referred to as an internal clock, and the clock signal with a predetermined frequency (which may be the same as or different from the internal clock) output from the other oscillator is referred to as an external clock. For example, the internal clock is used as the operation clock of the main CPU 61 and the update clock of the random number used for a predetermined lottery other than role determination, and the external clock is used as the update clock of the random number used in role determination. Note that 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 one IC chip and configured as a one-chip microcomputer. Further, 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 rotationally drive the reels 3a, 3b, and 3c respectively. The display lamp control circuit 47 is a circuit for controlling the various display lamps described above. The reel position detection circuits 37a, 37b, and 37c are circuits that transmit detection signals from reel sensors (not shown) installed on each of the reels 3a, 3b, and 3c to the main control board 60 (detection circuit 37a corresponds to reel 3a, detection circuit 37b corresponds to reel 3b, and detection circuit 37c corresponds to reel 3c). The hopper drive circuit 52 is a circuit that drives the hopper 50 to pay out game medals when a small combination is formed. The payout detection signal circuit 53 is a circuit that transmits 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 state signal circuit 87 is a circuit that transmits a storage state signal indicating whether the auxiliary storage bin 85 is in a full state to the main control board 60 according to the detection result of the full detection unit 86.

[0044] Also, in the slot machine 1, power from the power supply device 80 is supplied via the main control board 60. The power supply device 80 is connected to a power switch 81, a reset switch 82, and a setting key type switch 83, and signals from these switches are configured to be transmitted to the main CPU 61 via the interface circuit 68. Further, the main CPU 61 is configured to receive signals from the 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 supply from the power supply device 80 to the slot machine 1. The reset switch 82 is a switch that is operated by a game store employee or the like when a predetermined error (an error other than the above-described E-series error) occurs in the slot machine 1 and the cause of the error is removed and the error is resolved. When this reset switch 82 is operated, the error occurrence information stored in the main control board 60 and the sub-control board 70 is cleared, and accordingly, the processing at the time of error resolution is executed by the main control board 60 and the sub-control board 70. The setting key type switch 83 is a switch that is operated when performing setting confirmation and setting change of a setting value that determines the degree (rank) of the high or low probability of winning combination determination. The setting change switch 84 is a switch for changing the setting value in multiple steps (six steps in this embodiment).

[0046] In a state where the front door 2 is open (also referred to as the "door open state") and the slot machine 1 is supplied with power (the power switch 81 is in the ON state), when the setting key type switch 83 is operated to the ON state, the setting confirmation mode is entered and setting confirmation becomes possible. Also, in the door open state and when the slot machine 1 is not supplied with power (the power switch 81 is in the OFF state), when the setting key type switch 83 is operated to the ON state and then the power switch 81 is operated to the ON state (power is supplied to the slot machine 1) while maintaining that state, the setting change mode is entered and setting change becomes possible. Further, each time the setting change switch 84 is operated in that state, the setting value can be updated one step at a time. After the setting value is updated, by tilting the start lever 25, the updated setting value is confirmed, and after the confirmation, by operating the setting key type switch 83 to the OFF state, the setting change operation is completed.

[0047] The setting key type switch 83 is configured such that the ON state and the OFF state can be switched by inserting and rotating a predetermined key member (setting key) into a predetermined locking member provided on the main body side. Also, setting confirmation and setting changes cannot be executed during the game execution state (a state in which game medals are bet (including the case of automatic betting) or a state in which the reels are rotating), and can only be executed in the game standby state. In the setting confirmation mode and the setting change mode, the setting values are six integer values from "1" to "6" and are displayed on the payout number display lamp 46j (another lamp for displaying the setting values may be provided inside the housing of the slot machine 1 or the like).

[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 supplied to the sub-sub control board 70B via the sub-main control board 70A (it may be configured to supply power directly from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). On the circuit for supplying power from the power supply device 80 to the main control board 60 and on the circuit for supplying power to the sub-main control board 70A via the main control board 60, supply voltage monitoring circuits (not shown) for monitoring the supply voltage state are respectively provided. Each supply voltage monitoring circuit is configured to determine power-off when the supply voltage drops to a predetermined voltage value and output a power-off detection signal to the main CPU 61 and the sub-main CPU 71 described later. Also, each supply voltage monitoring circuit is configured to determine power-on when the supply voltage returns to a predetermined voltage value (a value different from the voltage value for power-off determination (for example, a higher value), but may be the same value) and output a power-on detection signal to the main CPU 61 and the sub-main CPU 71. The voltage value for detecting power-off of the main control board 60 is set to a higher value than the voltage value for detecting power-off of the sub-main control board 70A, and the main control board 60 is configured to perform a process (power-off process) programmed to be executed at power-off earlier than the sub-main control board 70A (the same may apply to power-on). It is configured such that the main control board 60 performs a process (power-off process) programmed to be executed at power-off earlier than the sub-main control board 70A (the same may apply to power-on).

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

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

[0051] Also, although not shown in the figure, when the main CPU 61 enters a predetermined gaming state (for example, an AT state or a bonus state), it outputs a predetermined signal (also referred to as an "outer end signal") to a data counter, a hall computer, etc. via an external connection terminal board or the like, and is configured to manage the number of times set in the predetermined gaming state or present it to the player based on this outer end signal.

[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. On the sub-main control board 70A, there are arranged a sub-main CPU 71 that mainly performs various arithmetic processes related to the management of effects, a ROM 72 which is a read-only storage device storing control programs and the like, and a RAM 73 which is a storage device capable of writing and reading information. According to the control program stored in the ROM 72, each drive circuit and the like operate, so that control related to the management of image effects and audio effects in the slot machine 1, control related to lamp effects, and the like are carried out. Note that the ROM 72 and the RAM 73 are non-volatile storage devices and are configured to be able to retain the stored information even when power is not supplied. Also, a clock pulse generator and a frequency divider (not shown) are connected to the sub-main CPU 71, and a predetermined process is executed according to the clock signal generated by this clock pulse generator and 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. Also, the sub-main CPU 71 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 according to the received output signals of each button, provides information according to the selection operation of the player, or changes the content of the effect being displayed on the image display device 11 during the game.

[0054] The sub-main CPU 71 is configured to transmit various signals to the sub-sub control board 70B and receive various signals from the sub-sub control board 70B via the interface circuit 74. Hereinafter, the signals transmitted from the main control board 60 to the sub-main control board 70A The signal (control signal) is also referred to as a "control command", and the signal (notification signal or effect signal) transmitted from the sub-main control board 70A to the sub-sub control board 70B is also referred to as an "effect command". Further, the signal (status signal) transmitted from the sub-sub control board 70B to the sub-main control board 70A is also referred to as a "status command".

[0055] The sub-sub control board 70B is provided with a sub-sub CPU 75 that mainly performs various arithmetic processes related to the control of image effects and audio effects, a ROM 76 that is a read-only storage device storing a control program and the like, and a RAM 77 that is a storage device capable of writing and reading information. According to the control program stored in the ROM 76, each drive circuit and the like operate, so that control related to image effects and audio effects is performed. Note that the ROM 76 and the 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 an effect signal from the sub-main control board 70A via the interface circuit 78, transmit signals to the display device control circuit 16 and the speaker control circuit 17, and 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 effect image, and the speaker control circuit 17 is a circuit that controls the types and volumes of sounds generated from speakers such as the upper speakers 15a and 15b. Note that the image display device 11 is also configured to function as a push display device (also referred to as a "sub-side push order display device") 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 driving stepping motors 35a, 35b, 35c, respectively. Each of the reels 3a, 3b, 3c is composed of a cylindrical member having translucency, and a translucent reel tape with a plurality of types of symbols shown in FIG. 3 is attached to the outer peripheral surface thereof. Further, back lamps 38a, 38b, 38c are disposed on the inner surface side of each of the reels 3a, 3b, 3c. By lighting these back lamps 38a, 38b, 38c, the regions of each of the reels 3a, 3b, 3c facing the display window W are illuminated entirely from the inner surface side, or only a partial region of each of the reels 3a, 3b, 3c is illuminated so as to make a predetermined symbol combination (for example, corresponding symbols of game roles arranged on the valid line 29 or at positions different from those on the valid line 29) stopped and displayed on each of the reels 3a, 3b, 3c conspicuous.

[0058] <Symbol arrangement of the reel> In this embodiment, the symbols displayed on each of the reels 3a to 3c are arranged as shown in FIG. 3(a). Here, in FIG. 3(a), the "left reel" represents reel 3a, the "middle reel" represents reel 3b, and the "right reel" represents reel 3c. In this way, on each of the reels 3a to 3c, a predetermined number of each of the 10 types of symbols, namely, "Red Seven", "Golden Seven", "Black Bar", "Blue Bar", "Blank A", "Blank B", "Bell A", "Bell B", "Watermelon", and "Replay", are arranged. Each symbol arranged on the reel tape has one symbol 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 rotating cylinder), the middle reel (middle rotating cylinder), and the right reel (right rotating cylinder), respectively. Note that each symbol shown in FIG. 3 is for explaining the symbol arrangement of each of the reels 3a to 3c and does not reflect the actual size of the symbols drawn on the reel tape (the relative ratio of the sizes of each symbol). As shown in FIG. 3(a), the symbol at the upper end in the longitudinal direction of this reel tape is the "Bell A" symbol with symbol number 19, and the symbol at the lower end is the "Replay" symbol with symbol number 0. Therefore, when the reel tape is attached to the reel, the portion between the "Bell A" symbol with symbol number 19 and the "Replay" symbol with symbol number 0 becomes the seam of the reel tape.

[0059] (Background pattern of the reel tape) On the reel tapes of each of the reels 3a to 3c in this embodiment, background patterns are displayed (drawn) on the left and right edges. Here, an example of the background pattern is shown in FIG. 4. As shown by hatching in FIG. 4(a), in this embodiment, background patterns BPT with waves as motifs are drawn on the left and right side edges of the reel tape RTP. Also, the background pattern BPT is a continuous pattern without seams, with the length of four reel symbols in the longitudinal direction of the reel tape RTP as one unit (one pattern). Therefore, the pattern portion at the upper end UE and the pattern portion at the lower end LE of the background pattern BPT are continuously connected without a seam. However, in the seam portion of the above-described reel tape, a shift may occur in the seam of the background pattern due to, for example, an attachment error of the reel tape.

[0060] Also, as shown in FIG. 3, the number of symbols on each reel in this embodiment is 20, and since the length of one unit of the background pattern BPT (more precisely, the length in the rotational direction of the reel) is equivalent to 4 symbols, 20 / 4 = 5 units of the background pattern BPT are continuously drawn. That is, when the total number of symbols on the reel is divided by the number of symbols corresponding to the length of one unit of the background pattern, the length of one unit of the background pattern is determined so that the result is a divisible number. 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 the background pattern.

[0061] In this way, although the number of symbols displayed in the display window W is 3, the length of the background pattern for one pattern is 4 symbols (i.e., 3 symbols or more). Therefore, even if a plurality of units of the background pattern BPT are drawn on the reel tape, there will be no identical symbol portions in the background pattern BPT visible from the display window W when the reel stops. As a result, it is difficult for the player to perceive that the background pattern is a repeating pattern, and a visually rich and changing background pattern can be shown to the player without awakening the player.

[0062] Also, since the number of symbols corresponding to the length of one unit of the background pattern is determined to be a divisible number when the total number of symbols on the reel is divided by that number, there is no background pattern less than one unit length among the plurality of units of the background pattern arranged on the reel tape. Thus, it can be arranged evenly and uniformly without causing a bias in the symbols in the background pattern for one full rotation of the reel. This can prevent a biased portion of the background pattern from being instantaneously displayed in the display window W during the rotation of the reel and being used as a mark for assisting button presses.

[0063] Also, as shown in FIG. 4(a), since the background pattern drawn on the left edge of the reel tape RTP and the background pattern drawn on the right edge are asymmetric patterns with respect to the center C of the reel tape RTP, it is possible to prevent the background pattern from becoming monotonous and display an interesting background pattern to the player. Here, the "asymmetric pattern" may be a completely different pattern for the background pattern on the right edge and the background pattern on the left edge as shown in FIG. 4(a), or for example, the background pattern drawn on one edge may be the background pattern drawn on the other edge after being rotated 180 degrees (upside down). Furthermore, since the number of units of the background pattern per reel rotation is the same 5 units for both the background pattern on the left edge and the background pattern on the right edge of the reel tape RTP, the correspondence between the background pattern drawn on the left edge of the reel tape RTP and the background pattern drawn on the right edge is always constant, so that the background patterns on both edges can be given a sense of unity. As a result, it is possible to avoid the situation where the background pattern drawn on the reel tape gives the player a sense of discomfort and this affects the player's reel stop operation.

[0064] Next, the relationship between the reel pattern and the background pattern drawn on the reel tape will be described with reference to FIG. 4(b). FIG. 4(b) shows the reel patterns with pattern numbers 19 and 0 to 8 among the pattern arrangements shown in FIG. 3 on the reel tape RTP of the left reel 3a. In FIG. 4(b), the region from the left edge of the reel tape RTP to the point where the background pattern most protrudes (the crest portion of the background pattern) toward the center C of the reel tape RTP is the left region La. Also, the region from the right edge of the reel tape RTP to the point where the background pattern most protrudes (the crest portion of the background pattern) toward the center C of the reel tape RTP is the right region Ra. Also, the area between the left region La and the right region Ra is the central region Ca. In this embodiment, the width of the left region La (the length in the direction orthogonal to the longitudinal direction of the reel tape (the reel rotation direction)) and the width of the right region Ra are the same size. The area from the right edge of the reel tape RTP to the point where the background pattern most protrudes (the crest portion of the background pattern) toward the center C of the reel tape RTP is the right region Ra. Also, the area between the left region La and the right region Ra is the central region Ca. In this embodiment, the width of the left region La (the length in the direction orthogonal to the longitudinal direction of the reel tape (the reel rotation direction)) and the width of the right region Ra are the same size.

[0065] As shown in FIG. 4(b), the “REPLAY” symbols of symbol numbers 19 and 4, the “BELL A” symbols of symbol numbers 0 and 5, the “BLANK A” symbol of symbol number 3, and the “BLANK B” symbol of symbol number 8 are all drawn in a size that fits within the central region Ca of the reel tape. That is, these symbols do not overlap with the background pattern, and such symbols are also referred to as single symbols. On the other hand, the “WATERMELON” symbol of symbol numbers 1 and 6, the “RED 7” symbol of symbol number 2, and the “BLUE BAR” symbol of symbol number 7 are drawn in a size that extends across both the left region La and the right region Ra from the central region Ca. That is, these symbols overlap with the background pattern, and such symbols are also referred to as overlapping symbols.

[0066] In this way, by hiding a part of the background pattern with the overlapping symbols, the continuity of the background pattern is interrupted, and it becomes difficult for the player to notice that the background pattern is a repetition of one pattern. Therefore, it is possible to present a background pattern that does not look monotonous and is not easily boring. Also, by arranging the background pattern of one pattern continuously, for example, if the visual aspect of the background pattern during the rotation of the reel shows a periodic change and it is possible to make a button press based on the periodic change of the aspect, interrupting the continuity of the background pattern with the overlapping symbols can make it difficult to make such a button press. Therefore, the length of the background pattern for one pattern may be made two symbols long, or the background pattern drawn on the left edge and the background pattern drawn on the right edge may be made symmetrical symbols, and in such cases, arranging a certain number of overlapping symbols on the reel tape can achieve the above-described effects.

[0067] In the background pattern shown in FIG. 4, the width of the left region La and the width of the right region Ra were the same, but the width of either one may be wider than the other. Also, the size of the overlapping pattern shown in FIG. 4 covered both the left region La and the right region Ra, but it may cover only one of the regions. Further, for example, the white reel tape may be colored, and the background pattern and the reel pattern may be drawn thereon. In this case, the coloring applied to the reel tape may have a gradation that gradually becomes thinner from both side edges of the reel tape toward the center (in this case, the center of the reel tape exposes the original color (white) 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 boundaries between the left region La and the central region Ca and between the right region Ra and the central region Ca. Also, the same background pattern as the one shown in FIG. 4 may be drawn on the middle reel 3C and the right reel 3R, or individual background patterns may be drawn on each reel.

[0068] Next, referring 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), similar to FIG. 4, a background pattern BPT with waves as a motif is drawn on the left and right side edges of the reel tape RTP. This background pattern BPT is a seamless continuous pattern with the length of five reel patterns as one unit (one pattern) in the longitudinal direction of the reel tape RTP. The length of this one pattern (five patterns) is the same as the arrangement interval (five 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, similar to the background pattern shown in FIG. 4, the background pattern drawn on the left side edge of the reel tape RTP and the background pattern drawn on the right side edge are asymmetric patterns with respect to the center C of the reel tape RTP.

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

[0070] As shown in FIG. 3, the "Bell A" symbols are arranged on the left reel 3a at symbol numbers 15, 10, 5, and 0, and one pattern of the background design (from the upper end UE to the lower end LE shown in FIG. 5(a)) corresponds to each of the five symbols from symbol number 15 to 11, the five symbols from symbol number 10 to 6, the five symbols from symbol number 5 to 1, and the five symbols from symbol number 0 to 16. Therefore, as shown in FIG. 5(b), the left-side pattern starting mark PSL and the right-side pattern starting mark PSR in the background design are drawn at the positions of the "Bell A" symbols at symbol numbers 15, 10, 5, and 0.

[0071] Next, referring to FIG. 6, the relationship between the positions of the "Bell A" symbols on the left reel 3a, the middle reel 3b, and the right reel 3c and the positions of the patterns of the background design will be described. In FIG. 6, only some of the "Bell A" symbols on the left reel 3a, the middle reel 3b, and the right reel 3c are shown. Also, FIG. 6(a) shows the symbol arrangement from symbol number 16 to 8 on the left reel 3a, FIG. 6(b) shows the symbol arrangement from symbol number 15 to 7 on the middle reel 3b, and FIG. 6(c) shows the symbol arrangement from symbol number 15 to 7 on the right reel 3c.

[0072] As shown in Fig. 6(a), in the left reel 3a, one pattern of the background pattern corresponds to symbol numbers 15 to 11, and the left pattern start mark PSL and the right pattern start mark PSR in the background pattern are drawn at the position of the "Bell A" symbol of symbol number 15. In the middle reel 3b, the "Bell A" symbol is arranged at symbol numbers 19, 14, 9, and 4 (see Fig. 3), but as shown in Fig. 6(b), the left pattern start mark PSL and the right pattern start mark PSR in the background pattern are drawn at the positions of symbol numbers 15 and 10. Also, although not shown in Fig. 6(b), the left pattern start mark PSL and the right pattern start mark PSR are also drawn at the positions of symbol numbers 5 and 0.

[0073] Therefore, in the middle reel 3b, one pattern of the background pattern (from the upper end UE to the lower end LE shown in Fig. 5(a)) corresponds to each of the five symbols of symbol numbers 15 to 11, the five symbols of symbol numbers 10 to 6, the five symbols of symbol numbers 5 to 1, and the five symbols of symbol numbers 0 to 16. Thus, in the middle reel 3b, unlike the left reel 3a, the left pattern start mark PSL and the right pattern start mark PSR in the background pattern are drawn at the positions of the symbols drawn one symbol upstream from the position of the "Bell A" symbol. Here, "upstream side" refers to the direction going against the rotation direction of the reel, and "downstream side" refers to the same direction as the rotation direction of the reel.

[0074] In the right reel 3c, similar to the middle reel 3b, the "Bell A" symbol is arranged at symbol numbers 19, 14, 9, and 4 (see Fig. 3), but as shown in Fig. 6(c), the left pattern start mark PSL and the right pattern start mark PSR in the background pattern are drawn at the positions of symbol numbers 13 and 8. Also, although not shown in Fig. 6(c), the left pattern start mark PSL and the right pattern start mark 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, on the right reel 3c, the left pattern of the background pictures is located at the position of a symbol drawn one symbol downstream from the position of the "Bell A" symbol. A line start marker PSL and a right pattern start marker PSR are depicted.

[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 upper end UE of one pattern of the background pattern with respect to the arrangement position of the "Bell A" symbol on the left reel 3a is used as a reference, the positions of the upper ends UE of one pattern of the background pattern with respect to the arrangement positions of the "Bell A" symbols on the middle reel 3b and the right reel 3c are each shifted by one symbol on the upstream side and one symbol on the downstream side, but they may be shifted by more symbols. Also, in the symbol arrangement of FIG. 3, all the symbols (four symbols) arranged at equal intervals (interval of five symbols) on each reel were "Bell A" symbols, but for example, one or more of these symbols may include symbols using the same motif (symbols that are difficult to distinguish visually and are similar), such as "Bell B" symbols.

[0079] <Type of game role> In the present embodiment, the symbol combinations stopped and displayed on each of the reels 3a to 3c are set as shown in FIGS. 7 to 10, and they are symbol combinations (corresponding symbols) that constitute game roles. As game roles in the present embodiment, there are a total of 51 types, including two types of special roles of BB roles 1 and 2 (BB role; BB is an abbreviation for Big Bonus. Also referred to as "Type 1 BB" and "bonus role"), five types of replay roles 1 to 5, and 44 types of winning roles (minor roles) of minor roles 1 to 44. The symbol combinations (corresponding symbols) for each game role to be established, the number of game medals paid out when the game role is established, etc. are as shown in FIGS. 7 to 10.

[0080] When BB roles 1 and 2 are formed, no gaming medals are paid out. Triggered by their formation, a predetermined bonus (also referred to as "BB" in this embodiment) as a special feature activates, and a predetermined bonus game (also referred to as "BB game") that is executed under conditions different from normal games starts from the next game, transitioning to a special gaming state (also referred to as "during BB activation") that is advantageous to the player. BB role 1 has a symbol combination of "blue bar · blue bar · red seven" for its corresponding symbols, and BB role 2 has a symbol combination of "black bar · black bar · red seven" (the names of the symbols constituting the gaming role are noted in the order of reels 3a, 3b, 3c. The same applies hereinafter). The bonus game that can be started by the formation of BB role 1 or BB role 2 ends when a predetermined number (in this embodiment, for example, 70) of gaming medals are obtained (as a modification, it may end when a predetermined number (for example, 30 games) of games are executed). BB roles 1 and 2 may be formed in non-RT and RT1 (inside BB) described later, but they are roles that do not form in RT2 (during BB activation) (the "-" in FIGS. 7 to 10 indicates that it does not form).

[0081] In this embodiment, only the BB role is provided as a special role. However, as another special role, 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. When the RB role is formed, it may be set to start an RB game as a bonus game from the next game, and when the MB role is formed, it may be set to start an MB game as a bonus game from the next game. In this case, the RB game may end, for example, when a minor role is formed a predetermined number of times (for example, 8 times) or when a predetermined number of games (for example, 12 times) are completed, and the MB game may end, for example, when a predetermined number (for example, over 200) of gaming medals are paid out. Also, multiple special roles (for example, multiple types of BB roles may be provided, or both BB roles and MB roles may be provided).

[0082] When the replay roles 1 to 5 are established, there is no payout of game medals. However, they are game roles (replay roles) that allow the player to play the next game without reducing the number of game medals the player holds (without newly inserting game medals). Note that when the corresponding symbol of replay role 1, "Bell A · Replay · (Blue Bar / Black Bar / Golden Seven / Red Seven)" (the " / " in () means "or") stops and is displayed on valid line 29, the symbol "Replay" is arranged on the downward-sloping line in the lower right of display window W. For this reason, replay role 1 is also referred to as "downward-sloping replay" (replay is also denoted as "RP"). For the same reason, replay roles 2 to 4 are also referred to as upward-sloping RP, upper-stage RP, and middle-stage RP, respectively. Also, when the corresponding symbol of replay role 5, "Bell A · (Blue Bar / Black Bar / Golden Seven / Red Seven) · Bell B" stops and is displayed on valid line 29, the symbol "Watermelon" is arranged on the upper line in display window W. For this reason, replay role 5 is also referred to as "upper-stage watermelon RP".

[0083] As shown in FIG. 3 (reel symbols), the symbol "Replay" on each of the left reel 3a, middle reel 3b, and right reel 3c that constitutes replay role 4 is arranged within every 5 symbols on each reel. Thus, when replay role 4 is won, its corresponding symbol "Replay · Replay · Replay" can be stopped and displayed (also referred to as "pulled in") on valid line 29 regardless of the pressing order and pressing position (refer to the explanation of the reel rotation stop control by reel control means 134 described later). A role like this replay role 4, which can pull in its corresponding symbol (any one of multiple sets if there are multiple sets) onto valid line 29 regardless of the operation timing of each stop switch, is also referred to as a "100% pull-in possible game role" or a "game role with no omission". Note that replay roles 1 to 3, 5 are also 100% pull-in possible game roles like replay role 4. Also, replay roles 1 to 5 are roles that may be established in non-RT and RT1 described later, but are not established in RT2.

[0084] The minor winning combinations 1 to 44 are winning combinations (prize-winning combinations) configured to pay out a predetermined number of gaming medals upon formation. Among the minor winning combinations 1 to 44, the minor winning combinations 1 to 36 can be formed in any of the non-RT, RT1, and RT2 described later, while the minor winning combinations 37 to 39 can only be formed during RT2 (when the BB is in operation). Also, since the payout number at the time of formation of the minor winning combinations 1 to 23 and 40 to 43 is set to 1, they are also referred to as "1-medal combinations". Similarly, the minor winning combinations 24 to 37 are also referred to as "15-medal combinations", and the minor winning combinations 38 and 39 are also referred to as "3-medal combinations". Incidentally, the 15-medal combination is also referred to as the "bell minor winning combination".

[0085] When the corresponding symbols of the minor winning combination 37, "bell A, watermelon, (blue bar / black bar / gold seven / red seven)", stop and are displayed on the valid line 29, the symbol "watermelon" is configured to line up on the downward-sloping line in the lower right of the display window W. For this reason, the minor winning combination 37 is also referred to as the "watermelon minor winning combination". Also, the minor winning combination 40 is a 1-medal combination with its corresponding symbols being "red seven, red seven, red seven". For this reason, the minor winning combination 40 is also referred to as the "three red sevens 1-medal combination". Incidentally, the minor winning combinations 1 to 7 and 24 to 37 are winning combinations that can be drawn 100%.

[0086] <Basic operations for playing the game> To play a game on the slot machine 1, first, bet by actually inserting gaming medals into the medal insertion slot 21, or operate either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of gaming medals within the credit range, thereby activating the winning line 29. In this embodiment, the specified number of gaming medals required to activate the winning line 29 is set to 3 in any of the RT states of non-RT, RT1, and RT2 described later. However, the specified number is not limited to this, and it can be appropriately changed, such as setting different values for the specified number according to the RT state, etc. Also, a plurality of winning lines may be provided, and the number of winning lines to be activated, etc., may be changed according to the bet number of the gaming medals.

[0087] Next, when the player operates the start lever 25, the number of bets is determined (the bet game medals are used for the game), and the role determination process described later is performed. Then, after it is confirmed that the minimum game time has elapsed, each reel 3a to 3c starts rotating. Here, the minimum game time refers to the time that must be ensured at least from when all the reels start rotating in one game until all the reels start rotating in the next game. In this embodiment, it is set to 4.1 seconds. When each reel 3a to 3c starts rotating , a plurality of types of symbols displayed on the outer peripheral surfaces of the reels 3a to 3c are moved up and down (usually from top to bottom) within the display window W. Then, when the rotation of the reels 3a to 3c reaches a predetermined speed and becomes constant-speed rotation, each stop switch 26a to 26c is activated (the operation of the stop switch can be effectively accepted). 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. When the player operates the stop switch 26c, the rotation of the reel 3c stops.

[0088] Here, when it is determined that the symbol combination stopped and displayed on the effective line 29 is a predetermined winning mode (the corresponding symbols of the game roles that can acquire game medals), the number of game medals corresponding to each winning mode is paid out by the hopper 50 or added as credit.

[0089] Next, with additional reference to FIGS. 11 to 31, the characteristic configuration of the slot machine 1 according to this embodiment will be described. ≪Functional Block≫ As shown in FIG. 11, from a functional perspective, the slot machine according to the present embodiment mainly includes a bet operation for betting game medals (for example, an operation of inserting game medals into the medal insertion port 21, a pressing operation of the 1-BET switch 22 or the MAX-BET switch 23), a reel rotation start operation for rotating each of the reels 3a to 3c that are stopped (for example, a tilting operation of the start lever 25), each reel rotation stop operation for stopping the rotation of the three reels 3a, 3b, 3c that variably display a plurality of types of symbols (for example, a pressing operation of the stop switches 26a, 26b, 26c), a clearing operation for paying out the bet or stored (credited) game medals (for example, a pressing operation of the clearing switch 24), etc., and an operation signal output means 95 that outputs a signal (also referred to as a "game operation signal") corresponding to each game operation performed by the player, a main control means 100 (corresponding to the main control board 60) that performs main control related to the progress of the game, and a sub-control means 200 (corresponding to the sub-control board 70) that performs predetermined effect control according to the situation of the game.

[0090] (1) Functional blocks of the main control means 100 The main control means 100 is mainly composed of a game state management means 110 that manages the game state, a game progress management means 130 that manages the game progress, and a main communication control means 150 that controls communication in the main control means 100. Among these, the game state management means 110 includes a setting 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 and capture means 117.

[0091] In addition, the game progress management means 130 includes a received medal management means 131, a winning determination means 132, a production group number determination means 133, a reel control means 134, a stopped display symbol determination means 135, a paid-out medal management means 136, a blocker control means 137, a display lamp control means 138, a pressing order management means 139, and a condition device group number determination means 140. The main communication control means 150 includes a control command transmission means 151 and an outer end signal transmission means 152. Note that each of the above means in the main control means 100 functionally represents a configuration composed of hardware such as a main CPU 61, a ROM 62, a RAM 63, an electronic circuit, etc., 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 state management means 110 The setting value control means 111 is configured to control a numerical value (also referred to as a "management setting value") for internally managing the setting value of the winning determination probability (a six-step configuration of settings 1 to 6). In this embodiment, consecutive integer values from 1 to 6 (the integer values of 1 to 6 respectively correspond to settings 1 to 6) are used as the management setting value. The data of the management setting value is stored in a predetermined storage area of the RAM 63, and is referred to when confirming the setting value in the winning determination process, and is also referred to when displaying the setting value on the setting value display (the paid-out number display lamp 46j) at the time of setting confirmation or setting change. In addition, the management setting value is changed in response to a setting change operation by a game store employee. Specifically, each time the setting key type switch 83 is operated to the ON state and the setting change switch 84 is operated in that state, the setting value is updated by 1.

[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 the B role 1 or BB role 2 is established. Specifically, when the BB role 1 or BB role 2 is won, information indicating that the BB role 1 or BB role 2 has been won (also called the "Type 1 BB winning flag") is set in a predetermined storage area of ​​the RAM 63 (for example, Stores the value "1". Also, upon the establishment of BB role 1 or BB role 2, information indicating the BB operating state (also referred to as the "type 1 BB operation flag") is set in a predetermined storage area of the RAM63 (for example, stores the value "1").

[0096] The freeze control means 115 is configured to set a freeze that delays the execution of control processing related to the progress of the game (for example, processing that accepts bet operations, reel rotation start operations, reel rotation stop operations, etc.) for a predetermined time upon the establishment of a predetermined condition. In this embodiment, four types of freezes, namely the blind wait (freeze time: 2 seconds), the fake wait (freeze time: 5 seconds), the notification wait (freeze time: 2 seconds), and the all-stop end wait (freeze time: 5 seconds), can be executed.

[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 referred to as the "main game state") mainly related to the setting state of the AT, which is controlled on the main control means side separately from the RT state. Also, the game mode control means 116 manages whether to stay in either the normal section or the advantageous section, which will be described later, based on the section type number (taking a value of 0 or 1). Here, section type number = 0 indicates staying in the normal section, and section type number = 1 indicates staying in the advantageous section. Furthermore, the game mode control means 116 manages whether a win has occurred in the AT based on the AT hit flag (taking a value of 0 or 1). Here, AT hit flag = 0 indicates that no win has occurred in the AT, and AT hit flag = 1 indicates that a win has occurred in the AT.

[0098] Game mode 0 is a normal (non - advantageous) game state. Game mode 0 is a mode that stays in the normal section and is a mode in which no lottery related to the AT game (assist game) is conducted. Game mode 1 is a game state mainly called "chance" that stays when the section type number = 1 and the AT has not been won. Game mode 2 is a game state mainly called "after AT win 1" that stays when the section type number = 1 and the AT has been won but the BB has not been won. Game mode 3 is an AT game state mainly shifted due to winning the BB while the AT has been won. During this game mode 3, since the push navigation described later is executed, it becomes a game state that is very advantageous for the player.

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

[0100] The above eight game modes 0 to 7 are divided into a game mode belonging to the normal section (game mode 0) and a game mode belonging to the advantageous section (game modes 1 to 7). The normal section is a period when no push navigation (winning navigation, RP navigation, and button - push navigation) is performed, and it is also a period when information for determining the push order (information such as the condition device number and the instruction number) is not transmitted from the main control means side to the sub - control means side. Also, the normal section is a period when a lottery (for example, lottery for shifting to the advantageous section) for determining the possibility of shifting to the advantageous section can be conducted.

[0101] The advantageous period is a period during which push navigation can be performed and is also a period during which information for determining the push order can be transmitted from the main control means side to the sub-control means side. Further, the advantageous period is a period during which a lottery for changing the performance of the advantageous period (for example, AT mode lottery) or a process of adding the number of AT games during the advantageous period (for example, seven-stock 1 lottery, seven-stock 2 lottery) can be performed. Furthermore, during the advantageous period, a section display device for notifying the player that it is during the advantageous period (for example, among the payout number display lamps 46j, the DP segment lamp other than the seven-segment lamp (also referred to as the "advantageous period lamp") is lit. While staying in the advantageous period, winning navigation may be performed at least once (in this case, if winning navigation has not been performed even once, it may be made impossible to shift to the normal period). Also, an upper limit (1500 games) is provided for the period during which continuous stay in the advantageous period is possible. Further, when the upper limit is reached and the advantageous period ends, all information related to the advantageous period (for example, information such as the AT hit flag, the value of the seven-stock number counter, etc.) is cleared. Note that when the upper limit is reached and the advantageous period ends, winning navigation does not have to be performed even once during the stay in the advantageous period. Also, when performing a lottery for determining the possibility of shifting to the advantageous period or a lottery for changing the performance of the advantageous period based on the winning determination result (condition device), it may be performed only for the winning determination result without a setting difference, or in particular, the lottery for changing the performance of the advantageous period may be performed based on conditions other than the winning determination result. And in that case, it may be performed without referring to the set value.

[0102] Moreover, when ending the advantageous period upon reaching the upper limit, information related to the advantageous period (such as the AT hit flag, the value of the seven-stock number counter, etc.) is all cleared. Note that when ending the advantageous period upon reaching the upper limit, winning navigation does not have to be performed even once during the stay in the advantageous period. Also, when performing a lottery for determining the possibility of shifting to the advantageous period or a lottery for changing the performance of the advantageous period based on the winning determination result (condition device), it may be performed only for the winning determination result without a setting difference, or in particular, the lottery for changing the performance of the advantageous period may be performed based on conditions other than the winning determination result. And in that case, it may be performed without referring to the set value.

[0103] The random number generation and capture means 117 is composed of the above-mentioned CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number capture circuit 67, and generates and captures random numbers used for various lotteries. In this embodiment, it has four (4ch: ch is short for "channel") 16-bit random number means capable of generating a random number sequence in a numerical range from "0 to 65535" at most, and four (4ch) 8-bit random number means capable of generating a random number sequence in a numerical range from "0 to 255" at most, and each can independently generate a random number sequence. 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 also referred to as hardware random numbers (hard random numbers). Although not shown in the figure, in this embodiment, there is a random number generation means separate from the random number generation and capture means 117. This random number generation means is composed of the above-mentioned CPU 61 and RAM 63, and has a random number means capable of generating a random number sequence in a predetermined numerical range as the random number used for role determination and the like. Since this random number is updated based on a program, it is also referred to as a software random number (soft random number).

[0104] (Regarding the transition control of the RT state) The transition control of the RT state by the above-mentioned RT state control means 112 will be described with reference to FIG. 12. As shown in this figure, when a type 1 BB-A conditional device or a type 1 BB-B conditional device is selected during non-RT, condition P1 is satisfied, and based on this, the RT state control means 112 shifts the RT state from non-RT to RT1. Also, during RT1, when BB role 1 or BB role 2 is established (also referred to as "BB established" or "BB activated"), condition P2 is satisfied, and based on this, the RT state control means 112 shifts 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 will be described with reference to Fig. 13 and Fig. 14. As shown in Fig. 13, in game mode 0, when condition Q1 is satisfied, When condition Q1 is added, a transition from game mode 0 to game mode 1 is triggered, when condition Q2 is satisfied, a transition from game mode 0 to game mode 2 is triggered, when condition Q3 is satisfied, a transition from game mode 0 to game mode 3 is triggered, and when condition Q4 is satisfied, a transition from game mode 0 to game mode 6 is triggered. 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 flowchart described later.

[0107] During game mode 1, when condition Q5 is satisfied, the game mode shifts from game mode 1 to game mode 0. When condition Q6 is satisfied, the game mode shifts from game mode 1 to game mode 6. When condition Q7 is satisfied, the game mode shifts from game mode 1 to game mode 2. When condition Q8 is satisfied, the game mode shifts 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 staying in game mode 1. When shifting to game mode 1, the value of the chance game number counter is set to 30, and then it is decremented by 1 for each subsequent game (see also Fig. 14). Also, the one-kind BB hit flag included in conditions Q6 to Q8 is a flag (taking values of 0 or 1) that manages whether BB is won in the role lottery in the game. One-kind BB hit flag = 0 indicates that BB is not won in the game, and one-kind BB hit flag = 1 indicates that BB is won in the game (see also Fig. 14).

[0108] During game mode 2, when condition Q9 is satisfied, the game mode is shifted to game mode 3. During game mode 3, when condition Q11 is satisfied, the game mode shifts to game mode 0. When condition Q12 is satisfied, the game mode shifts to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking values from 0 to 134) that manages the number of times the push navigation (winning navigation) can be executed during AT (also referred to as the "bell count"). When the value of the bell count counter is 1 or more, the winning navigation can be executed (see also Fig. 14).

[0109] In addition, the seven-digit numbers included in conditions Q11 and Q12 are numbers for managing the type of AT (Red Seven or Gold Seven). A seven-digit number = 1 indicates Red Seven, and a seven-digit number = 2 indicates Gold Seven (see also FIG. 14). The seven-counter is a counter for managing the stock quantity of Red Sevens (taking values from 0 to 26), the cumulative counter is a counter for managing the number of game medals won (the difference in the number of medals) in one advantageous period (taking values from 0 to 2412), and the reach flag is a flag for adjusting the reaching of the upper limit of the number of game medals won (the difference in the number of medals) (taking a value of 0 or 1) (see also FIG. 14).

[0110] During game mode 6, upon fulfillment of condition Q10, the game shifts to game mode 1. During game mode 7, upon fulfillment of condition Q10, the game shifts to game mode 4. During game mode 4, upon fulfillment of condition Q8, the game shifts from game mode 4 to game mode 3, upon fulfillment of condition Q13, the game shifts from game mode 4 to game mode 0, and upon fulfillment of condition Q14, the game shifts from game mode 4 to game mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter for managing the staying cycle during AT (taking values from 0 to 3).

[0111] Also, during game mode 4, upon fulfillment of condition Q7, the game shifts from game mode 4 to game mode 5, and during game mode 5, upon fulfillment of condition Q9, the game shifts to game mode 3.

[0112] Furthermore, while staying in any one of game modes 1 to 7 (i.e., the advantageous period), condition Q15 When the condition is satisfied, the game mode shifts to game mode 0. The advantageous section clear counter included in condition Q15 is a counter that manages the number of consecutive games played in the advantageous section (it takes values from 0 to 1500). When shifting from the normal section to the advantageous section, it is set to 1500, and it is decremented by 1 each time a game is played in the advantageous section (see also Fig. 14). Also, the net increase counter is a counter that manages the number of winnings (difference in the number of medals) during the advantageous section (it takes values from 0 to 2412). When shifting from the normal section to the advantageous section, it is set to 0, and thereafter it is updated according to the number of winnings (see also Fig. 14).

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

[0114] Also, in this embodiment, there is also a net increase counter that counts the number of game medals won (difference in the number of medals) during the advantageous section. This net increase counter sets its counter value to "0" at the start of the advantageous section (it may be set to "0" at the end of the advantageous section), and thereafter, for each game, the counter value is updated according to the result of the game. When updating, if the difference in the number of medals is less than 0, the counter value is corrected to be "0", and if the difference in the number of medals is a positive value, it is accumulated and updated as it is (such correction may not be performed). When the accumulated difference in the number of medals exceeds 2400, the advantageous section ends and it shifts to the normal section. Note that the cumulative counter is, functionally, a counter that performs the same counting as the net increase counter. When checking the number of game medals won (difference in the number of medals) during the control process, there are cases where the value of the cumulative counter is referred to and cases where the value of the net increase counter is referred to according to the content of the process.

[0115] Furthermore, a correction counter is also provided as a counter that counts the number of game medals obtained (the difference in the number of medals) during the advantageous period. This correction counter calculates the value of the net increase counter (cumulative counter) by taking into account the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter, and counts the number of game medals that can be expected to be obtained during one advantageous period (also referred to as the "expected number of acquisitions" or "expected obtainable number") (a counter that takes values from 0 to 2101). When the value of the correction counter (expected number of acquisitions) exceeds a predetermined value (2100), there is a possibility that the advantageous period will end at a predetermined timing and shift to the normal period.

[0116] With such a configuration, it is possible to make it difficult for the player to understand the end timing of the advantageous period. For example, when determining the end timing of the advantageous period based only on the value of the advantageous period clear counter or the value of the net increase counter, if these values are displayed to the player, the player can easily grasp the end timing of the advantageous period by checking them. However, when a correction counter is provided, even though the values of the advantageous period clear counter and the net increase counter have not reached the upper limit value, the advantageous period may end because the value of the correction counter has reached the predetermined value. Therefore, the end timing of the advantageous period becomes difficult to understand, and the interest of the game can be improved. Also, by setting the predetermined value (2100) in the correction counter to a value smaller than the upper limit value (2400) in the net increase counter, it is possible to reduce the possibility that the advantageous period will end during the AT. For example, if the value of the correction counter (expected number of acquisitions) exceeds the predetermined value (2100) during the AT and the next AT can be executed after the end of that AT, there is a high possibility that the net increase counter will exceed the upper limit value (2400) and the advantageous period will end during the execution of the next AT. If the advantageous period ends during the AT, the player may be discouraged, but if the advantageous period is ended when the value of the correction counter (expected number of acquisitions) exceeds the predetermined value (2100), such a situation can be avoided.

[0117] (Lotteries Executed in Each Game Mode) Next, various lotteries performed by the game mode control means 116 in the above-described game modes 0 to 7 will be described with reference to FIGS. 15 to 22. The advantageous section transition lottery shown in FIG. 15(A) is a lottery for determining whether to transition to an advantageous section, and based on the conditional device group A number (the conditional device group number will be described later), either a win (1) or a loss (0) is selected. The winning numbers corresponding to each conditional device group A number are as shown in the figure.

[0118] The chance mode 1 lottery shown in FIG. 15(B) is a lottery for determining the chance mode number (a number for managing the ease of winning in the lottery during the chance (game mode 1)), and based on the conditional device group H number, one of the chance mode numbers 0 to 4 is selected. The winning numbers corresponding to each conditional device group H number are as shown in the figure.

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

[0120] The chance mode 2 lottery - 2 shown in FIG. 15(D) is a lottery for determining the chance mode number during non - BB operation in the chance (game mode 1), and based on the conditional device group B number, one of the chance mode numbers 0 to 4 (actually 0 or 4) is selected. The winning numbers corresponding to each conditional device group B number are as shown in the figure.

[0121] The chance mode 3 lottery shown in Fig. 15(E) is a lottery to determine a new chance mode number at the end of the stay period during chance (game mode 1). Based on the current chance mode numbers 1 to 3 (no lottery is conducted when it is 0), one of the new chance mode numbers 0 to 4 (actually 0 or 4) is selected. The winning value numbers corresponding to each chance mode number are as shown in the figure. Note that chance mode number 4 indicates an AT win. The chance mode lotteries in Figs. 15(B) to (E) are collectively also referred to as the AT lottery.

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

[0123] The chance cycle lottery shown in Fig. 16(B) is a lottery to determine the number of cycles at the time of winning the chance mode. Based on the chance mode numbers 1 to 3 selected in the chance mode 1 lottery, one of the cycle numbers 0 to 4 is selected. The winning value numbers corresponding to each chance mode number are as shown in the figure.

[0124] The EX1 mode lottery shown in Fig. 16(C) is a lottery to determine the additional mode number (the number for managing the stock addition state during AT) after winning the AT. Based on the condition device group F number, one of the additional mode numbers 0 to 2 (actually 1 or 2) is selected. The winning value numbers corresponding to each condition device group F number are as shown in the figure.

[0125] The EX2 mode lottery shown in Fig. 16(D) is, like the EX1 mode lottery, after winning the AT In order to determine the superimposed mode number, it is a lottery conducted particularly while staying in game mode 2 or 5, and based on the conditional device group F number, any one of the superimposed mode numbers 0 to 2 (actually 0 or 2) is selected. The winning numbers corresponding to each conditional device group F number are as shown in the figure.

[0126] The AT mode lottery - 1 shown in Fig. 16(E) is a lottery conducted particularly while staying in game modes 0 to 2 in order to determine the next AT mode number (a number for controlling the ease of winning in the lottery during AT) when AT is won, and based on the conditional device group J number, any one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each conditional device group J number are as shown in the figure.

[0127] The AT mode lottery - 2 shown in Fig. 16(F) is a lottery conducted particularly while staying in game modes 3 to 5, similar to the AT mode lottery - 1, in order to determine the next AT mode number (a number for controlling the ease of winning in the lottery during AT) when AT is won, and based on the conditional device group J number, any one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each conditional device group J number are as shown in the figure.

[0128] The AT mode lottery - 3 shown in Fig. 16(G) is a lottery conducted particularly after all - reel stops (also referred to as "after all stops"), similar to the AT mode lotteries - 1 and 2, in order to determine the next AT mode number (a number for controlling the ease of winning in the lottery during AT) when AT is won, and based on the conditional device group J number, any one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each conditional device group J number are as shown in the figure.

[0129] The Seven 1 lottery shown in Fig. 17(A) is a lottery conducted particularly while staying in game mode 1 or 4 and after all stops in order to determine the type of AT (Red Seven or Gold Seven), and based on the conditional device group F number, any one of the Seven numbers 0 to 2 is selected. The winning numbers corresponding to each conditional device group F number are as shown in the figure.

[0130] The seven 2 draws shown in FIG. 17(B) are the same as the seven 1 draws in that they are draws that determine the type of AT, and in particular, are draws that are performed during the stay in game mode 2 or 5. Based on the conditional device group F number, one of the seven numbers 0 to 2 is selected. The winning numbers corresponding to each conditional device group F number are as shown in the figure.

[0131] The AT mode rewrite draw shown in FIG. 17(C) is a draw that rewrites the AT mode number after the end of AT. Based on the value of the advantageous section clear counter (less than 300 or 300 or more), one of the AT mode numbers 0 to 5 is selected. The winning numbers corresponding to each value of the advantageous section clear counter are as shown in the figure.

[0132] The seven loop draw shown in FIG. 17(D) is a draw that determines whether to continue the red seven. Based on the loop number (the number that manages the continuation rate of the red seven), either a win (1) or a loss (0) is selected. The winning numbers corresponding to each loop number are as shown in the figure.

[0133] The gold seven loop draw shown in FIG. 17(E) is a draw that determines whether to continue the gold seven. Either a win (1) or a loss (0) is selected. The winning numbers assigned to the win (1) and loss (0) are as shown in the figure.

[0134] The gold seven loop rewrite draw shown in FIG. 17(F) is a draw for rewriting the continuation rate of the gold seven. Based on the conditional device group E number, either a win (1) or a loss (0) is selected. The winning numbers corresponding to each conditional device group E number are as shown in the figure 。

[0135] The override mode draw shown in FIG. 17(G) is a draw that determines the override mode number during AT. One of the override mode numbers 0 to 2 (actually 1 or 2) is selected. The winning numbers assigned to each override mode number are as shown in the figure.

[0136] The bell count switching lottery shown in Fig. 18(A) is a lottery for rewriting the bell count, and based on the value of the bell count counter, either a win (1) or a loss (0) is selected. The winning weights corresponding to the values of each bell count counter are as shown in the figure.

[0137] The sequence stock 1 lottery shown in Fig. 18(B) is a lottery for determining whether to add the number of AT stocks, and based on the conditional device group C number, either a win (1) or a loss (0) is selected. The winning weights corresponding to each conditional device group C number are as shown in the figure.

[0138] The sequence stock 2 lottery shown in Fig. 18(C) is, like the sequence stock 1 lottery, a lottery for determining whether to add the number of AT stocks, and based on the conditional device group E number, either a win (1) or a loss (0) is selected. The winning weights corresponding to each conditional device group E number are as shown in the figure.

[0139] The effect lever weight lottery shown in Fig. 18(D) is a lottery for determining whether to perform a fake weight as a freeze, and based on the conditional device group J number, either a win (1) or a loss (0) is selected. The winning weights corresponding to each conditional device group J number are as shown in the figure.

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

[0141] The AT cycle extraction - 2 shown in Fig. 19(B) is, like the AT cycle extraction - 1, a lottery conducted especially when the AT mode number is 3 or 4 to determine the number of stay cycles during AT at the end of AT. Based on the value of the bell count counter, one of the stay cycle numbers from 0 to 3 (actually 1 to 3) is selected. The winning settings corresponding to the values of each bell count counter are as shown in the figure.

[0142] The pull - back 1 extraction - 1 shown in Fig. 19(C) is a lottery conducted especially when the AT mode number is 1 to 3 after the end of AT to determine whether to win the AT again. Based on the condition device group C number, either a win (1) or a loss (0) is selected. The winning settings corresponding to each condition device group C number are as shown in the figure.

[0143] The pull - back 1 extraction - 2 shown in Fig. 19(D) is, like the pull - back 1 extraction - 1, a lottery conducted especially when the AT mode number is 4 after the end of AT to determine whether to win the AT again. Based on the condition device group C number, either a win (1) or a loss (0) is selected. The winning settings corresponding to each condition device group C number are as shown in the figure.

[0144] The pull - back 1 extraction - 3 shown in Fig. 20(A) is, like the pull - back 1 extractions - 1 and 2, a lottery conducted after the end of AT to determine whether to win the AT again, especially when the AT mode number is 5 and is a lottery in which either a win (1) or a loss (0) is selected based on the condition device group C number. The winning settings corresponding to each condition device group C number are as shown in the figure.

[0145] The pull - back 2 extraction shown in Fig. 20(B) is a lottery to determine whether to win the AT again after the number of stay cycles during AT becomes 0. Based on the AT mode number, either a win (1) or a loss (0) is selected. The winning settings corresponding to each AT mode number are as shown in the figure.

[0146] The AT cycle preferential game number lottery shown in FIG. 20(C) is a lottery that determines the number of games set to a predetermined preferential state (also referred to as the "preferential state game number") after the end of AT. Based on the AT mode number, one of the preferential state game numbers 0, 10, 20, 30 is selected. The winning numbers corresponding to each AT mode number are as shown in the figure.

[0147] The seven-table 1 lottery shown in FIG. 21(A) is a lottery that determines the seven-table number (the number that manages the table for determining the continuation rate in the red seven). Based on the AT mode number, one of the seven-table numbers 0 to 15 is selected. The winning numbers corresponding to each AT mode number are as shown in the figure.

[0148] The seven-table 2 lottery shown in FIG. 21(B) is, like the seven-table 1 lottery, a lottery that determines the seven-table number. Based on the condition device group G number, one of the seven-table numbers 0 to 15 is selected. The winning numbers corresponding to each condition device group G number are as shown in the figure.

[0149] The bell count 1 lottery - 1 shown in FIG. 22(A) is a lottery for the first time, particularly when the game mode is 0 to 2, to determine the bell count. Based on the CU rank number (the number that manages the ease of counting up), one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning numbers corresponding to each CU rank number are as shown in the figure.

[0150] The bell count 1 lottery - 2 shown in FIG. 22(B) is, like the bell count 1 lottery - 1, a lottery for the first time, particularly when the game mode is 4 or 5, to determine the bell count. Based on the CU rank number, one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning numbers corresponding to each CU rank number are as shown in the figure.

[0151] The bell count 2 lottery shown in Fig. 22(C) is a lottery for the second time and later to determine the bell count. Based on the CU rank number, one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning positions corresponding to each CU rank number are as shown in the figure.

[0152] The bell count 3 lottery shown in Fig. 22(D) is, like the bell count 2 lottery, a lottery for the second time and later to determine the bell count, and one of the bell counts 0 to 4, 6, 10, 11, 20 is selected. The winning positions assigned to each bell count 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 controls whether the game medals (also referred to as "inserted game medals") inserted from the medal insertion port 21 and actually received (the game medals guided to the receiving passage and detected by the inserted medal sensor 28b, also referred to as "received game medals") are to be used as directly bet game medals or credited game medals. In this embodiment, when the bet count has not reached the maximum bet allowable count (the bet count required to execute the game (specified number "3")), the received game medals are used as directly bet game medals, and when the bet count has reached the maximum bet allowable count and the credit count has not reached the maximum credit allowable count (for example, "50"), the received game medals are configured to be credited game medals. When the bet count has reached the maximum bet allowable count and the credit count has not reached the maximum credit allowable count (for example, "50"), the received game medals are configured to be credited game medals.

[0154] In addition, the received medal management means 131 is configured to perform an automatic bet process (a process of setting a state in which the same number of game medals as the bet number in the previous game are bet without reducing the number of game medals held by the player) in a game set in the replay operation state. Even in the replay operation state, when the credit number has not reached the maximum credit allowable number, the inserted game medals are accepted as credited game medals (or may not be accepted). When the bet number has reached the maximum bet allowable number and the credit number has reached the maximum credit allowable number, the inserted game medals are not accepted and are returned.

[0155] The winning determination means 132 is configured to perform a winning determination process (internal lottery) for selecting at least one winning determination result from a plurality of winning determination results (condition devices) based on a preset winning determination probability (lottery arrangement number), triggered by the operation of the start lever 25 (the operation of the start lever 25 being validly received). This winning determination process is performed using the random number generated by the above-described 16-bit random number means. Specifically, triggered by the operation of the start lever 25, the random number generated by the 16-bit random number means is captured. Then, when performing the winning determination process, the captured random number is read out, a predetermined soft random number is added to the read random number, and the condition device is selected using the random number after addition. Instead of adding the predetermined soft random number, the condition device may be selected using the read random number.

[0156] The role determination process is performed by referring to a preset predetermined role determination table (not shown). The role determination table has a configuration in which lottery count data corresponding to each condition device is stored in a predetermined storage area (a plurality of addresses) in the ROM62 for each set value. In the role determination process, when one or more condition devices are selected, the game role corresponding to the selected condition device becomes the winning allowable role in the game. The information of the selected condition device (winning role) is stored in a predetermined storage area of the RAM63. However, when the information of the winning item stored in one game is information regarding the winning of minor roles or replay roles, regardless of whether these minor roles and replay roles are established or not, it is cleared (reset to "0") after the end of the game. On the other hand, the information regarding the winning of the BB role is retained in storage without being cleared until the BB role is established when the BB role is selected but not established.

[0157] The effect group number determination means 133 is configured to perform a process of associating an effect group number with the condition device selected by the role determination process. In the present embodiment, as shown in FIG. 23, for the bonus condition device, an effect group A group number (0 or 1) is associated, and for the winning replay condition device, an effect group B group number (0 to 29) is associated. For example, as shown in FIG. 23(A), the first type BB-A condition device and the first type BB-B condition device are commonly associated with the effect group A group number 1. Also, as shown in FIG. 23(B), for the winning-A1 to A12 condition devices where the game advantage or disadvantage (influence on the number of balls) and the difference in the payout number (acquisition number) of game medals occur due to the difference in the pressing order, the effect group B group number 13 is commonly associated, and for the winning-B1 to B12 condition devices, the effect group B group number 14 is commonly associated.

[0158] On the other hand, there are replay-A to L condition devices corresponding to the winning of replay winning combinations that do not affect the advantages or disadvantages in the game (have no effect on the appearance of balls) due to differences in the pressing order, and winning replay condition devices corresponding to the winning of small winning combinations (winning combinations) where there is no difference in the number of game medals paid out (number of acquired medals) or the number of game medals that can be acquired is small (for example, less than the specified number of bets) due to differences in the pressing order. For each of these condition devices, different production group B numbers are associated. Regarding the placement, different production group B numbers are associated with each individual condition device.

[0159] Returning to FIG. 11, the reel control means 134, upon confirmation that the minimum game time has elapsed after the start lever 25 has been operated (the operation of the start lever 25 has been validly received), starts the rotation of the reels 3a to 3c. After all the reels that have started rotating have reached a constant speed rotation state, upon the sequential operation of the stop switches 26a, 26b, 26c (the operations of the stop switches 26a to 26c have been validly received), the corresponding reels 3a to 3c are configured to be sequentially stopped from rotating.

[0160] The rotation stop control of each of the reels 3a to 3c is performed according to the operation modes (such as the pressing order and operation timing) of the stop switches 26a to 26c based on each stop table (not shown) set (set) according to the winning determination result selected by the winning determination process. Each of the reels 3a to 3c is made to stop within a predetermined stop allowable time (for example, 190 milliseconds) from the timing when the stop switches 26a, 26b, 26c are operated (in this embodiment, within the range of a maximum of 5 sliding frames).

[0161] That is, as a result of the role determination process, when a predetermined game role is selected as an acceptable winning role, within the range of the allowable stop time, the corresponding symbols of the selected game role are stopped and displayed on the valid line 29 as much as possible. In the case of a loss, the stop control of the reels 3a to 3c is performed so that the corresponding symbols of any game role are not stopped and displayed on the valid line 29. In addition, when a re-game role or a minor role is won during the carry-over of the winning of a special role, or when a special role and a re-game role or a minor role are won simultaneously, a reel rotation stop control with re-game role priority (the priority of the minor role may be higher than that of the special role) that gives priority to the establishment in the order of the re-game role, special role, and minor role may be performed.

[0162] The stop display symbol determination means 135 determines which symbol is the symbol stopped and displayed by the reels 3a to 3c based on the timing when the stop switches 26a to 26c are operated, and based on the combination of symbols determined to be stopped and displayed on the valid line 29 (which may be different from the actually stopped and displayed symbol combination), it is configured to determine whether a game role is established.

[0163] The paid-out medal management means 136 adds the number of game medals corresponding to the established minor role when a minor role is established to the credit number by reserve addition payout when the credit number has not reached the maximum allowable credit number, and drives the hopper 50 via the hopper drive circuit 52 when the credit number has reached the maximum allowable credit number, and pays out by actual payout. In addition, when a clearing operation (pressing operation of the clearing switch 24) is validly received, the paid-out medal management means 136 drives the hopper 50 to pay back the number of game medals bet or the number of game medals credited.

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

[0165] The display lamp control means 138 is configured to perform control related to lighting and extinguishing of the above-described various display lamps (MAX-BET display lamp 46a, BET lamp 46b, insertable display lamp 46c, game start display lamp 46d, replay display lamp 46e, status display lamp 46f, count display lamp 46g, CRE lamp 46h, payout number display lamp 46j) via the display lamp control circuit 47. When the payout number display lamp 46j is to function as a main-side push order notification device, the push order management means 139 controls the payout number display lamp 46j.

[0166] The push order management means 139 is configured to select an instruction number (any one of 0 to 6) corresponding to the push order to be notified according to the winning determination result (condition device) selected by the winning 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 the push order is to be notified. In the present embodiment, instruction number 1 is associated with the push order of "left middle right", instruction number 2 is associated with the push order of "left right middle", instruction number 3 is associated with the push order of "middle left right", instruction number 4 is associated with the push order of "middle right left", instruction number 5 is associated with the push order of "right left middle", and instruction number 6 is associated with the push order of "right middle left".

[0167] In addition, the pressing order management means 139 is configured to perform push navigation (main side push navigation) by causing the payout number display lamp 46j to function as a main side push order notifier and notifying the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-seg") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-seg, and the numerical value of the instruction number (for example, "2" if the instruction number is 2) is displayed on the right 7-seg. The "=" displayed on the left 7-seg is for distinguishing from the case when the payout number is displayed on the payout number display lamp 46j. When the navigation number 0 is selected, the display by the payout number display lamp 46j is not performed. As another aspect, "=" may be displayed on the left 7-seg and "0" on the right 7-seg, or "0" may be displayed on both the left 7-seg and the right 7-seg, or "0" may be displayed on only one of the left and right 7-segs.

[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 production group A group number and the production group B group number determined by the production 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 for each combination of the production group A group number and the production group B group number, the respective number values from the condition device group A number to the condition device group J number are associated in advance. The specific association is as shown in FIG. 24. For example, for the combination of the production group A group number 1 and the production 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 respectively associated. In addition, in the remarks column of the table in FIG. 24, an abbreviation representing the content of each combination of the production group A group number and the production group B group number is described.

[0169] (Detailed Explanation of Role Determination Processing) The role determination process executed by the role determination means 132 is a series of processes that, for each game, perform a role draw once based on a predetermined probability (role determination probability), and determine a symbol combination or the like that can be stopped and displayed on the valid lines based on the winning number determined by the role draw. More specifically, first, a role draw is performed based on the role determination probability, and one winning number is determined from among a plurality of winning numbers (including losing numbers) by this role draw. Each of the winning numbers is associated in advance with a bonus condition device number or a winning replay condition device number. When one winning number is determined, the bonus condition device number or the winning replay condition device number associated with that winning number is stored in a predetermined storage area of the RAM. Here, the bonus condition device number and the winning replay condition device number are stored in different storage areas. As a result, the symbol combination corresponding to the condition device of the various condition device numbers stored in the RAM can be aligned on the valid lines.

[0170] In the example described above, either a bonus condition device number or a winning replay condition device number was associated with one winning number, but both a bonus condition device number and a winning replay condition device number may be associated with one winning number.

[0171] The above-mentioned winning determination probability can be arbitrarily set. Further, the winning determination probability can be configured to be changeable according to the above-mentioned set value set by a game store employee or the like. In this embodiment, there is a six-step set value configuration of settings 1 to 6, and there are provided winning numbers with different winning determination probabilities according to the set value, and winning numbers with unchanging winning determination probabilities even when the set value changes. Hereinafter, setting such that the winning determination probability changes according to the set value is referred to as "providing a setting difference". Regarding each winning number, it is possible to arbitrarily determine whether or not to provide a setting difference. As an example, for the winning number associated with the condition device number of the condition device that is a lottery trigger for a lottery that affects the payout rate (the ratio of the number of paid-out game medals to the number of game medals provided for the game) in the slot machine 1, no setting difference is provided, and for the winning number associated with the condition device number of the condition device that is not a lottery trigger, it may or may not be provided with a setting difference.

[0172] Fig. 25 shows, as an example of the winning determination probability in the slot machine 1, the number of winning positions (total number of positions: 65536) assigned to each winning number. Fig. 25 does not show the winning numbers and shows the condition devices of the condition device numbers associated with each winning number. Also, in this example, the number of winning positions in each RT state of non-RT, RT1, and RT2 is shown for the three set values of setting 1, setting 3, and setting 6. According to this example, during non-RT, the probability that a winning number associated with a type 1 BB-A condition device number or a winning number associated with a type 1 BB-B condition device number is selected is set relatively high, at about 7 / 100 each. Also, during non-RT or RT1, the probability that any of the winning numbers corresponding to the winning-A1 to A12 condition device numbers is selected is set quite high, at about 7 / 10.

[0173] In the table of Fig. 26(A), the types of bonus condition devices, the bonus condition device numbers assigned to those bonus condition devices, and the symbol combinations associated with each condition device (denoted as "winning combination" in Fig. 26(A)) are shown. In the tables of Fig. 26(B) and Figs. 27 to 31, the types of winning replay condition devices, the winning replay condition device numbers assigned to those winning replay condition devices, the symbol combinations associated with each condition device (denoted as "winning combination" in Fig. 26(B) and Figs. 27 to 31), etc. are shown. Hereinafter, the details of several condition devices will be specifically described.

[0174] In the bonus condition device shown in Fig. 26(A), the 1st type BB-A condition device is assigned the bonus condition device number 1, and the 1st type BB-B condition device is assigned the bonus condition device number 2. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The 1st 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 as described later. Also, if the symbol combination of BB role 1 cannot be aligned on the valid line, it will shift to RT1 as described later, and the state where the symbol combination can be aligned will be carried over. On the other hand, in RT2, the symbol combination of BB role 1 cannot be aligned on the valid line, and thus, that state will not be carried over (in Fig. 26(A), the "-" in the "RT2 (BB in operation)" column indicates that the symbol combination cannot be aligned and will not be carried over). The 1st type BB-B condition device is associated with the symbol combination of BB role 2, and this symbol combination can be stopped and displayed during non-RT. Also, if the symbol combination of BB role 2 cannot be aligned on the valid line, it will shift to RT1, and the state where the symbol combination can be aligned will be carried over. Also, in RT2, the symbol combination of BB role 2 cannot be aligned on the valid line, and thus, that state will not be carried over.

[0175] For the replay game - A to L condition devices shown in FIG. 26(B), winning replay game condition device numbers are assigned corresponding to each of the numbers from 1 to 12. These condition devices are condition devices associated with the symbol combinations of the replay game. During non-RT and RT1, the symbol combinations of the replay game may be aligned, but they are configured such that there is no such state during RT2. Also, when any one of the winning replay game device numbers 1 to 12 in FIG. 26(B) is linked to the winning number determined by the role lottery, it becomes a state where the symbol combination shown in the "winning role" column corresponding to the condition device of that number can be aligned on the active line. For example, when the winning number 1 is determined by the role lottery, any one of the symbol combinations of replay game roles 1 to 4 associated with the replay game - A condition device with the winning replay game condition device number 1 can be aligned. Also, when the winning number 12 is determined by the role lottery, any one of the symbol combinations of replay game roles 2 to 5 associated with the replay game - L condition device with the winning replay game condition device number 12 can be aligned. The number 0 shown in FIG. 26(B) indicates that a winning number has been determined that cannot align any of the symbol combinations of winning and replay games, that is, a loss. The loss state can only occur during non-RT in this embodiment, but it may also become a loss state during RT1 or RT2.

[0176] The winning-A1 to A12 conditional devices shown in FIGS. 26(B), 27, and 28 are each assigned a winning replay conditional device number corresponding to numbers from 13 to 24. These conditional devices are conditional devices associated with symbol combinations of minor winning combinations. Also, during non-RT and RT1, the symbol combinations corresponding to the winning-A1 to A12 conditional devices may be aligned, but they are configured not to be in such a state during RT2. The winning-B1 to B12 conditional devices shown in FIGS. 28 to 30 are each assigned a winning replay conditional device number corresponding to numbers from 25 to 36. These conditional devices are conditional devices associated with symbol combinations of minor winning combinations, and during non-RT and RT1, the symbol combinations corresponding to the winning-B1 to B12 conditional devices may be aligned, but they are configured not to be in such a state during RT2. The winning-C to E conditional devices shown in FIG. 31 are each assigned a winning replay conditional device number corresponding to numbers from 37 to 39. These conditional devices are conditional devices associated with symbol combinations of minor winning combinations, and during non-RT and RT1, the symbol combinations corresponding to the winning-C to E conditional devices may be aligned, but they are configured not to be in such a state during RT2.

[0177] (Detailed Explanation of Reel Control According to Result of Winning Combination Drawing) Next, the reel control executed by the reel control means 134 when the symbol combinations corresponding to the above-described respective conditional devices are aligned will be described. (a) Reel Control Regarding 1-Type BB During non-RT when the symbol combinations corresponding to the one-kind BB-A condition device shown in FIG. 26(A) are aligned or during RT1 when the state where the symbol combinations corresponding to the one-kind BB-A condition device are aligned is carried over, if the corresponding symbols of BB winning combination 1, "blue bar · blue bar · red seven", can be drawn onto the valid line 29 depending on the pressing position by the player, then BB winning combination 1 is established. Similarly, during non-RT when the symbol combinations corresponding to the one-kind BB-B condition device are aligned or during RT1 when the state where the symbol combinations corresponding to the one-kind BB-B condition device are aligned is carried over, if the corresponding symbols of BB winning combination 2, "black bar · black bar · red seven", can be drawn onto the valid line 29 depending on the pressing position by the player, then BB winning combination 2 is established.

[0178] (b) Reel control regarding replay When the symbol combinations corresponding to the replay-A to D condition devices shown in FIG. 26(B) are aligned reel control is performed such that replay winning combination 4 (middle-stage RP) is always established regardless of the pressing order or pressing position, whether during non-RT or RT1. Also, when the symbol combinations corresponding to the replay-E to G condition devices are aligned during non-RT or RT, reel control is performed such that replay winning combination 1 or 3 is established. Further, when the symbol combinations corresponding to the replay-H to J condition devices are aligned during non-RT, replay winning combination 2 (ascending right RP) is always established regardless of the pressing order or pressing position, while when the symbol combinations corresponding to the replay-H to J condition devices are aligned during RT1, reel control is performed such that replay winning combination 4 (middle-stage RP) is always established regardless of the pressing order or pressing position. Moreover, when the symbol combinations corresponding to the replay-K, L condition devices are aligned during non-RT, replay winning combination 5 (upper-stage watermelon RP) is always established regardless of the pressing order or pressing position, while when the symbol combinations corresponding to the replay-K, L condition devices are aligned during RT1, reel control is performed such that replay winning combination 4 (middle-stage RP) is always established regardless of the pressing order or pressing position.

[0179] In addition, when a losing lottery number is determined to be among the RT1 draws, if the losing lottery number is determined and the pushing order is a predetermined pushing order such as reverse pushing (the pushing order in which the stop switch 26c is operated first), depending on the pushing position, a symbol combination of "Red Seven · Red Seven · Red Seven" (also referred to as "Red Seven aligned symbols") may be configured to be displayed within the display window W (for example, on the effective line 29). This Red Seven aligned symbol is common to the corresponding symbol of the minor winning combination 40 (Red Seven aligned minor winning combination), but the minor winning combination 40 is established only during RT2 (see Fig. 10). Therefore, the Red Seven aligned symbol stopped and displayed during RT1 is merely a losing symbol.

[0180] (c) Reel control regarding winning When the symbol combinations corresponding to the winning - A1 to A12 condition devices shown in Figs. 26(B), 27, and 28 are aligned during non - RT, regardless of the pushing order and pushing position, a predetermined single - symbol winning combination is always established. When they are aligned during RT1, reel control is performed such that the winning combinations vary depending on the pushing order and pushing position. For example, the winning - A11 condition device shown in Fig. 28 is a condition device corresponding to the symbol combinations of minor winning combinations 6, 10, 15, 16, 21, and 34. When these symbol combinations are aligned during non - RT, reel control is performed such that the minor winning combination 6, which is a single - symbol winning combination, is always established regardless of the pushing order and pushing position.

[0181] On the one hand, when the symbol combination corresponding to the winning-A11 condition device is aligned in RT1, when the pressing order is "center right left", the small winning combination 6 which is a 15-symbol winning combination is established with a probability of 1 / 1, when the pressing order is "right center left", the small winning combination 34 which is a 15-symbol winning combination is established with a probability of 1 / 1, and when the other pressing orders ("left center right", "left right center", "center left right", "center right left") are used, reel control is performed such that any one of the small winning combinations 10, 15, 16 which are 1-symbol winning combinations is established with a probability of 1 / 8 respectively. Note that "left", "center", and "right" mean the stop switches 26a, 26b, and 26c, and their order indicates the operation order. For example, "center right left" represents the pressing order of operating the stop switches in the order of 26b → 26c → 26a. In FIGS. 27 to 30, each pressing order is shown in the order of the numbers "1", "2", "3". "123", "132", "213", "231", "312", "321" in the figure respectively correspond to the pressing orders of "left center right", "left right center", "center left right", "center right left", "center right left", and "right center left".

[0182] In RT1, since the state in which the symbol combination corresponding to the bonus condition device can be aligned is carried over, depending on the pressing order and the pressing position, the BB winning combination 1 or the BB winning combination 2 may be established. For example, in RT1 where the state in which the symbol combination corresponding to the 1-type BB-B condition device (that is, the symbol combination of the BB winning combination 2) can be aligned is carried over and the symbol combination corresponding to the winning-A11 condition device is aligned, when the pressing order is "center right left" and "right center left", since the small winning combinations 6 and 34 are always established respectively, the BB winning combination 2 is not established. On the other hand, when the other pressing orders ("left center right", "left right center", "center left right", "center right left") are used, if any corresponding symbols of the small winning combinations 10, 15, 16 can be drawn in depending on the pressing position, the BB winning combination 2 is not established, but if these corresponding symbols cannot be drawn in and instead the corresponding symbol of the BB winning combination 2, "black bar / black bar / red seven", can be drawn in, reel control is performed such that the BB winning combination 2 is established.

[0183] Specifically, taking the pressing order of "left, middle, right" as an example, an explanation will be given. First, the case where the pressing position on the first left reel is within the range where the symbol "Red Seven" can be drawn in will be described. In this case, since reel control is performed to draw the symbol "Red Seven" on the left reel, at this stage, there remains a possibility that either minor winning combination 16 or minor winning combination 21 is formed. Subsequently, when the pressing position on the second middle reel is within the range where the symbol "Blue Bar" can be drawn in, since reel control is performed to draw the symbol "Blue Bar" on the middle reel, at this stage, there remains a possibility that minor winning combination 16 is formed. Finally, when the pressing position on the third right reel is within the range where the symbol "Blue Bar" can be drawn in, since reel control is performed to draw the symbol "Blue Bar" on the right reel, ultimately, minor winning combination 16 (corresponding symbol combination: "Red Seven·Blue Bar·Blue Bar") is formed. On the contrary, when the pressing position on the second middle reel is within the range where the symbol "Red Seven" can be drawn in, since reel control is performed to draw the symbol "Red Seven" on the middle reel, at this stage, it is certain that a miss (no winning combination is formed) occurs (although there remains a possibility that the symbol combination of "Red Seven·Red Seven·Red Seven" will be stopped and displayed finally). Finally, when the pressing position on the third right reel is within the range where the symbol "Red Seven" can be drawn in, since reel control is performed to draw the symbol "Red Seven" on the right reel, ultimately, the symbol combination of "Red Seven·Red Seven·Red Seven" will be stopped and displayed.

[0184] Next, a case where the pressing position on the first left reel is within the range where the symbol "black bar" can be drawn in will be described. In this case, since reel control for drawing in the symbol "black bar" is performed on the left reel, there remains a possibility that either BB hand 2, small hand 10, or small hand 15 is established at that stage. Subsequently, if the pressing position on the second middle reel is within the range where the symbol "black bar" can be drawn in, since reel control for drawing in the symbol "black bar" is performed on the middle reel, there remains a possibility that BB hand 2 is established at that stage. Finally, if the pressing position on the third right reel is within the range where the symbol "red seven" can be drawn in, since reel control for drawing in the symbol "red seven" is performed on the right reel, ultimately BB hand 2 (corresponding symbols "black bar · black bar · red seven") will be established. On the other hand, if the pressing position on the second middle reel is within the range where the symbol "gold seven" can be drawn in, since reel control for drawing in the symbol "gold seven" is performed on the middle reel, there remains a possibility that small hand 10 is established at that stage. Finally, if the pressing position on the third right reel is within the range where the symbol "gold seven" can be drawn in, since reel control for drawing in the symbol "gold seven" is performed on the right reel, ultimately small hand 10 (corresponding symbols "black bar · gold seven · gold seven") will be established.

[0185] Even when the symbol combinations of the winning - B1 to B12 condition devices shown in FIGS. 28 to 30 are aligned during non - RT or during RT1, reel control is performed such that the winning combinations differ depending on the pressing order and pressing position. For example, the winning - B7 condition device shown in FIG. 29 is a condition device to which the symbol combinations of minor winning combinations 4, 5, 8, 13, 18, 23, 30 are assigned. When these symbol combinations are aligned during non - RT, if the pressing order is "center first", the minor winning combination 30, which is a 15 - symbol winning combination, is established with a probability of 1 / 1, and if the pressing order is "left first" or "right first", the minor winning combination 5, which is a 1 - symbol winning combination, is established with a probability of 1 / 1. Here, "left first" represents the pressing order in which the stop switch 26a is operated first, "center first" represents the pressing order in which the stop switch 26b is operated first, and "right first" represents the pressing order in which the stop switch 26c is operated first. In FIGS. 28 to 31, the pressing orders of "left first", "center first", and "right first" are represented by "1·-·-", "-·2·-", and "-·-·3", respectively.

[0186] On the other hand, when the symbol combination corresponding to the winning-B7 condition device is aligned in RT1, if the pressing order is "center left right", the minor winning combination 4 or minor winning combination 5, which is a 1-symbol winning combination, is established with a probability of 1 / 1. If the pressing order is "right left center", the minor winning combination 30, which is a 15-symbol winning combination, is established with a probability of 1 / 1. For other pressing orders ("left center right", "left right center", "center right left", "right center left"), reel control is performed such that one of the minor winning combinations 8, 13, 18, 23, which is a 1-symbol winning combination, is established with a probability of 1 / 8 respectively. Also, when the symbol combination corresponding to the winning-B7 condition device is aligned in RT1 while the symbol combination corresponding to the 1-kind BB-A condition device (i.e., the symbol combination of BB winning combination 1) that has been carried over is in an aligned state, when the pressing order is "center left right" and "right left center", the minor winning combinations 4, 5 and minor winning combination 30 are always established respectively, so BB winning combination 1 is not established. On the other hand, for other pressing orders ("left center right", "left right center", "center right left", "right center left"), when it is possible to draw the corresponding symbol of one of the minor winning combinations 8, 13, 18, 23 depending on the pressing position, BB winning combination 1 is not established. However, when it is not possible to draw these corresponding symbols and conversely it is possible to draw the corresponding symbol of BB winning combination 1, "blue bar / blue bar / red seven", reel control is performed such that BB winning combination 1 is established.

[0187] The symbol combinations of the winning-C to E condition devices shown in FIG. 31 are always such that the minor winning combination 36, which is a 15-symbol winning combination, is established regardless of the pressing order or pressing position when they are aligned either during non-RT or during RT1.

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

[0189] (1-3) Each means constituting the main communication control means 150 The control command transmitting means 151 is configured to transmit a control command including various types of information related to the game at a predetermined timing. For example, as control commands transmitted before the start lever 25 is operated, there are 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 operating state of the replay (also referred to as an "operating state command"). Also, as control commands transmitted upon the operation of the start lever 25 as an opportunity, for example, there are a control command including information of an instruction number (also referred to as an "instruction number command"), and a control command including information of an effect group number (effect group A number and effect group B number) (also referred to as an "effect group number command"). In addition to this, a control command including information of a set value, a control command including information of values of various counters such as a bell count counter, a control command including information instructing the effect content to be executed in the sub-control means, and a control command including information transmitted in a bonus game described later may be transmitted before the start lever 25 is operated, upon the operation of the start lever 25 as an opportunity, or upon other opportunities.

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

[0191] In addition, when it is confirmed that the minimum game time has elapsed, the control command transmitting means 151 transmits a control command (also referred to as the "all-reel rotation start command") including information indicating that all reels start to rotate, before all reels start to rotate. Further, when the first stop operation (operation of the stop switch for first stopping the reel) is received, the control command transmitting means 151 transmits a control command (also referred to as the "first stop reception command") including information indicating that the first stop operation has been received, and when the first reel stop (stop of the reel corresponding to the first stop operation) occurs, the control command transmitting means 151 transmits a control command (also referred to as the "first stop command") including information on the first reel stop. Similarly, when the second stop operation (operation of the stop switch for next stopping the reel) is received, the control command transmitting means 151 transmits a control command (also referred to as the "second stop reception command") including information indicating that the second stop operation has been received, and when the second reel stop (stop of the reel corresponding to the second stop operation) occurs, the control command transmitting means 151 transmits a control command (also referred to as the "second stop command") including information on the second reel stop. Likewise, when the third stop operation (operation of the stop switch for finally stopping the reel) is received, the control command transmitting means 151 transmits a control command (also referred to as the "third stop reception command") including information indicating that the third stop operation has been received, and when the third reel stop (stop of the reel corresponding to the third stop operation) occurs, the control command transmitting means 151 transmits a control command (also referred to as the "third stop command") including information on the third reel stop.

[0192] In this way, each time each stop switch effectively receives a stop operation and switches from the off state to the on state, the control command transmitting means 151 transmits a control command (the first, second, and third stop reception commands) including information indicating that the stop operation has been received to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. Then, the sub-control means 200 can identify that each stop switch has effectively received a stop operation (the first, second, and third stop operations) by receiving these stop reception commands.

[0193] Also, after each stop switch validly receives a stop operation and the stop operation is released and each stop switch switches from the on state to the off state, each time the control command transmitting means 151 transmits a control command (stop operation release command) including information indicating that the received 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 validly received by each stop switch has been released (the player's hand has left the stop switch). Note that only the third stop operation release command may be transmitted without transmitting the first and second stop operation release commands.

[0194] Furthermore, before determining the stop symbol, the control command transmitting means 151 transmits a control command including information on all-reel stop (also referred to as the "all-stop command"), and after determining the stop symbol, a control command including information on the payout number of game medals (also referred to as the "payout number command"). Also, at a predetermined timing after all-reel stop, a control command including information on the winning determination result (also referred to as the "winning determination result command") is transmitted. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is possible only in one direction from the former to the latter.

[0195] The outer end signal transmission 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 gaming state is reached. In the present embodiment, when staying in the gaming mode 3 of the advantageous section and the symbol combinations associated with the winning-A1 to A12 condition devices or the winning-B1 to B12 condition devices are aligned, and when a situation occurs where 15 gaming medals are paid out twice (continuously), an outer end signal is output. Such a situation can occur whether it is inside the BB or not (outside the BB). If the outer end signal is configured to be output only when such a situation occurs inside the BB, it becomes possible to determine that it is inside the BB when the outer end signal is output. On the other hand, in the present embodiment, whether it is inside the BB or outside the BB, when the above-described situation occurs, an outer end signal is output. Therefore, even if the outer end signal is output, it is difficult to surely determine whether it is inside the BB. However, the possibility of 15 gaming medals being paid out outside the BB is considerably lower than inside the BB. Therefore, when the outer end signal is output, the possibility that it is output inside the BB is high. Therefore, even if the player confirms the number of times the outer end signal is output by an external device or the like and the player determines that number of times as the number of times of transitioning inside the BB, that determination will not greatly deviate from the actual situation (it is possible to ensure the reliability when considering the outer end signal as a signal indicating that it has become inside the BB).

[0196] (2) Function blocks of the sub-control means 200 The sub-control means 200 includes a sub-main control means 200A (also referred to as the "first sub-control means") that mainly manages (instructs) lamp effects, image effects, and sound effects, and a sub-sub control means 200B (also referred to as the "second sub-control means") that mainly controls (executes) image effects and sound effects.

[0197] (2-1) Each means constituting the sub-main control means 200A The sub-main control means 200A mainly includes an effect management means 210 and a sub-main communication control means 230. The effect management means 210 includes a game effect management means 211, a notification effect management means 212, and a lamp effect control means 213. The sub-main communication control means 230 includes a control command receiving means 231, an effect command transmitting means 232, and a status command receiving means 233. Each of the above means in the sub-main control means 200A functionally represents a structure composed of hardware such as a sub-main CPU 71, a ROM 72, a RAM 73, an electronic circuit, etc. 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] (Each means constituting the effect management means 210) The game effect management means 211 is configured to manage, mainly for the purpose of enhancing the interest and playability of the game, the execution timing of effects (also referred to as "game effects") by images and sounds executed by the sub-sub control means 200B based on control commands from the main control means 100. Examples of game effects include continuous effects, single-shot effects, assist effects, etc.

[0199] The continuous effect is an effect that continues over a plurality of game periods. Mainly using the image display device 11, it displays a series of images that form a continuous story over a plurality of game periods, or display effect images that symbolize staying in a predetermined game mode (for example, game mode 5), etc. Examples include those that display. When performing continuous effects or single-shot effects described below, effects using the effect lamps 12, 13a, 13b, 14a, 14b and the decorative lamps 32a, 32b may be performed, or effects using the speakers 15a, 15b, 44a, 44b may be combined and performed.

[0200] A single-shot effect is an effect that is executed singly when a specific situation occurs during the progress of the game. For example, when each reel rotates, an effect of displaying an image that implies the winning expectancy of the game role on the image display device 11 can be cited. Further, taking the addition of the AT game count (bell count) in the main control means 100 as an opportunity, an effect of displaying the value of the added AT game count (characters such as "+10") on the display screen 11a of the image display device 11 is also cited as an example of the single-shot effect.

[0201] The assist effect is an effect for assisting the player. In this embodiment, mainly, according to the information of the navigation number transmitted by the navigation number command from the main control means 100, the push navigation effect is performed. This push navigation effect (sub-side push navigation) is a single-shot effect that uses the image display device 11 as a sub-side push order display to display the push order (correct push order) corresponding to the navigation number on the display screen 11a for the player. In this embodiment, an RP navigation effect (sub-side RP navigation) corresponding to the above-described RP navigation, a winning navigation effect (sub-side winning navigation) corresponding to the winning navigation, and a button-press navigation effect (sub-side button-press navigation) corresponding to the button-press navigation are executed.

[0202] As a specific mode of the push navigation effect (RP navigation effect, winning navigation effect) for notifying the push order, a mode of displaying a number indicating the corresponding push order (for example, when the push order is "first on the left", "1" is displayed at the lower left of the display screen 11a, and when the push order is "center, left, right", the numbers indicating the push order are arranged in the order of "2", "1", "3" from the left at the lower part of the display screen 11a for notification) can be cited as an example. When displaying from the first push order to the third push order, when the player operates the first stop switch according to the displayed first push order, the display of the first push order is erased, when the player operates the second stop switch according to the displayed second push order, the display of the second push order is erased, and when the player operates the third stop switch according to the displayed third push order, the display of the third push order may be erased.

[0203] Also, when the player operates the stop switch in an order different from the displayed pressing order, the pressing navigation effect may be immediately terminated. Further, when displaying the pressing order, voices such as "nakka", "hidari", and "migi" may be output from speakers 15a, 15b, etc. in association with the operation to be performed next. Further, the effect lamp 13a may be associated with "left", the effect lamp 12 with "center", and the effect lamp 13b with "right", and caused to emit light or blink in association with the operation to be performed next. Also, a display for performing sub-side pressing navigation may be provided. For example, below the display window W, a display composed of arranging three 7-segment lamps horizontally may be provided, and in the case of the pressing order of "right center left", the numbers "3", "2", and "1" may be respectively displayed on the left, center, and right 7-segment lamps.

[0204] The notification effect management means 212 is configured to manage, based on a control command from the main control means 100, the execution timing and the like of effects by images and voices (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B mainly for the purpose of notifying the player of information related to the game. Examples of the notification effects include an error notification effect that notifies the occurrence of an error with character information such as "error occurred", and an effect that notifies that an image is being prepared at the time of power-off recovery with character information such as "image preparation in progress". Also, an effect of displaying an image (also referred to as an "attention-arousing image") including character information for arousing the player's attention in order to prevent the player from being overly absorbed in the game (immersing) is also an example of the notification effect. can be cited.

[0205] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, 14b, the decorative lamps 32a, 32b, and the back lamps 38a to 38d. Also, it is configured to perform a suggestion effect described later.

[0206] (Each 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 effect command transmitting means 232 is configured to transmit an effect command (for example, an effect command including image information) including various types of information related to the effect to the sub-sub control means 200B based on the control command from the main control means 100.

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

[0209] (2-2) Each means constituting the sub-sub control means 200B With respect to the sub-main control means 200A configured as described above, the sub-sub control means 200B generally includes an effect execution control means 250 and a sub-sub communication control means 270. The effect execution control means 250 includes a game effect execution control means 251 and a notification effect execution control means 252, and the sub-sub communication control means 270 includes an effect command receiving means 271 and a status command transmitting means 272. Note that each of the above-described means in the sub-sub control means 200B functionally represents a configuration composed of hardware such as a sub-sub CPU 75, a ROM 76, a RAM 77, and an electronic circuit 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] (Each means constituting the effect execution control means 250) The game effect execution control means 251 is configured to control the image display device 11, the speakers 15a and 15b, etc. based on the effect command from the sub-main control means 200A and execute the above-described game effect.

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

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

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

[0214] The transmission of the control command from the control command transmitting means 151 described above, the transmission of the performance command from the performance command transmitting means 232, and the transmission of the status command from the status command transmitting means 272 are all performed by the serial communication method (it may be performed by the parallel communication method). Also, each of the transmitting means 151, 232, and 272 has a similar configuration, and includes a command buffer (also referred to as "CB") as a storage area for temporarily storing the command to be transmitted, a command processing unit that performs processes such as writing and reading of the command to be transmitted, and a command transmitting unit that transmits the command by serial communication.

[0215] ​The CB has a plurality of storage areas distinguished by respective addresses, and is configured to be able to store 1-byte command data in each storage area. The command processing unit generates command data to be transmitted, writes it into the address area indicated by the write pointer of the CB, reads the previously written command data from the address area indicated by the read pointer of the CB, and writes it into the TDR (transmission data register) of the command transmission unit. The command transmission unit is configured to transfer the command data written in the TDR to the TSR (transmission shift register), and perform serial conversion and transmission there.

[0216] In addition, when performing parallel communication, it is configured to read the previously written command data from the address area indicated by the read pointer of the CB, and write the command data into a predetermined output port (an output port for transmitting to the sub-control means) for transmission. One command in this embodiment usually has a 2-byte configuration (the checksum has a 1-byte configuration). Also, the communication method is a step-synchronous type (asynchronous type), and has 1-bit stop bit and 1-bit parity bit (even parity) (the communication method and command configuration can be changed as appropriate).

[0217] ≪Main control processing≫ Hereinafter, among the control processes performed in the main control means 100 of the slot machine 1, particularly, the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to FIGS. 32 to 60. Note that a simple explanation of variables such as counters and flags used in the following description is described in the variable list of FIG. 14.

[0218] <Setting change process> First, with reference to FIG. 32(A), the basic flow of the setting change device process will be described. The setting change device process is executed when a setting change is made, and performs a process of storing "0" in all storage areas (addresses storing information on the advantageous section in the RAM 63) that affect the performance related to the instruction function (step K1).

[0219] <Game progress control process> Next, with reference to FIGS. 32(B) to 59, the basic flow of the game progress control process will be described. The game progress control process is a process that is repeatedly executed during the game. As shown in FIG. 32(B), first, standby processing at the start of the game is performed (step S1). In this standby processing at the start of the game, as shown in FIG. 32(C), it is determined whether the all-stop wait number is 0 (step S11). Here, if the all-stop wait number is not 0, wait for the wait time corresponding to the all-stop wait number (step S12), and proceed to step S13. If the all-stop wait number is 0, proceed directly to step S13. Then, in step S13, 0 is saved in the all-stop wait number, the standby processing at the start of the game is terminated, and the process returns.

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

[0221] In the group number setting process, as shown in FIG. 33(B), a value corresponding to the bonus condition device number (see FIG. 23(A)) is saved in the production group A number (step S31), and a value corresponding to the winning replay condition device number (see FIG. 23(B)) is saved in the production group B number (step S32). Next, a value corresponding to the production group A number and the production group B number (see FIG. 24, the same applies hereinafter) is saved in the condition device group A number (step S33), a value corresponding to the production group A number and the production group B number is saved in the condition device group D number (step S34), and a value corresponding to the production group A number and the production group B number is saved in the condition device group G number (step S35).

[0222] Similarly, save values corresponding to the production group A number and the production group B number in the conditional device group B number (step S36), save values corresponding to the production group A number and the production group B number in the conditional device group C number (step S37), and save values corresponding to the production group A number and the production group B number in the conditional device group E number (step S38). Further, save values corresponding to the production group A number and the production group B number in the conditional device group I number (step S39), save values corresponding to the production group A number and the production group B number in the conditional device group F number (step S40), and save values corresponding to the production group A number and the production group B number in the conditional device group H number (step S41). Then, save values corresponding to the production group A number and the production group B number in the conditional device group J number (step S42), and proceed 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) (step S51). Here, if the section type number is 0, the process proceeds to step S52 to determine whether BB is not operating. Here, if BB is not operating, it is determined whether it is inside BB (step S53). If it is not inside BB, the process directly proceeds to step S55. If it is inside BB, it is determined whether the conditional device group A number is 1 (step S54). If the conditional device group A number is 1, the process proceeds to step S51. On the other hand, if it is determined in step S52 that BB is operating, and if the conditional device group A number is not 1 in the determination of step S54, the process does not proceed to step S51 but proceeds to the standby production process described later.

[0224] In step S51, favorable interval transition processing is performed. In this favorable interval transition processing, as shown in Fig. 36(A), it is determined whether the conditional device group A number is 0 (step S71). If it is 0, the favorable interval transition processing is terminated as it is and the process returns. On the other hand, if the conditional device group A number is not 0, favorable interval extraction is performed (step S72), and the extraction result is saved in the interval type number (step S73). Next, it is determined whether the interval type number is 0 (step S74). If it is 0, the favorable interval transition processing is terminated as it is and the process returns. On the other hand, if the interval type number is not 0, chance mode 1 extraction is performed (step S75), and the extraction result is saved in the chance mode number (step S76). Further, seven-table 1 extraction is performed (step S77), and the extraction result is saved in the seven-table number (step S78).

[0225] Next, it is determined whether the chance mode number is 4 (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, and chance game number extraction processing is performed. In this chance game number extraction processing, as shown in Fig. 36(B), chance game number extraction is performed (step S91), the extraction result is saved in the chance game number counter (step S92), and then the process returns. Upon returning from the chance game number extraction processing, the process proceeds to step S84 in Fig. 36(A), and chance cycle extraction is performed. Then, the extraction result is saved in the chance cycle counter, and the favorable interval transition processing is terminated and the process returns.

[0226] On the other hand, if in the determination in step S79 above, the chance mode number is 4, the process proceeds to step S80, and AT draw time processing is performed. In this AT draw time processing, as shown in Fig. 37, first, 1 is saved in the AT draw flag (step S101). Next, AT mode extraction is performed and the extraction result is saved in the AT mode number (step S102), and further, seven 1 extraction is performed and the extraction result is saved in the seven number (step S103). Next, seven number correction processing 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), 0 is set in the correction counter data (a counter that sums the value of the Gold Seven counter and the value of the Seven counter) (step S131), and it is determined whether the Seven number is 2 (step S132). Here, if the Seven number is 2, the value of the Gold Seven counter is set in the correction counter data (step S133), and further 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if it is determined in step S132 that the Seven number is not 2, the process directly proceeds to step S135 from there. In this step S135, the value of the Seven counter is added to the correction counter data and the process proceeds to step S136. In step S136, a value calculated based on the values of the cumulative counter, the correction counter data, and the bell count counter is stored in the correction counter data, and the process returns from the correction counter process.

[0228] Upon returning from the correction counter process, the process proceeds to step S122 in Fig. 38(A), and it is determined 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 then the Seven Number Correction Process is terminated and returned. If the value of the correction counter is not 1901 or more, the process simply returns. In the reach flag process described later, the processing procedure branches depending on whether the value of the correction counter is 2101 or more. In contrast, in this process, it is determined whether to store 1 in the Seven number depending on whether the value of the correction counter is 1901 or more, and the value of the correction counter used for the branch determination (also referred to as the "discrimination value") is different. This is because storing 1 in the Seven number enables at least one or more AT games in the next time, and considering that the number of game medals that can be obtained in the future increases accordingly, the discrimination value is set to be less than 2101 in the reach flag process. Thus, by changing the discrimination value according to the situation, the number of game medals that can be obtained in the future can be managed without overcounting excessively more than necessary.

[0229] Returning from the Seven Number Correction Process, proceed to step S105 in FIG. 37 to determine whether the Seven Number is 1. Here, if the Seven Number is not 1, save 3 to the Gold Seven Counter (step S106), then proceed to step S107. If the Seven Number is 1, directly proceed to step S107. In this step S107, perform the Arrival Flag Process.

[0230] In this Arrival Flag Process, as shown in FIG. 38(C), first perform the Correction Counter Process (step S141). After the completion of the Correction Counter Process, determine whether the Correction Counter is 2101 or more (step S142). If it is 2101 or more, save 1 to the Arrival Flag (step S143), end the Arrival Flag Process, and return. On the other hand, if the Correction Counter is not 2101 or more, determine whether the Main Game State Number is 3 (step S144). If it is 3, return as it is. If it is not 3, save 0 to the Arrival Flag (step S145), and then return.

[0231] Returning from the Arrival Flag Process, proceed to step S108 in FIG. 37 to determine whether the Condition Device Group A Number is 1. Here, if the Condition Device Group A Number is 1 end the AT Pointer Hit Time Process and return as it is. On the other hand, if the Condition Device Group A Number is not 1, perform the EX Mode 1 Lottery (step S109), save the lottery result to the EX Mode Number (step S110), then end the AT Pointer Hit Time Process and return.

[0232] Returning from the AT Pointer Hit Time Process, proceed to step S81 in FIG. 36(A) to determine whether the Condition Device Group A Number is 1. Here, if the Condition Device Group A Number is not 1, end the Advantageous Section Transition and return as it is. If the Condition Device Group A Number is 1, perform the AT Entry Lever Process (step S82).

[0233] In this AT entry lever process, as shown in FIG. 39, first, loop CU rank set processing is performed (step S151). In the loop CU rank set processing, 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] Upon returning from the loop CU rank set processing, the process proceeds to step S152 in FIG. 39 to determine whether the seven number is 1. Here, if the seven number is 1, the process proceeds to step S154 to perform seven-loop extraction processing. In the seven-loop extraction processing, as shown in FIG. 40(B), seven-loop extraction is performed (step S181), the extraction result is stored in the seven counter (step S182), and then the process returns. Upon returning from the seven-loop extraction processing, the process proceeds to step S155 in FIG. 39, where the reach flag processing is executed and then the process proceeds to step S156. On the other hand, in the determination of step S153 above, if the value of the seven counter is not 0, the process directly proceeds to step S156 from there. Also, in the determination of step S152 above, if the seven number is not 1, the value of the gold seven counter is decremented by 1 (step S158), and gold seven-loop extraction correction processing is performed (step S159).

[0235] In this Seven-Eleven loop extraction correction process, as shown in Fig. 40(C), it is determined whether the arrival flag is 0. If it is not 0, the Seven-Eleven loop extraction correction process is terminated and returned as it is. On the other hand, if the arrival flag is 0, correction counter processing is performed (step S192). After its completion, it is determined whether the value of the correction counter is less than 1900 (step S193). Here, if the value of the correction counter is 1900 or more, the Seven-Eleven loop extraction correction process is terminated and returned as it is. On the other hand, if the value of the correction counter is less than 1900, Seven-Eleven loop extraction is performed (step S194), and it is determined whether the result is 0 (step S195). Here, if the result of the Seven-Eleven loop extraction is 0, the Seven-Eleven loop extraction correction process is terminated and returned as it is. On the other hand, if the result of the Seven-Eleven loop extraction is not 0, 3 is saved in the Seven-Eleven counter (step S196), and after performing the arrival flag processing (step S197), it returns.

[0236] Upon returning from the Seven-Eleven loop extraction correction process, it proceeds to step S156 in Fig. 39, performs overloading mode extraction, and saves the result in the overloading mode number (step S157). Next, correction counter processing is performed (step S160). After its completion, bell count 1 extraction is performed (step S161), and the result is saved in the bell count counter (step S162). Next, bell count counter correction processing is performed (step S163).

[0237] In this bell count counter correction process, as shown in Fig. 41, first, the correction counter is saved with a value of the allowable bell count calculated based on the difference between the upper limit value (2100) of the correction counter and the current value (the value of the allowable bell count until the correction counter reaches the upper limit value) (step S (201). Next, it is determined whether the arrival flag is 0 (step S202). If it is not 0, the process directly proceeds to step S203. 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). If it is smaller, the process proceeds to step S203. In step S203, 7 is saved in the bell count counter. After the saving, the bell count counter correction process ends and returns. Upon returning from the bell count counter correction process, the process proceeds to step S164 in FIG. 39, where the arrival flag process is executed, and the lever process at the time of AT entry ends and returns. Upon returning from the lever process at the time of AT entry, the advantageous section transition process in FIG. 36(A) also ends and returns, and the process proceeds to step S56 in FIG. 34, where the weight process at the time of lever operation is executed.

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

[0239] In step S217, it is determined whether the AT alignment flag is 0. If it is 0, the lever-time weight process is terminated as it is and the program returns. On the other hand, if the AT alignment flag is not 0, the effect lever weight extraction is performed (step S218). Then, it is determined whether the result is 0 (step S219). If it is 0, the lever-time weight process is terminated as it is and the program returns. On the other hand, if the result of the effect lever weight extraction is not 0, the process proceeds to step S213, 2 is saved to the lever weight number, and after the saving, the lever-time weight process is terminated and the program returns. When returning from the lever-time weight process, the program returns to the section type number management lever process in FIG. 34 and proceeds to the standby effect process described later.

[0240] On the other hand, in the determination of step S51 in FIG. 34, if the section type number is not 0, 0 is saved to the lever full stop flag (step S57), and it is determined whether the conditional device group A number is 1 (step S58). Here, if the conditional device group A number is 1, 1 is saved to the 1 type BB alignment flag (step S59), and if it is not 1, 0 is saved to the 1 type BB alignment flag (step S60). Then, after the saving, it is determined whether the winning replay condition device number is any one of 13 to 36 (step S61). Here, if the winning replay condition device number is any one of 13 to 36, a value corresponding to the winning replay condition device number is saved to the instruction number (step S62), and then the process proceeds to step S63 in FIG. 35. If the winning replay condition device number is not any one of 13 to 36, the process directly proceeds to step S63.

[0241] In step S63, the main game state number is discriminated. Depending on the main game state number, when the main game state number is 1, the main game state number 1 lever process is performed (step S64); when the main game state number is 2, the main game state numbers 2 and 5 lever process is performed (step S65). Also, when the main game state number is 3, the main game state number 3 lever process is performed (step S66); when the main game state number is 4, the main game state number 4 lever process is performed (step S67); when the main game state number is 5, the main game state numbers 2 and 5 lever process is performed (step S68). Then, after the execution of each lever process, it proceeds to step S56 in FIG. 3 4. On the other hand, when the main game state number is any other number, no particular process is performed and it directly proceeds to step S56.

[0242] In the main game state number 1 lever process, as shown in FIG. 43(A), a chance mode 2 lottery 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 or not the lottery result of the chance mode 2 lottery or the chance mode 3 lottery is 0 (step S251). Here, if the lottery result is 0, the chance mode number determination process is terminated and returned as it is; if the lottery result is not 0, after saving the lottery result in the chance mode number (step S252), it is returned.

[0243] Upon returning from the chance mode number determination process, the process proceeds to step S243 in Fig. 43(A) to determine whether the chance mode number is 4. Here, if the chance mode number is not 4, the process proceeds to step S247 to determine whether the one-kind BB hit flag is 0. If it is 0, the main game state number 1 lever process is terminated and returned as it is. If it is not 0, the chance game number lottery process is performed, and after its completion, the main game state number 1 lever process is terminated and returned. On the other hand, if in the determination of step S242, the chance mode number is 4, the process proceeds to step S244 to perform the AT hit time process. After its completion, it is determined whether the one-kind BB hit flag is 0 (step S245). If it is 0, the main game state number 1 lever process is terminated and returned as it is. If it is not 0, the AT entry time lever process is performed, and then the process returns.

[0244] In the main game state numbers 2 and 5 lever processes, as shown in Fig. 43(C), first, the post-AT winning lever process is performed (step S261). In this post-AT winning lever process, as shown in Fig. 44, first, it is determined whether the arrival flag is 0 (step S271). Here, if the arrival flag is not 0, the post-AT winning lever process is terminated and returned as it is. If the arrival flag is 0, the process proceeds to step S272 to determine whether the EX mode number is 1. Here, if the EX mode number is 1, the EX mode 2 lottery is performed (step S273), and it is determined whether the lottery result is 2 (step S274). Here, if the lottery result is 2, after saving 2 to the EX mode number (step S275), the process proceeds to step S276. On the other hand, if in the determination of step S272, the EX mode number is not 1, the process directly proceeds to step S276 from there. If in the determination of step S274, the result of the EX mode 2 lottery is not 2, the process directly proceeds to step S276 from there.

[0245] In step S276, it is determined whether the seven-table number is less than 13. Here, if the seven-table number is less than 13, it is determined whether the sampling completed flag is 0 (step S277). If it is 0, it is further determined whether the conditional device group G number is 0 (step S278). If the conditional device group G number is not 0, the process proceeds to step S279. In step S279, seven-table 2 sampling is performed, and it is determined whether the sampling result is 0 (step S280). Here, if the result of the seven-table 2 sampling is 0, the process directly proceeds to step S282. If the result of the seven-table 2 sampling is not 0, after saving the sampling result in the seven-table number (step S281), the process proceeds to step S282. In step S282, 1 is saved in the sampling completed flag, and the process proceeds to step S283. On the other hand, if the seven-table number is 13 or more in the determination of step S276, if the sampling completed flag is not 0 in the determination of step S277, or if the conditional device group G number is 0 in the determination of step S278, the process respectively proceeds to step S283 from there.

[0246] In step S283, it is determined whether the seven number is 1. Here, the seven number If it is 1, perform a Seven 2 draw (step S284) and determine whether the draw result is 2 (step S285). Here, if the result of the Seven 2 draw is 2, save the draw result in the Seven number (step S286) and perform a Seven number correction process (step S287). After executing the Seven number correction process, determine whether the Seven number is 2 (step S288). If it is 2, save 3 in the Golden Seven counter (step S289) and proceed to step S290. On the other hand, if the Seven number is not 1 in the determination of step S283, if the result of the Seven 2 draw is not 2 in the determination of step S285, or if the Seven number is not 2 in the determination of step S289, proceed to step S291 respectively. In step S291, perform a Seven Stock 1 draw, add the draw result to the Seven counter, and then proceed to step S290. In this step S290, perform a reach flag process, and then end the lever process after AT winning and return.

[0247] Upon returning from the lever process after AT winning, proceed to step S262 in Fig. 43(C) and determine whether the flag for the 1-kind BB draw is 0. Here, if the flag for the 1-kind BB draw is 0, end the lever process for the main game state numbers 2 and 5 as it is and return. If it is not 0, perform the lever process at the time of entering AT, and then end the lever process for the game state numbers 2 and 5 and return.

[0248] In the main game state number 3 lever process, as shown in Fig. 45(A), first, it is determined whether the instruction number is 0 (step S301). Here, if the instruction number is not 0, the value of the bell count counter is decremented by 1 (step S302), and then the process proceeds to step S303. If the instruction number is 0, the process directly proceeds to step S303. In step S303, it is determined whether the arrival flag is 0. Here, if the arrival flag is not 0, the main game state number 3 lever process is terminated and returned as it is. If the arrival flag is 0, a seven-stock 2 draw is performed (step S304), and the draw result is added to the seven counter (step S306). Next, an arrival flag process is performed (step S306), and it is determined whether the arrival flag is 0 (step S307). Here, if the arrival flag is not 0, the main game state number 3 lever process is terminated and returned as it is. 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 process is terminated and returned as it is. If the value of the gold seven counter is 1 or 2, the process proceeds to the gold seven loop rewrite draw correction process.

[0249] In the Seven Loop Rewrite Extraction Correction Process, as shown in Fig. 45(B), first, the correction counter process is performed (step S311), and then it is determined whether the value of the correction counter is less than 1900 (step S312). Here, if the value of the correction counter is 1900 or more, the Seven Loop Rewrite Extraction Correction Process is terminated and returned as it is. If the value of the correction counter is less than 1900, the Seven Loop Rewrite Extraction is performed (step S313), and it is determined whether the extraction result is 0 (step S314). Here, if the result of the Seven Loop Rewrite Extraction is 0, the Seven Loop Rewrite Extraction Correction Process is terminated and returned as it is. If it is not 0, 3 is saved in the Seven Counter (step S316). Then, the reach flag process is performed (step S316), and after that, the Seven Loop Rewrite Extraction Correction Process is terminated and returned. By returning from the Seven Loop Rewrite Extraction Correction Process, the main game state number 3 lever process in Fig. 45(A) is also terminated and returned.

[0250] In the main game state number 4 lever process, as shown in Fig. 46(A), a pull-back 1 extraction is performed, and it is determined whether the extraction result is 0 (step S321). Here, if the result of the pull-back 1 extraction is not 0, the AT winning time process is performed (step S323) , then it is determined whether the flag for the first BB hit is 0 (step S324). Here, if the flag for the first BB hit is 0, the main game state number 4 lever process is directly terminated and returned. If the flag for the first BB hit is not 0, after performing the lever process at the time of entering AT (step S325), the main game state number 4 lever process is directly terminated and returned. On the other hand, in the determination of step S322, if the result of the first draw for pulling back is 0, the process proceeds to step S326, and it is determined whether the flag for the first BB hit is 0. Here, if the flag for the first BB hit is 0, the main game state number 4 lever process is directly terminated and returned. If the flag for the first BB hit is not 0, the process proceeds to the lottery process for the number of AT cycle privileged games. In this lottery process for the number of AT cycle privileged games, as shown in FIG. 46(B), a lottery for the number of AT cycle privileged games is performed (step S331), the lottery result is saved in the AT cycle privileged game number counter (step S332), and the lottery process for the number of AT cycle privileged games is terminated and returned. Upon returning from this lottery process for the number of AT cycle privileged games, the main game state number 4 lever process in FIG. 46(A) is also terminated and returned.

[0251] Next, the standby effect process that is performed after the section type number management lever process in 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 (step S341). Here, if the section type number is not 0, it is determined whether the main game state number is 3 (step S342). If the main game state number is 3, it is further determined whether the value of the seven-set counter is 1 (step S344). Here, if the value of the seven-set counter is 1, it is determined whether the seven-table number is less than 15 (step S344). If it is less than 15, the process proceeds to step S345. If it is 15 or more, the process proceeds to step S347. In step S347, it is determined whether the winning replay condition device number is either 1 to 12 or 37 to 39. If it is determined that it is not any of them, the process proceeds to step S345. If it is determined that it is any of them, the standby effect process ends and returns. On the other hand, when it is determined in step S341 that the section type number is 0, and when it is determined in step S342 that the main game state number is not 3, the processes directly proceed to step S345, respectively.

[0252] In step S345, it is determined whether the lever weight number is 0. Here, if the lever weight number is 0, the process proceeds to step S345 next. If the lever weight number is not 0, it waits for the time corresponding to the lever weight number, saves 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether the standby effect number is 0. Here, if the standby effect number is 0, the standby effect process ends and returns. On the other hand, if the standby effect number is not 0, after executing the standby effect (step S349), the standby effect process ends and returns.

[0253] Upon returning from the end of the standby presentation process, the section type number management lever process in FIG. 34 also ends, thereby the internal extraction start process in FIG. 33(A) also ends, and the process proceeds to step S4 in FIG. 32(B). In this step S4, it is continuously determined whether or not all the drums have stopped. If all the drums have stopped, the game medals are paid out (only when a winning combination is formed) (step S5), and further, count management is performed to update the display number on a display (not shown) that displays the number of game medals won during the AT according to the number of game medals paid out (step S6). Thereafter, the section type number management game end process is performed (step S7).

[0254] In this section type number management game end process, as shown in FIG. 48, first, it is determined whether or not the section type number is 0 (step S361). Here, if the section type number is 0, the section type number management game end process is directly ended and the process returns. On the other hand, if the section type number is not 0, 1 is saved in the lever all-stop flag (step S362), and the cumulative counter process is performed (step S363). In the cumulative counter process, as shown in FIG. 49, it is determined whether or not a replay operation symbol (the corresponding symbol for the replay winning combination) is displayed (step S381). If it is displayed, the cumulative counter process is directly ended and the process returns. On the other hand, if the replay operation symbol is not displayed, the number of game medals paid out (including the case of 0) is added to the value of the cumulative counter (step S382), and after further subtracting 3 from the value of the cumulative counter (step S383), the cumulative counter process is ended and the process returns. It is determined whether or not a replay operation symbol (the corresponding symbol for the replay winning combination) is displayed (step S381). If it is displayed, the cumulative counter process is directly ended and the process returns. On the other hand, if the replay operation symbol is not displayed, the number of game medals paid out (including the case of 0) is added to the value of the cumulative counter (step S382), and after further subtracting 3 from the value of the cumulative counter (step S383), the cumulative counter process is ended and the process returns.

[0255] Returning from the cumulative counter process, proceed to step S364 in FIG. 48 to determine the main game state number. Then, depending on the main game state number, if the main game state number is 0, perform the main game state number 0 all-stop process (step S365), if the main game state number is 1, perform the main game state number 1 all-stop process (step S366), if the main game state number is 2, perform the main game state numbers 2 and 5 all-stop process (step S367). Also, if the main game state number is 3, perform the main game state number 3 all-stop process (step S368), if the main game state number is 4, perform the main game state number 4 all-stop process (step S369), if the main game state number is 5, perform the main game state numbers 2 and 5 all-stop process (step S370). Further, if the main game state number is 6, perform the main game state number 6 all-stop process (step S371), if the main game state number is 7, perform the main game state number 7 all-stop process (step S372).

[0256] In the main game state number 0 all-stop process in step S365 of FIG. 48, as shown in FIG. 50, first, it is determined whether the AT hit flag is 0 (step S391). Here, if the AT hit flag is 0, it is determined whether the conditional device group A number is 1 (step S392). If the conditional device group A number is 1, it is further determined whether BB is not established (step S392). And if BB is not established, 6 is saved in the main game state number (step S394), the main game state number 0 all-stop process is ended and returned. On the other hand, when the conditional device group A number is not 1 in the determination of step S392 and when BB is established in the determination of step S393, 0 is saved in the main game state number (step S396), the main game state number 0 all-stop process is ended and returned. Also, if the AT hit flag is not 0 in the determination of step S391, it proceeds to step S396, where it is determined whether the conditional device group A number is 1. Here, if the conditional device group A number is not 1, 2 is saved in the main game state number (step S398), the main game state number 0 all-stop process is ended and returned. On the other hand, if the conditional device group A number is 1, it proceeds to step S397, and the game end process at the time of AT entry is performed.

[0257] In this game end process at the time of AT entry, as shown in FIG. 51, 0 is saved in the chance mode number (step S401), 0 is saved in the chance game number counter (step S402), and 0 is saved in the chance cycle counter (step S403). After that, 0 is saved in the EX mode number (step S404), 0 is saved in the AT cycle counter (step S405), and 0 is saved in the lottery completed flag (step S406). Further, 3 is saved in the main game state number (step S407), and the advantageous section lamp is set to the lit state (step S408).

[0258] Next, as shown in FIG. 52, it is determined whether or not three symbols of "Red Seven" are stopped and displayed side by side on the upper line in the display window W (step S409). If they are stopped and displayed, the process proceeds to step S410; if not, the process proceeds to step S412. In step S412, it is determined whether or not three symbols of "Red Seven" are stopped and displayed side by side on the valid line 29 in the display window W. If they are stopped and displayed, the process proceeds to step S410; if not, the process proceeds to step S413. In step S413, it is determined whether or not three symbols of "Red Seven" are stopped and displayed side by side on the lower line in the display window W. If they are stopped and displayed, the process proceeds to step S410; if not, the process proceeds to step S414. In step S414, it is determined whether or not three symbols of "Red Seven" are stopped and displayed side by side on the downward right line in the display window W and if they are stopped and displayed, the process proceeds to step S410; if not, the process proceeds to step S415. In step S415, it is determined whether or not three symbols of "Red Seven" are stopped and displayed side by side on the upward right line in the display window W. If they are stopped and displayed, the process proceeds to step S410; if not, the process proceeds to step S416.

[0259] When the process proceeds to step S410 (when three symbols of "Red Seven" are stopped and displayed side by side in the display window W), 1 is saved in the all-stop wait number, and further 0 is saved in the standby effect number (step S411), and the process proceeds to step S418 in FIG. 51. On the other hand, when the process proceeds to step S416 (when three symbols of "Red Seven" are not stopped and displayed side by side in the display window W), 0 is saved in the all-stop wait number, and further 1 is saved 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 or not the seven number is 2. Here, if the seven number is not 2, the game end process at the time of entering AT is terminated as it is and returns. If the seven number is 2, after adding 2 to the standby effect number (step S419), the game end process at the time of entering AT is terminated and returns. When returning from the game end process at the time of entering AT, the all-stop process of the main game state number 0 in FIG. 50 is also terminated and returns.

[0260] In the main game state number 1 all-stop process 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) (step S432). Here, if it is not a BB operation end game, the process directly proceeds to step S435. If it 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 hit flag is 0. Here, if the AT hit flag is 0, it is determined whether the value of the chance game number counter is 0 (step S436). 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 (step S437). Here, if the value of the chance cycle counter is 0, chance mode 3 lottery is performed (step S438), and further chance mode number determination processing is performed (step S439).

[0261] Next, it is determined whether the chance mode number is 4 (step S441). Here, if the chance mode number is not 4, 1 is saved in the advantageous section counter (step S441), the main game state number 1 all-stop process is terminated and the routine returns. On the other hand, if the chance mode number is 4, the AT hit process is performed (step S445), and then 2 is saved in the main game state number (step S448), and the main game state number 1 all-stop process is terminated and the routine returns. On the other hand, when the value of the chance game number counter is not 0 in the determination of step S436 and when the value of the chance cycle counter is not 0 in the determination of step S437, the process proceeds to step S442, and it is determined whether the flag for the first type BB hit is 0. Here, if the flag for the first type BB hit is 0, the main game state number 1 all-stop process is terminated as it is and the routine returns. On the other hand, if the flag for the first type BB hit is not 0, it is determined whether the first type BB operation symbol is not displayed (step S443). If the first type BB operation symbol is not displayed, 6 is saved in the main game state number (step S444), and if the first type BB operation symbol is displayed, the main game state number 1 all-stop process is terminated as it is and the routine returns.

[0262] Also, when the AT hit flag is not 0 in the determination of step S435, the process proceeds to step S446, and it is determined whether the flag for the first type BB hit is 0. Here, if the flag for the first type BB hit is 0, 2 is saved in the main game state number (step S448), and the main game state number 1 all-stop process is terminated and the routine returns. On the other hand, if the flag for the first type BB hit is not 0, the game end process at the time of entering AT is performed (step S447), After that, the main game state number 1 all-stop process is terminated and the routine returns.

[0263] In the main game state number 2 and 5 all-stop process in step S367 of FIG. 48, as shown in FIG. 53(B), it is determined whether the flag for the first type BB hit is 0 (step S421). If the flag for the first type BB hit is 0, the process continues as it is. If the flag for the first type BB hit is not 0, after performing the game end process at the time of entering the AT (step S422), the main game state number 2 and 5 all-stop process ends and returns.

[0264] In the main game state number 3 all-stop process in step S368 of FIG. 48, as shown in FIG. 54, first, it is determined whether the value of the bell count counter is 0 (step S451). Here, if the value of the bell count counter is not 0, the main game state number 3 all-stop process ends and returns as it is. If the value of the bell count counter is 0, the process proceeds to step S452, and it is determined whether the seven number is 1. Here, if the seven number is 1, the process proceeds to step S452, and it is determined whether the value of the seven counter is 0. If the value of the seven counter is 0, the process proceeds to step S454, and it is determined whether the value of the cumulative counter is less than 2001. Here, if the value of the cumulative counter is less than 2001, it is determined whether the value of the arrival flag is 0 (step S455). When 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). When the lottery result is 0, the process directly proceeds to step S459. When the lottery result is not 0, after saving the lottery result to the AT mode number (step S458), the process proceeds to step S459.

[0265] In step S459, AT cycle extraction is performed, and the extraction result is stored in the AT cycle counter (step S460). Further, seven-table 1 extraction is performed (step S462), and the extraction result is stored in the seven-table number (step S463). Next, AT cycle preferential game number extraction processing is performed (step S464), and then 0 is stored in the AT hit 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). Subsequently, 0 is stored in the CU rank number (step S471), 0 is stored in the arrival flag (step S472), and 0 is stored in the topping-up mode number (step S473). Further, 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 further 2 is stored in the all-stop wait number (step S477), and the main game state number 3 all-stop process ends and returns.

[0266] On the other hand, when the seven number is not 1 in the determination of step S452 and the seven counter is not 0 in the determination of step S453, the process proceeds to step S481 in FIG. 55, and it is determined whether the value of the seven set counter is 7. Here, if the value of the seven set counter is not 7, the process directly proceeds to step S484. If the value of the seven set counter is 7, 15 is stored in the seven-table number (step S482), and after further storing 0 in the seven set counter (step S483), the process proceeds to step S484. In step S484, loop CU rank set processing is performed, and then it is determined whether the seven number is 1 (step S485). Here, if the seven number is not 1, it is determined whether the value of the gold seven counter is 0 (step S487), and after storing 1 in the seven number (step S488), the process proceeds to step S489. In contrast, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and the process proceeds to step S489.

[0267] In step S489, it is determined whether the value of the seven counter is 0 or not. When the value of the gold 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 of step S489 above, or if the arrival flag is not 0 in the determination of step S490 above, the process proceeds directly to step S493. Also, if the value of the gold seven counter is not 0 in the determination of step S487 above, 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 saved 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 the gold seven loop lottery 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 correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is saved to the lever weight number (step S510), and it is determined whether the standby effect number is 0 (step S511). Here, when the standby effect number is 0, 1 is saved to the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, when the standby effect number is not 0, the process directly proceeds to step S477. Then, 2 is saved to the all-stop weight number, and the all-stop process for main game state number 3 ends and returns.

[0270] In the all-stop process for main game state number 4 in step S369 of FIG. 48, as shown in FIG. 57, the value of the AT cycle privilege game number counter is decremented by 1 (step S521), and it is determined whether the game is a BB operation end game (step S522). Here, when the game is not a BB operation end game, the process directly proceeds to step S525. When the game is a BB operation end game, 0 is saved to the AT cycle privilege game number counter (step S523), and after further decrementing the value of the AT cycle counter by 1 (step S524), the process proceeds to step S525. In step S525, it is determined whether the AT aiming flag is 0. Here, when the AT aiming flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526). When the value of the AT cycle counter is also 0, a draw for a second pullback is performed (step S527). Then, it is determined whether the draw result is 0 (step S528). When the draw result is 0, 1 is saved to the advantageous section clear counter (step S529), and the all-stop process for main game state number 4 ends and returns.

[0271] On the other hand, if the value of the AT cycle counter is not 0 in the determination of step S526, the process proceeds to step S534 to determine whether the flag for the first type BB hit is 0. Here, when the flag for the first type BB hit is 0, the main game state number 4 all-stop process is directly terminated and the process returns. In contrast, when the flag for the first type BB hit is not 0, the process proceeds to step S535 to determine whether BB is not established. Then, when BB is not established, the main game state number 4 all-stop process is directly terminated and the process returns. When BB is established, after saving 7 in the main game state number (step S536), the main game state number 4 all-stop process is terminated and the process returns.

[0272] Also, if the AT hit flag is not 0 in the determination of step S525, the process proceeds to step S531 to determine whether the flag for the first type BB hit is 0. Here, when the flag for the first type BB hit is not 0, the process proceeds to step S532 to perform the game end process at the time of AT entry, terminate the main game state number 4 all-stop process, and the process returns. In contrast, when the flag for the first type BB hit is 0, the process proceeds to step S533, saves 5 in the main game state number, then terminates the main game state number 4 all-stop process and the process returns. Further, if the result of the second draw for pulling back is not 0 in the determination of step S528, the process proceeds to step S530 to perform the process at the time of AT hit, and then, after saving 5 in the main game state number (step S533), terminates the main game state number 4 all-stop process and the process returns.

[0273] In the main game state number 6 all-stop process in step S371 of FIG. 48, as shown in FIG. 58(A), it is determined whether BB is established (step S541). Then, when BB is not established, the main game state number 6 all-stop process is directly terminated and the process returns. When BB is established, after saving 1 in the main game state number (step S542), the main game state number 6 all-stop process is terminated and the process returns.

[0274] In the all-stop process for main game state number 7 in step S372 of FIG. 48, as shown in FIG. 58(B), it is determined whether BB is established (step S551). If BB is not established, the all-stop process for main game state number 7 is terminated as it is and returns. If BB is established, after saving 4 in the main game state number (step S552), the all-stop process for main game state number 6 is terminated and returns.

[0275] After executing any of the all-stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 of FIG. 48, the process proceeds to step S373 of FIG. 48. Here, 0 is saved in the instruction number, the section type number management game end process is terminated and returns. When returning from the section type number management game end process, the process proceeds to step S8 of FIG. 32(B) to perform the advantageous section clear counter management process.

[0276] In the advantageous section clear counter management process, as shown in FIG. 59, the value of the advantageous section clear counter is decremented by 1 (step S561), and it is determined whether the value of the advantageous section clear counter is 0 from before this subtraction (step S562). Here, when the value of the advantageous section clear counter is not 0 before this subtraction, the process proceeds to step S565 to determine whether the value of the advantageous section clear counter has become 0 as a result of this subtraction. Here, when the value of the advantageous section clear counter has become 0 as a result of this subtraction, the process proceeds directly to step S566. On the other hand, when the value of the advantageous section clear counter is not 0 even after this subtraction, the process proceeds to step S567 to determine whether a replay activation symbol has been displayed in the game. And when a replay activation symbol has been displayed in the game, the process proceeds directly to step S569. When it has not been displayed, the value obtained by subtracting the bet number from the number of game medals paid out in the game is added to the net increase counter (step S568), and then the process proceeds to step S569.

[0277] In step S569, it is determined whether the value of the net increase counter is 2401 or more. When the value of the net increase counter is less than 2401, the process proceeds to step S566. When it is 2401 or more, the advantageous interval clear counter management process is simply terminated and a return is made. In step S566, 0 is stored in all storage areas that store data values affecting the performance related to the instruction function, and the process proceeds to step S563. On the other hand, if in the determination of step S562, the value of the advantageous interval clear counter is 0 from before the current subtraction, the process proceeds directly to step S563. In step S563, it is determined whether the interval type number is 0. When the interval type number is 0, the advantageous interval clear counter management process is simply terminated and a return is made. In contrast, when the interval type number is not 0, 1500 is stored in the advantageous interval clear counter (step S564), and then the advantageous interval clear counter management process is terminated and a return is made.

[0278] <Timer interrupt processing> Next, the timer interrupt processing will be described with reference to FIG. 60. In the present embodiment, processing such as reading each game operation signal output in response to a game operation such as a bet operation performed by a player, detecting (confirming) the signal level, transmitting each control command, and driving control of the reels is performed by a timer interrupt processing that is executed every preset fixed time (for example, 2.235 milliseconds). In this timer interrupt processing, as shown in FIG. 60, first, interrupt initial processing (saving registers, disabling interrupts, etc.) is performed (step MT11), and then it is determined whether power-off has been detected (step MT12). Here, if power-off has been detected, power-off processing is performed (step MT25). In the power-off processing, saving registers, saving the stack pointer, saving the interrupt state, etc. are performed. Also, processing such as holding information related to the result determination and information related to the game state (including information related to AT) stored in a predetermined storage area, calculating and storing a checksum, etc. are also performed.

[0279] On the one hand, if power-off is not detected, a process of updating the interrupt counter value (subtracting "1") is performed (step MT13), and further timer measurement is performed (step MT14). This timer measurement performs processes such as subtracting or adding the timer value of an arbitrary timer set in the above-described game progress control process. Next, the input port is read (step MT15). In this reading of the input port, the signal levels of each game operation signal and the like input to the input port are read and stored, and the signal levels are determined and the like.

[0280] Next, a reel drive control process for controlling the driving (acceleration, deceleration, constant speed maintenance, stop maintenance, etc. of rotation) of reels 3a to 3c is performed (step MT16). In this reel drive control process, according to the reel drive state (stopped, waiting for reel rotation, accelerating, at constant speed, decelerating, etc.), the update of the reel drive pulse output counter value indicating the timing for switching the output phase (excitation phase) of the stepping motor, the acquisition, update, output, etc. of the reel drive pulse data for driving the stepping motor are performed. In the next step MT17, it is determined whether the reel drive control process has been executed for all reels. If not, the process returns to step MT16 and the reel drive control process is performed again. On the other hand, if it has been executed for all reels, a port output process for performing the excitation output of ports such as reels, hoppers, and blockers is performed (step MT18), and further, a control command transmission process for transmitting the control commands stored in the control command buffer (CB) is performed (step MT19).

[0281] Next, proceed to step MT20, read the outer end signal (external signal) data stored in a predetermined storage area, and output the outer end signal. Then, perform LED display to cause the above-described display lamp to execute a predetermined display (step MT21). In this LED display, for example, in the payout number display lamp 46j, the following display is executed. That is, when no error (excluding E-series errors) has occurred, the payout numbers "0 to 9" are displayed based on the number of payout game medals, or the numerical values "1 to 6" are displayed based on the set values. Further, when notifying the pressing order, the display modes "=1" to "=6" of the instruction number are displayed. Also, when an error (excluding E-series errors) has occurred, an error display is executed based on the value of the error number.

[0282] Next, proceed to step MT22 to perform error management. In this error management, first, an error check is performed. In this error check, a determination is made as to 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, whether an E6 error has occurred, and whether an E7 error has occurred. Furthermore, when an E6 error or an E7 error has occurred, an error display is caused on the payout number display lamp 46j, and processing such as stopping the execution of the game is performed. Note that when an E-series error has occurred, error recovery becomes possible if the above-described processing at the time of setting change is executed. After this error check, when an error has occurred, processing for setting an output request set at the time of error detection for transmitting error information to the sub-control means 200 is performed. After executing the processing of this error management, processing for updating the random number used for role determination and the like is performed (step MT23), and further interrupt return processing (register return, interrupt permission, etc.) is performed (step MT24), and an interrupt return is made.

[0283] Next, with reference to FIGS. 61 to 73, an effect (hereinafter referred to as "display effect") performed by an image displayed on the display screen 11a (image display unit DP) of the image display device 11 in the slot machine 1 will be described. As the display effects executed in the present embodiment, for example, there are conversation effects (also referred to as "script effects"), subtitle effects (also referred to as "telop effects"), expectancy effects (also referred to as "object effects"), GET effects, scene transition effects, and fade-out effects.

[0284] (Conversation effect) Conversation performance is, for example, a performance in which people, animals, plants, robots, monsters (whether real or fictional), etc. (collectively referred to as "characters") set as the image characters of a gaming machine have a conversation. While a predetermined line spoken by each character is displayed on an image display unit such as a liquid crystal panel, voice is output from a voice output unit such as a speaker. The conversation performance may play a role of informing the player of content not related to the game result, such as introducing the characters to the player, explaining the content related to the game method, or explaining the model and specifications of the gaming machine. Or it may play a role of informing the player of content related to the game result, such as suggesting the degree of expectation of granting 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 during ART) in a slot machine, a bonus game, a game during a big win in a pachinko machine, a probability variable game, or a time-saving game, etc., hereinafter also referred to as an "advantageous game"). Also, the degree of expectation of granting an advantageous game refers to the degree of expectation (reliability, accuracy) of obtaining a game result (for example, an AT win, an AT additional win, an additional win with a large number of AT additional wins, a bonus win, an advantageous bonus win, a rare combination win, a big win in a pachinko machine, a probability variable big win (a big win more advantageous than a non-probability variable big win), a 16-round big win (a big win with a large number of winning balls), etc.) in which an advantageous game is executed or the probability of permitting the execution of an advantageous game becomes high (including the case of 100%). In the conversation performance, a predetermined display for the conversation performance (also referred to as a "conversation performance display") is displayed on the image display unit DP at a predetermined timing. Note that the display is not limited to two-dimensional (planar) image display, and also includes three-dimensional (stereoscopic) display such as a hologram. Note that the conversation performance may be in a mode where two or more characters talk to each other, or in a mode where one character talks to the player. In short, at least having a character image and the dialogue text corresponding to the character image satisfies the requirements of the conversation performance.

[0285] The conversation performance display is a display related to the utterances of each character in a conversation among a plurality of characters, and is configured to include a character display and a display that can be identified as text. Specifically, the character display is, for example, a display of a picture (drawing) showing the appearance (appearance, mainly the face) of the character who is speaking (also referred to as "character picture display"). On the other hand, the display that can be identified as text is, for example, a display of characters showing the utterance content of the character (also referred to as "dialogue" in the conversation performance display) (also referred to as "dialogue display"). In addition to the character picture display and the dialogue display, usually, a display that can identify the name of the character is included in the conversation performance display. Specifically, the display that can identify the name of the character is, for example, a display of characters showing the name of the character who is speaking (also referred to as "character name display"). The conversation performance display is composed of a character picture display, a dialogue display, and a character name display, but It is also possible to provide a conversation performance display composed of a character picture display and a dialogue display without including the character name display. As a specific example of the conversation performance display, the first conversation performance display KD1 is shown in FIG. 61(A), and the second conversation performance display KD2 is shown in FIG. 61(B).

[0286] The first conversation performance display KD1 is composed of a character picture display KG1 that displays the appearance of character CH1, a character name display KN1 that displays the name of character CH1 ("Kenji"), and a dialogue display KS1 that displays the dialogue of character CH1 ("It's a nice day today"). In the dialogue display KS1, a frame-shaped picture (also referred to as "range picture") KW1 indicating a certain range is also displayed together with the dialogue in order to make the range of one dialogue easier to understand, make it easier to understand which character's dialogue it is, or make the dialogue more prominent. Similarly, the second conversation performance display KD2 is composed of a character picture display KG2 that displays the appearance of a character CH2 different from character CH1, a character name display KN2 that displays the name of character CH2 ("Pamela"), and a dialogue display KS2 that displays the dialogue by character CH2 ("It doesn't matter"). In the dialogue display KS2, the range picture 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 range image KW1 are displayed in a predetermined area of the image display unit DP at a predetermined same 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 range 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 same 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 range image KW1, etc., and the display timing between the display components may be slightly different. This also applies to the second conversation performance display KD2.

[0288] Regarding the timing at which the conversation performance display is shown, any timing triggered 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 the "bet switch"), the start lever 25, and the stop switches 26a, 26b, 26c, etc., which are collectively referred to as the "main switch") controlled on the main control means side can be appropriately set as the display timing (display start timing) of the conversation performance display. For example, during one game, taking the fact that the operation of the start lever 25 is validly received as an opportunity, at a predetermined timing after the start lever 25 receives the operation (also referred to as the "lever operation reception time") (the same timing as the lever operation reception time or the timing when a predetermined time has elapsed since the lever operation reception time), the first conversation performance display KD1 may be displayed on the image display unit DP. Also, during the same one game, taking the fact that any one of the three stop switches 26a, 26b, 26c validly receives the first stop operation as an opportunity, at a predetermined timing after the first stop operation is validly received (the first stop operation reception time) (the same timing as the first stop operation reception time or the timing when a predetermined time has elapsed since the first stop operation reception time), the second conversation performance display KD2 may be displayed on the image display unit DP. Also, when the first conversation performance display KD1 to the second conversation performance display KD2 are displayed at the timing of the third stop operation reception, when the operation reception of the bet switch for starting the next game or the operation reception of the start lever 25 is performed, the first conversation performance display KD1 to the second conversation performance display KD2 displayed on the image display unit DP are configured to be erased, and when the operation reception of the bet switch for starting the next game or the operation reception of the start lever 25 is performed and the first conversation performance display KD1 to the second conversation performance display KD2 are erased, the sound When the voices of the lines being output from the output unit have not all been output yet, the first conversation performance display KD1 to the second conversation performance display KD2 on the image display unit DP are erased, but the voices of the lines may be output until the end. However, when an effect that the player is supposed to pay attention to, such as a rare role announcement or a freeze, or a new conversation performance is selected by the operation reception of the start lever 25 for the next game, the output of the voices of the lines is stopped at the timing after the operation reception of the start lever 25. By configuring it in this way, even players who want to progress the game quickly can understand the content of the effects. Needless to say, it is also possible to erase the voices of the lines together with the erasure of the first conversation performance display KD1 to the second conversation performance display KD2 on the image display unit DP.

[0289] As the timing when the conversation performance display is displayed, it is also possible to set any timing triggered by the operation of a sub-button controlled on the sub-control means side (display trigger) as the display timing of the conversation performance display. For example, during one game, an image prompting the player to operate the decision button 55 (for example, an image combining the picture of the decision button 55 and the characters "PUSH") is displayed on the image display unit DP. Then, in response to that display, when the decision button 55 is effectively operated (including cases where it becomes effective by being operated once or by being operated a predetermined number of times continuously), the first conversation performance display KD1 and the second conversation performance display KD2 are displayed on the image display unit DP at a predetermined timing after the point in time when the decision button 55 is operated (also referred to as "when the decision button is operated"), which can be the same timing as when the decision button is operated or the timing when a predetermined time has elapsed since when the decision button is operated. Also, in the case of a pachinko machine, for example, as the timing when the conversation performance display is displayed, it is possible to set the timing when a predetermined time has elapsed from the point in time when a game ball wins a prize at the start hole (also referred to as "when the start hole wins a prize") as the display timing of the conversation performance display.

[0290] During a game, the conversation performance display may not be shown at all, may be shown only once, or may be shown multiple times. Whether or not the number of conversation performance displays shown during a game is related to the game result may be set such that the game result may vary depending on the number difference. For example, the probability of being given a favorable game may be increased when two or more conversation performances are shown compared to when only one conversation performance display is shown during a game. Whether or not to display the conversation performance display, the type (e.g., the type of the dialogue in the dialogue display) and number of the conversation performance displays to be shown, the display timing, etc. are determined based on, for example, the game state (e.g., whether it is in a favorable section), the result of internal lottery (e.g., whether it is a rare combination), the results of other lotteries such as AT lottery and AT bonus lottery (or may be determined based on satisfying any other predetermined arbitrary conditions). When multiple conversation performance displays are shown, at most one conversation performance display is shown per display trigger.

[0291] For example, in the case where the first conversation performance display KD1 and the second conversation performance display KD2 are shown during a game, when the first conversation performance display KD1 is shown triggered by the operation of the start lever 25, the second conversation performance display KD2 will be shown after any one of the three stop switches 26a, 26b, 26c effectively receives the first stop operation. That is, the second conversation performance display KD2 will not be shown before the first stop operation is effectively received (it is also possible to provide a case where it is shown). This makes it possible to improve the interest of the game by making the probability of being given a favorable game vary depending on, for example, the trigger at which the conversation performance display is shown. Also, by allowing at most one display per display trigger, it is possible to prevent the player from misidentifying the trigger at which the conversation performance display is shown or confusing the multiple conversation performance displays shown.

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

[0293] When a plurality of conversation production displays are displayed on the image display unit DP during a game, the previously displayed conversation production display continues to be displayed without being erased (made non-displayed) from the image display unit DP even when a subsequently displayed conversation production display is displayed. For example, in the above example, the previously displayed first conversation production display KD1 continues to be displayed as it is without being made non-displayed even when the second conversation production display KD2 is displayed, and then, even when the third conversation production display is displayed, the first and second conversation production displays KD1 and KD2 are not made non-displayed and continue to be displayed as they are. Further, even when the fourth conversation production display is displayed thereafter, at that time, the first to third conversation production displays are not made non-displayed and are being displayed. In this way, by enabling the previously displayed conversation production display to continue to be displayed even when a subsequently displayed conversation production display is displayed, a plurality of conversation production displays can be simultaneously (such that the display periods of the respective conversation production displays partially overlap each other) displayed on the image display unit DP during one game. Thereby, an effect of making the image display unit DP look lively by a plurality of conversation production displays can be obtained. Also, in a game state (for example, during a non-favorable section) where it is unlikely that a favorable game result can be obtained for the player and the player is likely to feel boredom, by displaying a plurality of conversation production displays throughout one game, it becomes possible to direct the player's awareness to those conversation production displays and reduce the player's boredom. Also, it may be possible to vary the degree of expectation of giving a favorable game depending on the trigger for displaying the conversation production display, and in that case, it becomes possible to make the player interested in the display timing of the conversation production and improve 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. In addition, as a case where the content of the dialogue changes by operating the decision button 55, there may be a case where the dialogue is displayed (the dialogue display starts) by operating the decision button 55, and a case where the content of the dialogue changes by o...

Claims

【Claim 1】 A main body member formed in a box shape having an opening, A door member attached to the main body member so as to be openable and closable using a hinge mechanism, A predetermined substrate having a first surface portion on which a plurality of types of components are arranged and a second surface portion to which lead wires of the plurality of types of components are soldered, The plurality of types of components include a first component, a second component having the same performance as the first component, and a third component having different performance from the first component, Identification information for identifying the plurality of types of components is printed on the first surface portion, In a state where the substrate is provided on the inner surface portion of the main body member or the back surface portion of the door member, the identification information is printed in a horizontal writing mode in which characters are arranged in a left-to-right direction or in a horizontal writing mode in which characters are arranged in a bottom-to-top direction on the first surface portion, The first component has lead wires 1a and 1b, The second component has lead wires 2a and 2b, The third component has lead wires 3a and 3b, The lead wire 1a of the first component is inserted into the through hole 1c of the predetermined substrate from the first surface portion side, The lead wire 1b of the first component is inserted into the through hole 1d of the predetermined substrate from the first surface portion side, A virtual line segment connecting the through hole 1c and the through hole 1d is defined as a predetermined virtual line segment 1, When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the angle of the lead wire 1a protruding from the second surface portion with respect to the predetermined virtual line segment 1 is n1 degrees, When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the angle of the lead wire 1b protruding from the second surface portion with respect to the predetermined virtual line segment 1 is n2 degrees, The lead wire 2a of the second component is inserted into the through hole 2c of the predetermined substrate from the first surface portion side, The lead wire 2b of the second component is inserted into the through hole 2d of the predetermined substrate from the first surface portion side, A virtual line segment connecting the through hole 2c and the through hole 2d is defined as a predetermined virtual line segment 2, When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the angle of the lead wire 2a protruding from the second surface portion with respect to the predetermined virtual line segment 2 is n3 degrees, When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 2b protruding from the second surface portion has an angle of n4 degrees with respect to the predetermined virtual line segment 2. The lead wire 3a of the third component is inserted into the through hole 3c of the predetermined substrate from the first surface portion side. The lead wire 3b of the third component is inserted into the through hole 3d of the predetermined substrate from the first surface portion side. A virtual line segment connecting the through hole 3c and the through hole 3d is defined as a predetermined virtual line segment 3. When the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation, the lead wire 3a protruding from the second surface portion has an angle of n5 degrees with respect to the predetermined virtual line segment 3. The n1 degree and the n3 degree are substantially the same angle. The n2 degree and the n4 degree are substantially the same angle. A gaming machine, characterized in that the n1 degree and the n5 degree are different angles.

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