Gaming machine

The gaming machine transmits relevant information outside the machine and enhances player engagement through improved game mechanics, addressing the need for information transmission and monitoring in gaming machines.

JP7710152B2Active Publication Date: 2025-07-18SAMMY CORPORATION
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Patent Information

Application Number
JP2024067503
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-18
Publication Date
2025-07-18
Estimated Expiration
2038-10-24

AI Technical Summary

Technical Problem

There is a demand for gaming machines that can transmit appropriate information outside the machine, such as lottery results, cheating monitoring, and performance information, while enhancing player engagement through improved game mechanics and visual displays.

Method used

The gaming machine is equipped with a reel, stop switch, and start switch that can output counting notification, hall control cheating monitoring, and gaming machine performance information to the outside, with specific timing for each type of information transmission, and includes features like push-order navigation and reel stop control to enhance player interaction.

Benefits of technology

The solution enables effective transmission of relevant information outside the gaming machine, enhances player engagement through improved game mechanics, and supports monitoring and performance tracking, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that can transmit appropriate information outside the game machine.SOLUTION: In a game machine, after outputting counting information with a counting point of 1 or more from the game machine to the outside, when lending information with a lending point of 1 or more is received, information indicating an abnormality is output as a response signal to a lending notification.SELECTED DRAWING: Figure 170
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Description

Technical Field

[0001] It relates to a gaming machine.

Background Art

[0002] In a rotary gaming machine (slot machine), when a game start instruction device (start lever) is operated after inserting a predetermined number of game medals, one game starts, and a plurality of rotating drums (reels) with a plurality of symbols arranged on the outer circumference rotate, and as a result of using a drum stop device (stop button) to stop the rotation operation and stopping the drum, if a predetermined combination of symbols (for example, a winning combination such as "777") is lined up on the effective line, it generally shifts to a special game state where the player is in a more profitable state than the normal game state (a game state where the lottery probability of small winning combinations and the like is higher than normal). Here, in a rotary gaming machine, for the purpose of enhancing the interest of the game, production images and the like may be displayed on a display such as a liquid crystal in synchronization with the rotation operation and stop operation of the reel. When operating a drum stop device or the like, many are configured to enjoy predicting the result of the game while comparing the symbols displayed on the drum with the production images and the like displayed on the display.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] There has been a demand for a gaming machine capable of transmitting appropriate information outside the gaming machine, and there has been a demand for constructing a control process for transmitting appropriate information outside the gaming machine.

Means for Solving the Problems

[0005] The gaming machine according to this aspect is A reel, a stop switch, and a start switch and to In a gaming machine provided with the above, Based on the operation of the start switch, the lottery result can be determined, configured to be able to output counting notification information to the outside of the gaming machine, configured to be able to output hall control cheating monitoring information to the outside of the gaming machine for each first period, configured to be able to output gaming machine installation information to the outside of the gaming machine for each second period, configured to be able to output gaming machine performance information to the outside of the gaming machine for each third period, the counting notification information includes information on the counted points, the hall control cheating monitoring information includes information on the total score, the gaming machine installation information includes information on the ID number of the main control chip, the gaming machine performance information includes information on the total number of inserted points since the power was turned on, the gaming machine performance information includes information on the total number of awarded points since the power was turned on, configured such that the gaming machine installation information is output at the first timing when the first period and the second period overlap, and the hall control cheating monitoring information may be output at the second timing after the first period has elapsed from the first timing, configured such that the gaming machine installation information is output at the third timing when the first period, the second period, and the third period overlap, and the gaming machine performance information may be output at the fourth timing after the first period has elapsed from the third timing This is a gaming machine characterized by the above.

Effects of the Invention

[0006] According to the gaming machine according to this aspect, it is possible to transmit appropriate information outside the gaming machine, and it is possible to construct a control process for transmitting appropriate information outside the gaming machine.

Brief Description of the Drawings

[0007]

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[0008] First, the meaning of each term in this specification will be explained. A "random number" is a random number used in a lottery (a lottery by electronic computer, sometimes called a lottery) to determine the content of a game in a slot machine, and includes pseudo-random numbers in addition to random numbers in the narrow sense (for example, random numbers include hard random numbers, built-in random numbers generated by a main control chip including a CPU, and pseudo-random numbers include software random numbers). For example, so-called "basic random numbers" that affect the outcome of a game, specifically, "winning random numbers" related to special roles for moving to a special game and winning roles (small roles, replay roles), etc. can be mentioned. A "CPU" is synonymous with a well-known term in this industry, and is not limited in any way to the architecture (CISC, RISC, number of bits, etc.) or processing performance used. "Power interruption (power cut)" refers to the power supply voltage supplied to the gaming machine dropping below a certain level, regardless of whether the power switch on the gaming machine is operated or not, and includes the cutoff of the power supply due to unforeseen circumstances such as damage to the power supply unit or a power outage. "ROM" is synonymous with what is well known in the industry, and stores information physically (for example, when a current for reading data is applied, if the element configuration is conductive, it becomes "1", and if the element configuration is non-conductive, it becomes "0"). "RAM" is synonymous with what is well known in the industry, and stores information electrically (for example, when a current for reading data is applied, if there is stored power, it becomes "1", and if there is no stored power, it becomes "0". It is generally configured so that a backup power source is supplied to some or all of the data stored in the RAM in the event of a power cut). Examples of "game states" include special game states in which game medals are easy to obtain and are advantageous to the player (so-called jackpot games, including bonus games and Type 1 BB and Type 2 BB games), replay probability variable game states (RT states) in which the winning rate of replay roles is higher (or lower) than in the normal game state in which the winning rate of replay roles is a predetermined value, AT (assist time) states in which the stopping order and stopping position of the reels for winning roles can be notified, and ART (assist replay time) states in which the RT state and AT state are combined.Also, even in the normal game state, there are a high-probability normal game state, a low-probability normal game state, etc. (referred to as a lottery state in this example) where the transition lottery probabilities to the RT state, the AT-in-progress state, and the ART-in-progress state are different. Also, there is no problem even if the game states are combined {Furthermore, all of these game states and functions (for example, the transition lottery to the AT-in-progress state, the output of notification instructions related to the stop order of the reels, etc.) can be implemented entirely on the main control board side that controls the game progress without any problem}. Also, in this example, the state related to AT and the RT state are described separately, and the RT state is referred to as "RT1" and the state related to AT is referred to as "normal game state", etc., but the state related to RT and the state related to AT may be grouped together as the state related to ART and the state related to ART may be referred to as "normal game state", etc. The "winning combination" is the type (or the combination device number) of the winning conditional device by internal lottery (sometimes referred to as internal note lottery). The "notification state" is a state related to AT in which the push-order navigator described later can be executed, and even in a game in which a conditional device that does not execute the push-order navigator because the winning combination does not differ depending on the stop order of the reels is selected, if the state related to AT is a state in which the push-order navigator can be executed, it is configured to be the "notification state". The "counter value" is also referred to as the "number of executable notification games", and is the counter value of the remaining AT games or the AT counter M60 described later. For example, when the "number of executable notification games" is 1 or more (including the game when it becomes "0"), the push-order navigator described later can be executed. Also, as the "number of executable notification games", the difference in the number of game media obtained based on the selection of a minor combination (mainly the push-order bell combination), the number of times the push-order bell combination is selected, etc. may be adopted. Also, the "special notification state" is the most advantageous state for the player among the states related to AT, and in this example, it is referred to as the "bonus-specialized state". Also, the "specific condition" is a condition that can subtract the AT counter value. For example, when one game ends, a predetermined combination (for example, the push-order bell combination) is selected, etc. are the specific conditions.The "First Special Feature" is a feature that increases the number of combinations of symbols related to winning for each specified number, or increases the probability of the conditional device related to winning for each specified number. It operates when a predetermined condition is met and can continue to operate until the results of a game are obtained within a number of operations not exceeding 12 times, and may be referred to as RB (Regular Bonus). The "First Special Feature Continuous Activation Device" is a device that can continuously activate the First Special Feature. It operates when a specific combination of symbols is displayed and ends the operation when a predetermined condition is met, and may be referred to as BB (Big Bonus) or First Type BB. The "Second Special Feature" is a feature that causes the conditional device related to winning to operate regardless of the result of the symbol draw. It operates when a predetermined condition is met and ends the operation when the result of one game is obtained, and may be referred to as CB (Challenge Bonus). The "Second Special Feature Continuous Activation Device" is a device that can continuously activate the Second Special Feature. It operates when a specific combination of symbols is displayed and ends the operation when a predetermined condition is met, and may be referred to as MB (Middle Bonus) or Second Type BB. The "Normal Feature" is a feature that increases the number of combinations of symbols related to winning for each specified number, or increases the probability of the conditional device related to winning for each specified number. It operates when a specific combination of symbols is displayed and ends the operation when the result of one game is obtained, and may be referred to as SB (Single Bonus). The "All JACIN Type" is a configuration that is considered to have JACIN when the First Type BB wins, and is always in the RB state during the execution of the First Type BB. Also, the "JACIN Lottery Type" is a configuration that repeatedly executes the non-RB state and the RB state during the execution of the First Type BB. Also, the "Uncontrolled Reel" is a reel in a state where the retraction control that can be executed after the stop operation is not executed, and is a reel that stops at the nearest reel position where it can stop from the reel position that received the stop operation. The "All CB Type" is a configuration that is always in the CB state during the execution of the Second Type BB. The "CB Transition Lottery Type" is a configuration that repeatedly executes the non-CB state and the CB state during the execution of the Second Type BB.

[0009] Furthermore, this embodiment is merely an example, and is not limited to the following aspects regarding the location and functions of each means, the order of each step regarding various processes, the timing of turning flags on and off, the names of the means responsible for the processing of each step, and the like. Also, the above-described embodiments and modification examples should not be construed as being limited to application to specific ones, and any combination may be used. For example, a modification example for a certain embodiment should be understood as a modification example for another embodiment. Also, even if a certain modification example and another modification example are described independently, it should be understood that a combination of the certain modification example and the other modification example is also described.

[0010] (This embodiment) Here, before explaining each component, the features (outline) of the rotary gaming machine P according to this embodiment will be explained. Hereinafter, each element will be described in detail with reference to the drawings.

[0011] First, with reference to FIG. 1 (for some configurations, FIG. 2), the basic structure on the front side of the rotary gaming machine P according to this embodiment will be explained. The rotary gaming machine P mainly includes a front door (also referred to as a front door), a back box (also referred to as a cabinet or a base), a reel unit installed in the back box, a hopper device, a power supply unit E, a main control board M (a board on which a main control chip C including a CPU MC is mounted), and a sub-control board S (a board on which a sub-control chip SC including a CPU SC is mounted). Hereinafter, these will be explained in order.

[0012] <Front Door DU> The front door DU includes a mechanism for enabling visual recognition of the gaming state, a mechanism for enabling input of gaming media, a mechanism for operating the reel unit, and other mechanisms. Specifically, as the mechanism for enabling visual recognition of the gaming state, there are attached a reel window D160, a credit display lamp D210, a start lamp D180, a replay lamp D290, a deposit-enabled lamp D300, a special gaming state display device D250, a credit number display device D200, a payout number display device (push order display device) D270 (which may also be referred to as the push order display device D270), an AT counter value display device D280, a favorable section indicator YH, etc. Also, as the mechanism for enabling input of gaming media and bet numbers (bet amounts), there is attached a medal insertion slot D170 and a bet button D220, and as the mechanism for enabling payout of the inserted gaming media, there is attached a settlement button D60. And as the mechanism for operating the reel, there are attached a start lever D50 and a stop button D40. Note that the rotary gaming machine in this embodiment includes an operation console protruding toward the player side to which a start lever D50, a stop button D40, a medal insertion slot D170, a bet button D220, a settlement button D60, a sub-input button SB, a cross key SB2, etc. are attached. Each element will be described in detail below.

[0013] <Mechanism for making the game state visible> Next, the main part of the mechanism for making the game state visible will be described. The reel window D160 is a transparent member formed of synthetic resin or the like that constitutes a part of the front door DU, and is configured to enable visual recognition of the reel unit installed inside the gaming machine frame through the reel window D160. Also, the bet number display lamp D210 is composed of three LEDs, and is configured such that the same number of LEDs as the number of medals currently bet (inserting the game medals required to start one game) light up. Specifically, the bet number display lamp D210 is composed of three LEDs (lamps): the 1-bet lamp D211, the 2-bet lamp D212, and the 3-bet lamp D213. When one game medal is bet, the 1-bet lamp D211 lights up, the 2-bet lamp D212 turns off, and the 3-bet lamp D213 turns off. When two game medals are bet, the 1-bet lamp D211 lights up, the 2-bet lamp D212 lights up, and the 3-bet lamp D213 turns off. When three game medals are bet, the 1-bet lamp D211 lights up, the 2-bet lamp D212 lights up, and the 3-bet lamp D213 lights up (this is not the case in the next game when the replay stops being displayed; details will be described later). Also, the start lamp D180 is composed of an LED, and is configured to light up when the operation of the start lever D50 is valid (the operation is being accepted), and turn off when the operation of the start lever D50 is invalid (the operation is not being accepted). Also, the replay lamp D290 is composed of an LED, and is configured to light up triggered by the replay stopping being displayed, and turn off when the next game after the replay stopping being displayed ends. Also, the insertable lamp D300 lights up (it may blink) when inserting game medals into the medal insertion slot D170 is valid or when the operation of the bet button D220 is valid, and turns off when inserting game medals is invalid or when the operation of the bet button D220 is invalid. Also, the special game state display device D250 is composed of a 7-segment display, and is configured to display the total number of payouts made during special games.It is also possible to adopt a configuration without providing the special game state display device D250. In such a case, the total number of payouts is configured to be displayed on the effect display device S40 (which may also be referred to as the second information display unit) described later, so that the player can recognize the total number of payouts made during the special game, and a user-friendly gaming machine can be achieved. Further, the credit number display device D200 is configured by a 7-segment display, and is configured to display the total number of medals (credit number) stored in the gaming machine as the player's owned medals. Also, the payout number display device (push order display device) D270 is configured by a 7-segment display, and in a game where a conditional device {which is a so-called push order winning combination (which may also be referred to as a winning combination with a push order), and generally, when the winning combination or the displayed symbol combination is different, the profit rate (number of payouts, subsequent RT state, etc.) given to the player may be different} is established, it is configured to be able to notify the player of the most advantageous reel stop order for the player (this notification may be referred to as push order navigation). Thus, the payout number display device (push order display device) D270 is configured to be able to execute two displays, namely, the number of game medals currently being paid out and the reel stop order that is most profitable for the player, and the display mode is such that the player does not misidentify which of the two displays is being executed. The details of the display mode will be described later. Also, the AT counter value display device D280 is configured to be able to display the number of games in which the player can stay in a state advantageous for the player regarding AT (in this example, the push order navigation state, which may also be referred to as a notified game and the details will be described later), which is guaranteed when the game progresses according to the push order navigation display shown on the push order display device D270 (which may also be referred to as the first information display unit) among the states regarding AT (the details will be described later).Alternatively, the AT counter value display device D280 may not be provided. In such a configuration, by configuring the effect display device S40 to display the number of games that can stay in the AT state, the player can recognize the number of games in which the state regarding the advantageous AT is guaranteed, and a user-friendly gaming machine can be achieved. Incidentally, the payout number display device (push order display device) D270 may be configured to be divided into two devices, namely, a payout number display device and a push order display device.

[0014] In addition, the advantageous section indicator YH is composed of LEDs and is configured to light up when it is in the "advantageous section" and turn off when it is not in the "advantageous section" (the lighting and extinguishing timings will be described later). Here, in the rotary gaming machine according to this example, similar to the conventional rotary gaming machine, a special gaming state in which it is easy to obtain game medals and is advantageous for the player (a so-called big win game, corresponding to a bonus game, a first-class BB, a second-class BB, etc.), a re-play probability variable gaming state (RT state) in which the winning rate of the re-play role is higher (or lower) than that in the normal gaming state where the winning rate of the re-play role is a predetermined value, a state during AT (assist time) that can notify the stop order and stop position of the reels for winning the selected role, an ART (assist replay time) state in which the RT state and the AT state are combined, etc. can be adopted. However, apart from these "gaming states", any one of the three "gaming sections" of "normal section", "standby section", and "advantageous section" can be set. Note that in this example, the "standby section" is not set, and either the "normal section" or the "advantageous section" is set as the gaming section. Among these, the "advantageous section" is positioned as being relatively more advantageous for the player than the other "gaming sections". For example, the "gaming state" being in the AT state or the ART state is associated with the "advantageous section". That is, when the "gaming state" is in the AT state or the ART state, the advantageous section indicator YH lights up. However, as will be described later, the setting control of the "gaming section" is also performed on the main control board side that controls the game progress, similar to the setting control of the "gaming state". Therefore, based on the lighting / extinguishing status of the advantageous section indicator YH, it is possible to truthfully convey to the player whether the game progress situation is relatively advantageous for the player or not.As will be described later, when the "advantageous section" continues until a predetermined upper limit number of games (for example, 1500 games) is reached, the "normal section" is forcibly set. At that time, the state regarding the remaining AT is also forcibly terminated (information for maintaining the AT state is cleared / initialized). Therefore, the change of the set "game section" can also affect the transition of the "game state", and thereby, the "game state" such as the AT state and the ART state with relatively high design freedom can automatically suppress the significant increase in the probability of winning. As described above, when the "advantageous section" continues until a predetermined upper limit number of games (for example, 1500 games) is reached, the "normal section" is forcibly set, that is, the "advantageous section" ends. However, the end condition of the "advantageous section" is not limited to this. The end condition of the "advantageous section" in the rotary gaming machine according to this example is that "one execution of the push order navigator that can acquire the minor winning combination with the largest number of paid-out coins among the minor winning combinations constituting the push order winning combination (push order winning combination with a push order). For example, when there are minor winning combinations of 7 coins, 3 coins, and 1 coin as the minor winning combinations constituting the push order winning combination, it is the push order navigator that can acquire the 7 coins with the largest number of paid-out coins. If there is a push order winning combination where 7 coins or 1 coin can be acquired by the push order and a push order winning combination where 3 coins can be acquired by the push order, the push order navigator that can acquire 3 coins does not correspond to the push order navigator referred to here)", or satisfies "winning any one of BB, RB, MB", and also satisfies "any end condition (not winning in the loop lottery of 40G1 set (AT), after 32G fixed (precursor of gas), etc.)", or "advantageous section 1500G" is the end condition. In the case of a specification where there is no push order bell winning combination (for example, there is a push order for replay to shift to the RT state, but there is no minor winning combination with different numbers of paid-out coins depending on the push order), the condition for ending the "advantageous section" of "one execution of the push order navigator that can acquire the minor winning combination with the largest number of paid-out coins" is excluded. Also, in this embodiment, since the minor winning combinations constituting the push order winning combination include a minor winning combination corresponding to the 11-coin winning combination and a minor winning combination corresponding to the 1-coin winning combination, "one execution of the push order navigator that can acquire the minor winning combination with the largest number of paid-out coins" means notifying the push order in which 11 medals can be won (11-coin winning combination. is a winning possibility).

[0015] <Mechanism for enabling input of game media> Next, the main part of the mechanism for enabling input of game media will be described. The medal insertion slot D170 is an insertion slot for game medals. Under the situation where it is in a medal-receivable state, the game medals inserted into the insertion slot are guided into the game machine. Also, inside the game machine, as sensors for detecting the insertion of medals, an insertion reception sensor D10s, a first insertion sensor D20s, and a second insertion sensor D30s are provided. When it is determined that the game medals guided into the game machine have been normally inserted, they are configured to be detected as the bet medals. Also, the bet button D220 is configured to be operable by the player, and by operating it, the stored medals (credit medals) can be bet. Also, the settlement button D60 is configured to be operable by the player, and by operating it, it is possible to pay back the stored medals (credit medals) and / or the bet medals to the player. Note that the game medals paid back by operating the settlement button D60 are configured to be paid out through the payout port D240.

[0016] <Mechanism for operating the reel unit> Next, the start lever D50 is configured to be operable by the player, and by operating it, the operation of the reel can be started. Also, the stop buttons D40 include a left stop button D41, a middle stop button D42, and a right stop button D43 that are operable by the player. By operating each stop button, the operation of the reel can be sequentially stopped.

[0017] <Other mechanisms provided in the front door DU> Next, the main parts of the other mechanisms provided in the front door DU will be described with reference to the perspective view of the inside of the reel type gaming machine P with the front door DU opened in Fig. 2. The front door DU is provided with a mechanism for increasing the interest of the game, such as a performance display device S40 for displaying performances such as advance notice performances and background performances, a game effect lamp D26 (not shown) that can be lit in various lighting modes, a door board D for relaying signals, a medal selector DS for detecting inserted medals, a speaker S20 for outputting sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, which are members formed of synthetic resin or the like. The performance display device S40 is attached to the upper part of the back side of the front door DU so that the display unit that displays the performances and the like can be seen through the see-through area formed in the upper panel. The decorative lamp unit D150 and the LED lamp unit S10 have light sources that emit light according to the progress of the game on the reel type gaming machine P, and the decorative lamp unit D150 is provided on each of the right and left sides of the lower panel D140, and the LED lamp unit S10 is provided on each of the right and left sides of the upper panel D130 (the decorative lamp unit D150 and the LED lamp unit S10 are sometimes collectively referred to as the lamp unit). Also, a door board D is attached below the reel window D160 on the back of the front door DU, and this door board D has the function of a relay board that receives input signals such as the stop button D40, start lever D50, and settlement button D60, and outputs the input signals directly or after processing them to the main control board M described later. Also, a medal selector DS, which will be described in detail later, is provided near the door substrate D on the back side of the front door DU in correspondence with the medal insertion port D170, and has the function of detecting medals inserted from the medal insertion port D170 and performing simple authenticity checks, guiding proper medals to a hopper H40 described later, and returning improper medals to a medal receiving tray D230 described later. Furthermore, one speaker S20 is provided on each of the left and right sides below the door substrate D. The middle panel is the part above the operation desk and below the upper panel D130, and is the panel part including the reel window described above.The sub-input button SB and cross key SB2 attached to the operation console D190 are members used for operation on a menu screen described later, button rapid-fire effects on the sub-control board S (by rapid-fire operation of the sub-input button SB, effects related to whether or not a bonus has been won) and progress in mini-games (for example, effects related to the success or failure of entering an "AT state"). The front door DU of the slot machine P is provided with a medal tray D230 for receiving game medals (or simply medals) discharged from the discharge port D240, and a door switch D80 capable of detecting the open / closed state of the front door DU. The front door DU is provided with a keyhole D260, and is configured to be able to open the front door DU by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 {and twisting it in a predetermined direction (for example, clockwise)}. Furthermore, in this embodiment, an error state (such as a door opening error) can be released by inserting the door key into the keyhole D260 {and twisting it in a predetermined direction (for example, counterclockwise)}. A bet button lamp S50 is provided inside the bet button D220, and the bet button lamp S50 is composed of an LED controlled by the sub-control board S. When the bet button lamp S50 lights up (or blinks), the player can perceive that the operation of the bet button D220 is valid. A stop button lamp S60 is provided inside the stop button D40 (provided for each of the three stop buttons, the left stop button D41, the center stop button D42, and the right stop button D43). The stop button lamp S60 is composed of an LED controlled by the sub-control board S, and when the stop button lamp S60 lights up (or blinks) and / or when the light color is changed, the player can perceive that the operation of the stop button D40 is valid.Since only the stop button lamp S60 corresponding to the valid stop button D40 lights up in the lighting color corresponding to the valid stop button D40, for example, when the left stop button D41 is invalid, the middle stop button D42 is valid, and the right stop button D43 is valid, the stop button lamp S60 corresponding to the left stop button D41 turns off, the stop button lamp S60 corresponding to the middle stop button D42 lights up, and the stop button lamp S60 corresponding to the right stop button D43 lights up. Thus, the lighting modes of the three stop button lamps S60 can be configured to be different from each other. Also, by making the lighting color and lighting mode of the stop button lamp S60 different (it may be made different like lighting and blinking, or different like slow blinking and fast blinking), in a game where the push order navigation is executed, it may be configured to make it easier for the player to distinguish the stop button that should be operated currently. For example, when all the reels are rotating and the player has won the push order bell where the push order of "left → middle → right" is the correct answer (the maximum number of payout coins), the stop button lamp corresponding to the left stop button blinks in white, the stop button lamps corresponding to the middle stop button and the right stop button light up in blue. Then, when the player operates the left stop button to stop the left reel, the stop button lamp corresponding to the left stop button turns off, the stop button lamp corresponding to the middle stop button blinks in white, and the stop button lamp corresponding to the right stop button lights up in blue.

[0018] Next, the rear box (also called cabinet or base) and each device installed in the rear box will be described. A reel unit is attached to the approximate center of the rear box so that a part of it can be seen through the reel window D160. The reel unit includes a reel M50 and a drive source (such as a stepping motor) for the reel M50. The reel M50 includes a left reel M51, a center reel M52, and a right reel M53. Here, each reel part is made of synthetic resin or the like, and a plurality of patterns are drawn on the outer circumference of the reel part (on the reel band MO). And, it is configured so that each reel part can be rotated and stopped based on the operation of each stop button of the start lever D50 and the stop button D40. Although not shown, LEDs (hereinafter sometimes referred to as reel backlights) are provided inside the left reel M51, center reel M52, and right reel M53, and when the LEDs are turned on, the light transmitted through the outer periphery of the reel portion makes it appear as if the outer periphery of the reel portion is lit up. Also, above the reel M50, a reel board K (to be described later) for driving each reel (left reel M51, center reel M52, right reel M53) is stored.

[0019] In addition, above the reel M50, a main control board M, which controls the entire game, is stored, and to the left of the reel M50, a sub-control board S, which controls various effects performed using the effect display device S40, LED lamp unit S10, speaker S20, etc., shown in Fig. 1, is stored, which will be described later. The main control board M is connected to a setting key switch M20 used to execute a setting change device control process (to change settings), which will be described later, and a setting / reset button M30 that can change setting values, reset errors, etc. In Fig. 2, both the setting key switch M20 and the setting / reset button M30 are not shown, but they may be provided at an appropriate position on the board of the main control board M (i.e., they may be provided at a position where it is difficult for humans to access them unless the front door DU is opened).

[0020] Below the reel M50, there are provided a hopper H40 for collecting the inserted gaming medals and a medal payout device H for paying out the gaming medals, and a power supply board E for supplying power to the entire rotary gaming machine P is stored. The gaming medals paid out from the medal payout device H are discharged from the discharge port D240 through the coin shooter D90. Further, on the front surface of the power supply board E (which may also be referred to as the power supply unit E), a power switch E10 for turning on the power of the rotary gaming machine P is also provided. The details of the medal payout device H will be described later.

[0021] <Medal Selector DS> Next, the medal selector DS will be described in detail with reference to FIG. 3. FIG. 3 is a perspective view showing the path (selector) of the game medals inserted into the medal insertion port D170 inside the rotary gaming machine P. The medal selector DS is provided with an insertion reception sensor D10s that serves as a passage for the game medals inserted from the medal insertion port D170 near the door substrate D. Below the insertion reception sensor D10s, a coin shooter D90 and the like for guiding the game medals to the discharge port D240 are provided. The insertion reception sensor D10s mainly selects the game medals inserted from the medal insertion port D170 based on their dimensions and has the function of accepting only the game medals that conform to the standard dimensions. Medals (or other foreign objects) determined not to conform by this function are configured to be returned to the discharge port D240 by the blocker D100. When a game medal is inserted before the player operates the start lever D50 (when the insertion of game medals is valid), the game medal is selected by the insertion reception sensor D10s, and only those that meet the standard are inserted into the hopper H40, while the medals that do not meet the standard are returned to the discharge port D240 through the coin shooter D90. On the other hand, when a game medal is inserted after the start lever D50 is operated (when the insertion of game medals is not valid), regardless of whether it meets the standard or not, the inserted game medal is returned to the discharge port D240 through the coin shooter D90. Also, inside the insertion reception sensor D10s (at the back of the flow path), a sensor related to medal insertion, which will be described in detail later, is provided. When the game medal that has been accepted while meeting the dimension standard passes through, it is detected by the first insertion sensor D20s and the second insertion sensor D30s, and the signal is supplied to the main control board M described later.

[0022] Next, regarding medal insertion The sensor will be described in detail. The game medals inserted into the medal insertion slot D170 first pass through the insertion acceptance sensor D10s. The insertion acceptance sensor D10s is a mechanical double sensor. When the game medal passes through, two protruding mechanisms are pressed down, turning it on and allowing the game medal to pass through the passage normally. Also, with such a configuration, when a foreign object that is not a game medal (a foreign object that does not meet the specifications, for example, something with a smaller diameter than the game medal) is inserted, the two protruding mechanisms are not pressed down. Such a medal cannot maintain an upright state, so it cannot pass through the passage (the medal falls over) and will be returned to the discharge port D240 through the coin shooter D90 as described above. In addition, the insertion acceptance sensor D10s is configured to be able to determine an error even when the time it is on continues for a predetermined time or more (as a result, the blocker D100 can be turned off).

[0023] When the game medal passes through the blocker D100 normally, it will pass through the first insertion sensor D20s and the second insertion sensor D30s immediately after passing. These insertion sensors (the first insertion sensor D20s and the second insertion sensor D30s) are composed of two sensors (arranged adjacent to each other at an interval smaller than the standard diameter of the game medal), and various errors can be detected by monitoring the on / off status of each sensor (the order of transition of the on / off combination of the first insertion sensor D20s and the second insertion sensor D30s, etc.) and the time of being on / off.

[0024] <Medal Payout Device H> Next, the medal payout device H will be described in detail with reference to the front view and top view of the medal payout device H in FIG. 4. The medal payout device H operates when the settlement button is operated or when game medals are paid out due to a winning, in a state where there are credits (game medals electronically stored inside the gaming machine) or bet medals (medals inserted to start the game). When it operates, first, the hopper motor H80 is driven, causing the disk H50 to rotate around the disk rotation shaft H50a. Due to the rotation, the game medals inside the medal payout device H displace the discharge biasing means H70 and flow down from the game medal outlet H60 toward the discharge port D240. Note that the payout sensors (the first payout sensor H10s and the second payout sensor H20s) are composed of two sensors, and various errors can be detected by monitoring the on / off status (such as the order of transitions of the on / off combinations of the first payout sensor H10s and the second payout sensor H20s) and the on / off time of each sensor. More specifically, for example, when passing through the game medal outlet H60 normally, due to the displacement of the discharge biasing means H70, the sensor state transition is from the state of the first payout sensor H10s = off · the second payout sensor H20s = off to the first payout sensor H10s = off · the second payout sensor H20s = off → the first payout sensor H10s = on · the second payout sensor H20s = off → the first payout sensor H10s = on · the second payout sensor H20s = on → the first payout sensor H10s = off · the second payout sensor H20s = on → the first payout sensor H10s = off · the second payout sensor H20s = off. Therefore, it can be exemplified that when detecting a movement contrary to this sensor state transition, it is configured as an error.

[0025] Next, FIG. 5 shows a list of the basic specifications of the rotary gaming machine according to the present embodiment. The rotary gaming machine according to the present embodiment has a specified number (the maximum number of game medals that can be bet in one game) of 3, and the number of reels of the left reel M51, the middle reel M52, and the right reel M53 is 20 each. The valid line for prize winning determination is one line of "the upper stage of the left reel M51, the middle stage of the middle reel M52, and the lower stage of the right reel M53". Incidentally, the maximum payout number of medals is 11, and the minimum payout number of medals is 1 (the correspondence between the winning combination and the payout number of medals will be described later). Also, the priority order of winning (priority order of attraction) is "re-game winning combination → small winning combination (bell, watermelon, etc.) → bonus". For example, when both the re-game winning combination and the bonus are established at the same time, the symbol combination that becomes the re-game winning combination stops displaying and the bonus cannot be won. Also, when both the bell and the watermelon are established, if the stop button is pressed at a position where both can be attracted (a position within 4 reels from the winning stop position), the small winning combination with a larger payout number of medals is preferentially attracted. Incidentally, the configuration shown in the figure is merely an example, and it is not a problem at all to change the number of reels of each reel (for example, change to 21 reels) or change the configuration of the valid lines (for example, change to 5 lines of 3 horizontal lines and 2 diagonal lines, or change to 1 line of the lower stage of the left reel M51, the middle stage of the middle reel M52, and the upper stage of the right reel M53). Also, as the attraction control when a small winning combination with a different benefit for the player depending on the pressing order is won, when operated in the predetermined correct pressing order, control is performed to preferentially attract the small winning combination with a larger payout number of medals (number priority control), and when operated in an incorrect pressing order different from the correct pressing order, control is performed to attract the symbol that increases the winning possibility (the symbol with the most winning possibilities among the plurality of symbol combinations that can win) among the symbols that can be stopped (arranged at a position within 4 reels from the stop operation) (number of symbols priority control).

[0026] Next, FIG. 6 shows a list of reel arrangements of the rotary drum gaming machine according to the present embodiment. As shown in the figure, the number of frames of the left reel M51, the middle reel M52, and the right reel M53 is all 20 frames (from 0th to 19th), and the symbols are 10 types: "Black Seven", "White Seven", "Sheep", "Blank", "Bell", "Replay A", "Replay B", "Watermelon A", "Watermelon B", and "Cherry". Here, "Blank" is a symbol included in the symbol combinations that form winning combinations, just like other symbols. It does not mean a symbol that does not form a winning combination. For example, as a symbol combination that forms a winning combination including "Blank", "Watermelon B·Replay A·Blank" is Replay 02. Note that the configuration shown in the figure is merely an example, and there is no problem in increasing, decreasing, or changing the types of symbols.

[0027] Next, FIGS. 7 to 9 are lists 1 to 3 of symbol combinations in this embodiment. In this embodiment, there are a plurality of symbol combinations for each condition device. As will be described later, depending on the stop order and stop positions of the left reel M51, the middle reel M52, and the right reel M53, any one of the symbol combinations is configured to stop and be displayed on the valid line (the aforementioned one line). In addition, even when the same type of symbols are not aligned on the valid line, it is configured such that it is easy for the same symbols to be aligned in a row on the lines other than the valid line when viewed by the player (in the case of a watermelon, the watermelon symbols are aligned horizontally in a straight line in the middle row, etc., and three watermelon symbols are configured to be aligned in a straight line on any of the reels). Further, in this embodiment, as symbol combinations for the first type BB combination (a combination of continuous operation devices related to the so-called first type special combination, hereinafter sometimes simply referred to as the BB combination), there are three symbol combinations: "sheep·sheep·sheep" which becomes the first type BB-A (continuously operates RB-A and ends with a payout exceeding 264 pieces), "black seven·black seven·black seven" which becomes the first type BB-B (continuously operates RB-B and ends with a payout exceeding 132 pieces), and "white seven·white seven·white seven" which becomes the first type BB-C (continuously operates RB-B and ends with a payout exceeding 132 pieces). In addition, in this embodiment, when the first type BB combination wins and the BB is executed (the combination operates), during the execution of the BB, in all games during the BB, it is configured to draw non-combination winning combinations (small combinations, replay combinations) by referring to one lottery table (it is a method of not switching the table referred to during combination lottery during one execution of the BB, hereinafter sometimes referred to as the all JACIN type). Regarding the form of the first type BB combination, it is not limited to this, and it may be configured such that the table referred to during combination lottery during one execution of the BB can be switched. Also, when a symbol combination corresponding to replay 04 for positions 14 to 16 is stopped and displayed when the RT state is "RT1", it is configured to shift to RT0 (details of the RT state will be described later). Since the RT state of "RT0" is more disadvantageous to the player than "RT1", shifting from "RT1" to "RT0" may be referred to as a fall.Also, when the symbol combination corresponding to No. 17 and serving as the replay game 05 stops being displayed, "Black Seven" may stop being displayed at the lower part of the left reel M51, the middle reel M52, and the right reel M53. When the symbol combination corresponding to No. 18 and serving as the replay game 05 stops being displayed, "White Seven" may stop being displayed at the lower part of the left reel M51, the middle reel M52, and the right reel M53 (details will be described later). Further, when the push-order bell, which is a conditional device for "Prize - A1" to "Prize - A6" described later, wins, if the reels are stopped in the most advantageous push order for the player, the symbol combinations corresponding to "Prize 01" to "Prize 03" for No. 21 to No. 27 will stop being displayed and 11 game medals will be paid out. On the other hand, if the reels are stopped in a push order different from the most advantageous push order for the player, the symbol combinations corresponding to "Prize 08" to "Prize 11" for No. 39 to No. 56 will stop being displayed and 1 game medal will be paid out. Note that the "-" in the figure indicates that any symbol may stop being displayed. For example, for "Bell·-·Bell" corresponding to No. 23, if Bell stops being displayed on the effective lines of the left reel M51 and the right reel M53, 11 game medals can be obtained regardless of which symbol stops being displayed on the effective line of the middle reel M52.

[0028] Next, FIG. 10 shows a list of conditional devices in this embodiment. In the figure, the conditional device number is referred to as the winning number, and the conditional device number may also be referred to as the winning number hereinafter. In this embodiment, replay roles are provided from Replay-A to Replay-D3 (winning numbers 1 to 6), and depending on the stop order and stop position of the left reel M51, middle reel M52, and right reel M53, the replay roles to be stopped and displayed can be different. Here, in this embodiment, as shown in the item of "conditional device" in the rightmost column, a plurality of types of conditional devices can be stopped and displayed according to the stop order and stop position of the left reel M51, middle reel M52, and right reel M53. Among the plurality of types of conditional devices, the conditional devices with the same winning number are grouped together and shown in the item of "conditional device (name)" in the third column from the right. Specifically, for example, in "Replay-A", which is the conditional device corresponding to the winning number 1, three types of conditional devices, "Replay 01", "Replay 02", and "Replay 03", can be stopped and displayed according to the stop order and stop position of the left reel M51, middle reel M52, and right reel M53. Note that the "conditional device (name)" may be simply referred to as the conditional device. Also, the conditional devices related to replays such as "Replay 01" may be referred to as replay roles, the conditional devices for which game medals are paid out by winning, such as "Winning 01", may be referred to as minor roles, and the conditional devices for which BB starts when they are stopped and displayed, such as "1 Type BB-A", may be referred to as BB roles. Also, when winning numbers 21 to 23 and 25 to 27 are won, the BB role and the minor role overlap and are won. In such a case, when the left stop button D41, middle stop button D42, and right stop button D43 are operated at a position where the symbol corresponding to the won minor role can be stopped and displayed, the symbol corresponding to the BB role is not stopped and displayed, and the symbol corresponding to the minor role is stopped and displayed. On the other hand, when the left stop button D41, middle stop button D42, and right stop button D43 are operated at a position where the symbol corresponding to the minor role cannot be stopped and displayed (pulled in), the symbol corresponding to the minor role is not stopped and displayed, and the symbol corresponding to the BB role is stopped and displayed. Specifically, for example, when the winning number When winning the "One Type BB-B+ Winning-C" which is the condition device No. 21, either the cherry which is "Winning 12" or "Winning 13", or the Black Seven which is "One Type BB-B" may stop and be displayed. More specifically, when stopping the reels in the order of the left reel M51 → the middle reel M52 → the right reel M53, (1) when operating the left stop button D41 at the operation timing when the symbol numbers 0 to 4 (refer to the reel arrangement in Fig. 6) are positioned in the upper row of the left reel M51 at the first stop, the symbol number 4 corresponding to "Winning 12" stops in the upper row of the left reel M51, and regardless of the stop positions of the middle reel M52 and the right reel M53, "Winning 12" is stopped and displayed. (2) When operating the left stop button D41 at the operation timing when the symbol numbers 5 to 12 are positioned in the upper row of the left reel M51 at the first stop, the symbol number 6, 11, or 16 corresponding to "Winning 13" stops in the upper row of the left reel M51, and regardless of the stop positions of the middle reel M52 and the right reel M53, "Winning 13" is stopped and displayed. (3-1) When operating the left stop button D41 at the operation timing when the symbol numbers 13 to 19 are positioned in the upper row of the left reel M51 at the first stop, the symbol number 17 or 19 corresponding to "One Type BB-B" stops in the upper row of the left reel M51. (3-2) When operating the middle stop button D42 at the operation timing when the symbol numbers 14 to 18 are positioned in the middle row of the middle reel M52 at the second stop, the symbol number 18 corresponding to "One Type BB-B" stops in the middle row of the middle reel M52. Then, when operating the right stop button D43 at the operation timing when the symbol numbers 13 to 17 are positioned in the lower row of the right reel M53 at the third stop, the symbol number 17 corresponding to "One Type BB-B" stops in the lower row of the right reel M53, and the BB combination will be stopped and displayed. (3-3) When operating the middle stop button D42 at the operation timing when the symbol numbers 19 to 13 are positioned in the middle row of the middle reel M52 at the second stop, the symbol number 18 corresponding to "One Type BB-B" cannot stop in the middle row of the middle reel M52, and none of the condition devices will be stopped and displayed.

[0029] Next, in the "Role" item, it illustrates what role the "Condition Device (Name)" plays. The "Normal Replay" corresponding to Winning Number 1 is a condition device related to a replay game in which a replay role where the RT state does not transition is stopped and displayed regardless of the order of pressing the stop button. The "Reverse Push Seven Whites Aligned Replay" corresponding to Winning Number 2 is also a condition device related to a replay game in which a replay role where the RT state does not transition is stopped and displayed regardless of the order of pressing the stop button. However, in the case of reverse push (stopping the reels in the order of the right reel M53 → middle reel M52 → left reel M51), by operating the stop button at the operation timing when the symbol number ranges of 18 to 2 for the right reel M53, 9 to 13 for the middle reel M52, and 5 to 10 for the left reel M51 are located at the lower part of each reel, "White Seven" is stopped and displayed at the lower part of the right reel M53, middle reel M52, and left reel M51, and it is configured to look as if the white sevens are aligned at the lower part as seen by the player. In addition, in a game where Replay - B is won and the AT top-up lottery is won, by executing an effect (details will be described later) that instructs aiming for "White Seven" by reverse push, it is configured to be able to notify the player that the AT top-up lottery has been won. The "Forward Push Seven Blacks Aligned Replay" corresponding to Winning Number 3 is a condition device related to a replay game in which a replay role where the RT state does not transition is stopped and displayed regardless of the order of pressing the stop button. However, in the case of forward push (stopping the reels in the order of the left reel M51 → middle reel M52 → right reel M53), by operating the stop button at the operation timing when the symbol number ranges of 13 to 19 for the left reel M51, 14 to 18 for the middle reel M52, and 13 to 17 for the right reel M53 are located at the lower part of each reel, "Black Seven" is stopped and displayed at the lower part of the left reel M51, middle reel M52, and right reel M53, and it is configured to look as if the black sevens are aligned at the lower part as seen by the player. In addition, in a game where Replay - C is won and the AT top-up lottery is won, by executing an effect (details will be described later) that instructs aiming for "Black Seven" by forward push, it is configured to be able to notify the player that the AT top-up lottery has been won.

[0030] Also, the "RT maintenance RP1** (3 selections)" corresponding to winning number 4 is a conditional device in which the re-game role to be stopped and displayed may differ depending on whether the first stop reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stop reel is the left reel M51, re-game 01, re-game 02, or re-game 03 in which the RT state does not transition is stopped and displayed. When the first stop reel is the middle reel M52 or the right reel M53, re-game 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed. Also, the "RT maintenance RP*1* (3 selections)" corresponding to winning number 5 is a conditional device in which the re-game role to be stopped and displayed may differ depending on whether the first stop reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stop reel is the middle reel M52, re-game 03 in which the RT state does not transition is stopped and displayed. When the first stop reel is the left reel M51 or the right reel M53, re-game 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed. Also, the "RT maintenance RP**1 (3 selections)" corresponding to winning number 6 is a conditional device in which the re-game role to be stopped and displayed may differ depending on whether the first stop reel is the left reel M51, the middle reel M52, or the right reel M53 (which stop button is operated). When the first stop reel is the right reel M53, re-game 01 or re-game 03 in which the RT state does not transition is stopped and displayed. When the first stop reel is the left reel M51 or the middle reel M52, re-game 04 in which the RT state can transition from "RT1" to "RT0" is stopped and displayed.

[0031] In addition, the "Push Order Bell 123" to "Push Order Bell 321" corresponding to winning numbers 7 to 12 are conditional devices where the winning minor combinations can differ depending on which of the six options the reel stop order is set to. For example, it is set as "Left Reel M51: 1, Middle Reel M52: 2, Right Reel M53: 3", and in the case of "123", it means stopping in the push order of "Left Reel M51 → Middle Reel M52 → Right Reel M53". For example, in the case of "Winning A-1" (winning number 7), when it stops in the order of "123" = "Left → Middle → Right" (correct push order), a symbol combination of "Winning 01" will stop and be displayed, where the maximum number of game medals that can be obtained, which is 11, can be won. Note that "123" in "Push Order Bell 123" etc. indicates the push order (reel stop order) that can obtain the maximum number of winning medals for that winning number. Note that when the reels are stopped in a push order other than the one that can obtain the maximum number of winning medals, that is, if the push order cannot be guessed correctly, it is configured to pay out 1 medal. By configuring it in this way, in a state related to AT such as the "During AT state", the push order of the replay combination and the push order of the bell are navigated (the push order that results in the highest profit is displayed on the push order display device D270), and multiple game states with different profit rates for the player can be created, where the push order is not navigated in a state related to AT such as the "Normal Game State". The state related to AT will be described later.

[0032] In addition, the "Common Bell" corresponding to the winning number 13 is a conditional device that can obtain 11 game medals, which is the maximum number of medals that can be obtained regardless of which of the winning numbers 04 to 07 stops, that is, a conditional device that can obtain the maximum profit regardless of the pressing order, and may be referred to as a bell regardless of the pressing order. Further, the "Watermelon A" corresponding to the winning number 15 is configured such that it is easy for three watermelons (either Watermelon A or Watermelon B) to line up in parallel lines. For example, in the winning combination 14 at position 60 in FIG. 9, three Watermelon A's line up in the middle of each reel. Further, the "Watermelon B" corresponding to the winning number 16 is configured such that it is easy for three watermelons (either Watermelon A or Watermelon B) to line up in diagonal lines. For example, in the winning combination 16 at position 66 in FIG. 9, three watermelons line up diagonally downward like Watermelon B at the upper part of the left reel M51, Watermelon B in the middle of the middle reel M52, and Watermelon A at the lower part of the right reel M53. Further, the "BB Medium Weak Rare Minor Combination (Diagonal Bell Alignment)" corresponding to the winning number 17 is a conditional device in which three bells can line up on the effective line. Although the details will be described later, it is a conditional device in which an AT additional lottery is executed by winning in the BB. Further, the "BB Medium Strong Rare Minor Combination (V-Shaped Bell Alignment)" corresponding to the winning number 18 is a conditional device in which bells can be stopped and displayed at the upper part of the left reel M51, the middle of the middle reel M52, and the upper part of the right reel M53. Although the details will be described later, it is a conditional device in which an AT additional lottery is executed by winning in the BB.

[0033] Next, in the item of "Bonus Winning Information", numerical values from 0 to 3 are allocated for each winning number. In the present embodiment, for the winning numbers that do not include a bonus (BB combination), the bonus winning information is set to 0, and for the winning numbers that include a bonus (BB combination), the bonus winning information for the winning number (19) that includes one type of BB-A is set to 1, the bonus winning information for the winning numbers (20 to 23) that include one type of BB-B is set to 2, and the bonus winning information for the winning numbers (24 to 27) that include one type of BB-C is set to 3. By having the main control board M store the bonus winning information, information regarding the presence or absence of the establishment of any BB and which BB combination was won can be stored. Note that the details of the bonus winning information will be described later.

[0034] Next, in the item of "winning and replay winning information", numerical values from 0 to 18 are allocated for each winning number. In this embodiment, the winning numbers that do not include replay roles and minor roles (the winning number 0 corresponding to a loss and the winning numbers 19, 20, and 24 corresponding to bonuses) are set to 0 for the winning and replay winning information, and for the winning numbers that include replay roles or minor roles, the winning and replay winning information from 1 to 18 is allocated for each conditional device. By having the main control board M store the winning and replay winning information, information regarding which replay role or minor role has been won can be stored. Note that the details of the winning and replay winning information will be described later.

[0035] Next, in the item of "production group number", numerical values from 0 to 11 are allocated for each winning number. By transmitting the production group number from the main control board M side to the sub-control board S side, the production executed by the sub-control board S side can be determined. Note that the details of the production group number will be described later.

[0036] Next, in the item of "payout ball group number", numerical values from 0 to 13 are allocated for each winning number. The main control board M stores the payout ball group number, and by using the stored payout ball group number when executing a lottery related to AT (for example, an AT lottery, an AT additional lottery), the program and data capacity for executing the lottery process related to AT can be reduced. Note that even if a conditional device with a payout ball group number of 0 wins, the AT lottery and the AT additional lottery are not executed. On the other hand, when a conditional device with a non-zero payout ball group number wins, the AT lottery or the AT additional lottery may be executed. Note that the details of the payout ball group number will be described later. Also, even when a conditional device with a payout ball group number of 0 wins, it may be configured such that the AT lottery or the AT additional lottery can be executed. In such a configuration, when a conditional device with a payout ball group number of 0 wins and the AT lottery or the AT additional lottery is executed, it is preferable to configure such that the lottery result will surely be a loss (non-winning).

[0037] Next, FIG. 11 is a list showing the winning numbers (also referred to as conditional device numbers and winning roles) and bonuses (also referred to as BB and BB roles) related to minor roles and replay roles in this embodiment, and the lottery probabilities (also referred to as winning rates) determined by the role lottery means. In the figure, the winning rates of the winning numbers are illustrated.

[0038] First, when BB is not activated The lottery probability in "RT0", "RT1" and "RT2" will be described in detail. In this embodiment, the appearance rate (lottery probability) of a winning role (particularly, a replay role) is configured to differ depending on the RT state, and the "replay role" (the total appearance rate of all replay roles) has a higher appearance rate in "RT1" than in other RT states. In addition, "replay 04" (a so-called falling replay role, which is a symbol combination corresponding to the replay role that is stopped and displayed in a situation where the state is "RT1" and a bonus is not won, and thereafter the state transitions to "RT0") that can be stopped and displayed with winning numbers 4 to 6 is mainly won in "RT1" and hardly appears in "RT0". In addition, in "RT2", "replay 04" that can be stopped and displayed with winning numbers 4 to 6 can appear, but even if "replay 04" is stopped and displayed, the RT state does not transition. In addition, when "REPLAY 04" is stopped and displayed in "RT1", a fall effect (for example, "Sorry" is displayed on the effect display device S40) which is an effect to inform that the replay has shifted to "RT0", that is, that the RT state has fallen, may be executed, and when "REPLAY 04" is stopped and displayed in "RT0", the fall effect may not be executed. By configuring in this way, even though "REPLAY 04" is stopped and displayed, the fall effect is not executed, so that the player can recognize that he has won the BB, and the interest of the game can be increased. In addition, in such a case, the sound effect output by "REPLAY 04" being stopped and displayed may be different from the sound effect output by a replay role other than "REPLAY 04" (for example, "REPLAY 01" which does not shift the RT state) being stopped and displayed, and by configuring in this way, the player can easily recognize that "REPLAY 04" is stopped and displayed. In addition, the button may remain in "RT1" in both AT-related states where push order navigation does not occur (for example, the "normal game state", sometimes referred to as the non-AT game state) and AT-related states where push order navigation may occur (for example, the "AT in progress state", sometimes referred to as the AT game state).At this time, when a winning number that may shift (fall) from "RT1" to "RT0" is won, it may be configured not to output a special effect sound indicating that the RT state may fall in the non-AT game state based on the operation of the start lever D50. As a result, in the non-AT game state, it becomes possible to shift the game state without making the player aware that there is a possibility of falling to "RT0". On the other hand, in the AT game state, it may be configured to output a special effect sound indicating that the RT state may fall based on the operation of the start lever (and notify a push-order navigator in which a replay role that does not cause the RT state to fall is stopped and displayed). As a result, the player can be careful not to let the RT state fall and can perform the operation of the stop button D40 after the special effect sound is notified. Also, "Replay 05" (a replay role that can notify that it has won the AT additional lottery when stopped and displayed in the AT state), which can be stopped and displayed with winning numbers 2 or 3, mainly appears in "RT1" and hardly appears in other RT states. Incidentally, the state transition regarding the RT state associated with the stop display of the symbol combinations that become these replay roles will be described later. Also, as will be described later, in the present embodiment, it is configured such that a push-order navigator that notifies the reel stop order most advantageous to the player can be executed by the push-order display device D270 and the effect display device S40. Incidentally, there is no problem in appropriately changing the lottery probability. Also, in the present embodiment, the bonus is configured to be able to overlap with small roles and overlaps with a part of watermelon A, watermelon B, and cherry. Specifically, winning numbers 21 to 23 and winning numbers 25 to 27 are conditional devices in which the bonus and small roles overlap.

[0039] Also, in the situation of "RT2", since BB is elected and BB is not activated, when winning the BB roles of winning numbers 20 and 24 (which are single BB roles not overlapping with minor roles and may be referred to as single BB roles or single BBs), the new win of the BB role becomes invalid, and only the win of the minor role is valid. Specifically, for example, in the situation of "RT2" and having won (carried over) one type of BB-A, if winning "one type of BB-C" of winning number 24, the one type of BB-C related to winning number 24 becomes invalid. That is, it is the same situation as when winning "losing" of winning number 0. Still, the carried-over one type of BB-A remains in the winning state. Also, in the situation of "RT2", since BB is elected and BB is not activated, when winning the conditional device where the minor roles of winning numbers 21 to 23 and winning numbers 25 to 27 overlap with the BB role, the new win of the BB role becomes invalid, and only the win of the minor role is valid. Specifically, for example, in the situation of "RT2" and having won (carried over) one type of BB-A, if winning "one type of BB-B + winning -C" of winning number 21, the one type of BB-B related to winning number 21 becomes invalid, and only winning -C is valid. That is, it is the same situation as when winning "winning -C" of winning number 14. Still, the carried-over one type of BB-A remains in the winning state. Still, the overlap with the bonus is not limited to minor roles and may also overlap with a part of the replay roles. For example, it may overlap with a part of the replay roles of winning numbers 4 to 6 and the bonus role. In this way, by making the bonus also overlap with the conditional device including the RT transition replay (replay role where the RT state can transition), there is a possibility of winning the bonus even when the conditional device including the RT transition replay is won. Even if the RT transition replay stops being displayed, the bonus is not negated, so it becomes possible to give the player an expectation. Note that when configured in this way, control is performed so that the RT state does not transition even if the RT transition replay stops being displayed.As a result, although the player should be in the RT state (transition to the RT state where the replay probability is relatively low), the replay probability is not low (winning the replay frequently), so it may be possible to increase the player's interest in the game, such as the high possibility of winning the bonus.

[0040] Next, the lottery probabilities in the "Type 1 BB-A, B, C" when the BB is activated will be described in detail. In this embodiment, during the activation of the BB, three small roles, namely, the "Common Bell" of the winning number 13, the "Weak Rare Small Role during BB (Diagonal Bell Alignment)" of the winning number 17, and the "Strong Rare Small Role during BB (V-shaped Bell Alignment)" of the winning number 18, are configured to be able to win. During the activation of the BB that won in the "AT Middle State", when winning the "Weak Rare Small Role during BB (Diagonal Bell Alignment)" or the "Strong Rare Small Role during BB (V-shaped Bell Alignment)", an AT additional lottery is configured to be executed (details will be described later).

[0041] In addition, in the upper part of the figure, the appearance rate of minor roles when the set value is 1 is exemplified. In the case of the common bell (winning number 13), the appearance rate is uniform regardless of the RT state. However, as shown in the lower part of the figure, the appearance rate of the common bell is configured to differ depending on the set value (in this example, there are six levels). Specifically, the number of placements in setting 1 is 3204, the number of placements in setting 2 is 3404, the number of placements in setting 3 is 3604, the number of placements in setting 4 is 3904, the number of placements in setting 5 is 4204, and the number of placements in setting 6 is 4504. The appearance rate is configured to increase as the set value increases. By configuring it in this way, for example, when a player progresses the game while measuring the number of appearances (winning times) of the common bell, by frequently winning on the common bell, the player can progress the game while expecting that the set value related to the gaming machine being played is a relatively high set value. Also, the expected value per game increases as the set value increases, and the payout rate is configured to increase as the set value increases. Although the appearance rate of the common bell is configured to differ depending on the set value, depending on the winning of the common bell, the AT lottery, the AT bonus lottery, and the high-probability state transition lottery described later are not executed, so it is configured not to affect the transition lottery of the state related to AT (also referred to as the lottery related to AT).

[0042] Also, the middle part of the figure is a list of expected values when there is a push order navigation. In this figure, when the push order navigation is executed in a state where the push order navigation can be executed by the push order display device D270 and the effect display device S40 such as the "during AT state", the average number of payouts per game when the reels are stopped according to the navigation (the average number of medals paid out by the winning minor combinations, also referred to as the expected number of game media obtained in one game), and the expected value of medal increase / decrease per game (the ratio of the number of medals paid out to the number of medals bet in a game when playing with 3 bets. When it is greater than 1, the expected value is positive and the medals increase, while when it is less than 1, the expected value is negative and the medals decrease) are illustrated. Note that the average number of payouts per game can be calculated as "the sum of the number of placements of the replay combination (the sum of the number of placements for winning numbers 1 to 6) × the number of payout medals in the replay combination (3 medals) + the sum of the number of placements of the minor combination (11 - medal combination) (the minor combination appearance rate) (the sum of the number of placements for winning numbers 7 to 16) × the number of payout medals in the minor combination (11 medals) / the total number of all placements (65536)". Also, the expected value of medal increase / decrease per game can be calculated as "the average number of payouts per game / the number of medals bet per game (3 medals)". Note that the number of medals bet per game (the number of game media input when playing one game) is 3, and when the average number of payouts per game is greater than 3, the expected value of medal increase / decrease per game is configured to be greater than 1. As shown in this figure, in this embodiment, "RT1" has the relatively largest expected value of medal increase / decrease per game. Note that the numerical values in this figure do not consider the increase / decrease of medals due to bonuses. That is, when the game is progressed in a situation where the push order navigation occurs (also referred to as being operated in the optimal operation mode or the advantageous operation mode), the medals will increase in "RT1". Note that in "RT0" and "RT2", although not shown, in a situation where the push order navigation does not occur, the expected value of medal increase / decrease per game is less than 1, and the medals will decrease.Furthermore, in the present embodiment, even when there is a push-order navigator in "RT0" or "RT2", the medal increase / decrease expected value per game is greater than 1, but it is not limited thereto, and it may be configured such that the medal increase / decrease expected value per game when there is a push-order navigator in "RT0" or "RT2" is less than 1. When the symbol combination that becomes a replay winning combination stops displaying, actually, the number of bet medals (3 medals) in the previous game is automatically bet. However, when calculating the medal increase / decrease expected value in the present embodiment, it is calculated assuming the payout of 3 medals. Note that one game may be referred to as one play.

[0043] Also, the average payout number per game in each RT state is 3.511291504 when the RT state is "RT0", 4.737915039 when the RT state is "RT1", and 3.67137146 when the RT state is "RT2". Also, the medal increase / decrease expected value per game in each RT state is 1.170430501 when the RT state is "RT0", 1.579305013 when the RT state is "RT1", and 1.223790487 when the RT state is "RT2". When there is a push-order navigator, the case where the RT state is "RT1" is the most advantageous RT state for the player. Note that the numerical values are those for setting 1. Note that the winning numbers and bonus drawing probabilities for the above minor roles and replay roles are merely examples. For example, the expected value of medal increase or decrease per game (expected value of medal increase or decrease when the push order navigator is available) in "RT2" when BB is internally in progress may be configured to be less than 1. By configuring it in this way, even when the bonus is not aligned in a game where the bonus can be aligned in a situation where the push order navigator occurs and "RT2" (when BB is internally in progress), the medals in hand will gradually decrease. It is possible to prevent strategies that increase the medals in hand by deliberately not aligning the bonus in a game where the bonus can be aligned in a situation where the push order navigator occurs and "RT2" (when BB is internally in progress). Specifically, it is preferable to design the probability of losing in "RT2" to be higher than the winning probabilities of all minor roles (winning - A1 to winning - I) that win in "RT2", and it is preferable to determine the winning probability of the replay role so as to be designed in this way (if the winning probability of the replay role is designed to be high, the probability of losing will be low accordingly, so it is preferable to design so that the winning probability of the replay role does not become too high). Note that in "RT2" of this example, the total winning probability of all minor roles is 18784 / 65536, the total winning probability of all replays is 12501 / 65536, and the probability of losing is 34251 / 65536 (see Figure 11), and it is designed so that the probability of losing is higher than the total winning probability of all minor roles.

[0044] Also, as shown in FIG. 11, in this embodiment, the appearance rate of one type of BB-A is assigned 40, which is the same number of bets for all of Settings 1 to 6. Also, the appearance rate of one type of BB-C is assigned 160, which is the same number of bets for all of Settings 1 to 6. On the other hand, the appearance rate of one type of BB-B is assigned 160 for Setting 1, 180 for Setting 2, 200 for Setting 3, 220 for Setting 4, 240 for Setting 5, and 270 for Setting 6. That is, the appearance rate of one type of BB-B has different assigned numbers of bets depending on the setting value. Thus, one type of BB-A and one type of BB-C function as BBs with no setting difference (sometimes referred to as BBs with no setting difference and bonuses without setting difference), and one type of BB-B functions as a BB with a setting difference (sometimes referred to as a BB with a setting difference and a bonus with a setting difference). Also, the appearance rates of any of one type of BB-A, one type of BB-B, and one type of BB-C are uniform regardless of the RT state (between "RT0" and "RT1"). Incidentally, the appearance rates of one type of BB-A and one type of BB-C (total) are the same regardless of the setting value, but the appearance rate of one type of BB-B (total) differs depending on the setting value. Incidentally, the total appearance rate as the appearance rate of one type of BB-B is the same even if the setting values are different, but it may be configured such that the appearance rate for each winning number differs depending on the setting value, and even in such a configuration, one type of BB-B may be referred to as a BB with a setting difference.

[0045] Next, while referring to the block diagram of FIG. 12, the electrical schematic configuration of the rotary gaming machine P according to the present embodiment will be described. First, the rotary gaming machine according to the present embodiment is configured such that a sub-control board S, a door board D, a rotary board K, a power supply board E, a relay board IN, a setting key switch M20, a setting / reset button M30, etc. are connected so as to be able to exchange data, centering around a main control board M that controls the progress of the game. Note that the solid lines in the figure indicate the movement related to data exchange, and the broken lines in the figure indicate the power supply route. Note that the power supply route is not limited to this, and for example, power may be supplied from the power supply board E to the relay board IN or the door board D without passing through the main control board.

[0046] The main control board (which may be referred to as the main control means, the main board, the main game unit, etc.) M is a board that controls the progress of the entire game played on the rotary gaming machine P. The main control board M is equipped with a main control chip C, and on the main control chip C, a CPU C100 (which may also be referred to as CPU MC), a built-in ROM C110, a built-in RAM C120, etc. are connected to be able to exchange data with each other via a bus and are mounted. Then, the main control board M receives signals indicating that the start lever D50, etc. has been operated from the door board D mounted on the front door DU, and outputs control commands (or control signals) toward the sub-control board S, the door board D, the rotary board K, etc., thereby controlling the operations of these various boards {for example, by outputting an instruction number (also referred to as a pressing order number, instruction information, operation information) toward the sub-control board S, the sub-control board S can execute a pressing order navigation on the effect display device S40}.

[0047] Also, on the sub-control board (which may also be referred to as the sub-control means, sub-board, sub-control means, sub-board, or sub-game unit) S, a sub-control chip SC is mounted in the same manner as the main control board M described above. The sub-control chip SC is provided with a CPUSC100, a ROM, a RAM, etc., and is configured to be connected to each other via a bus so that data can be exchanged. Also, various LED lamps S10 (including the bet button lamp S50 and the stop button lamp S60), a speaker S20, an effect display device S40, a reel backlight (also referred to as a back lamp) S30, etc. are connected to the sub-control board S. Here, the reel backlight S30 is a light provided inside each of the left reel M51, the middle reel M52, and the right reel M53, and illuminates the pattern drawn on the surface of the reel from the back side. The sub-control board S analyzes the control commands received from the main control board M and outputs drive signals to various LED lamps S10, the speaker S20, the effect display device S40, the reel backlight S30, etc., respectively, to perform various effects. In the rotary gaming machine according to this example, a plurality of LEDs are provided as the reel backlight S30 so that the player can individually identify the nine ranges of the upper, middle, and lower stages of the left reel, the upper, middle, and lower stages of the middle reel, and the upper, middle, and lower stages of the right reel. As an example, when the LED corresponding to the upper stage of the left reel lights up and all other LEDs are turned off, the player can identify that the upper stage of the left reel is lit. Also, the rotary gaming machine according to this example is configured to be able to execute a backlight effect (which may also be referred to as a back lamp effect) that suggests to the player that the predetermined symbol combination has stopped being displayed by changing the lighting mode of the reel backlight S30 when the predetermined symbol combination stops being displayed.

[0048] On the door substrate D, there are connected the above-described input reception sensor D10s, first input sensor D20s, second input sensor D30s, stop button D40 for stopping the rotating reel M50, start lever D50 for starting the rotation of the reel M50, settlement button D60 for paying out stored game medals (credits) or inserted game medals to end the game, various display panels D70 for displaying the game state {not shown, but including the above-described input number display lamp D210, start lamp D180, replay lamp D290, insertable lamp D300, special game state display device D250, payout number display device (push order display device) D270, which are an aggregate of display devices such as credit number display device D200, advantageous section indicator YH, etc.}, door switch D80 for performing opening / closing determination of the front door, error cancellation, and change of set values, blocker D100 for paying back game medals (or other foreign objects) determined to be non-conforming after insertion to the discharge port D240, and so on. Further, this door substrate D is connected to be able to exchange data with the above-described main control substrate M. Therefore, when operating the start lever D50, stop button D40, settlement button D60, etc. provided on the front door DU, signals related to the operation are supplied to the main control substrate M via the door substrate D. Also, a signal detected by the input reception sensor D10s when detecting the passage of a game medal is supplied to the main control substrate M via the door substrate D.

[0049] In addition, a turning base board K is connected with a turning motor K10 for rotating a reel M50, a turning sensor K20 for detecting the rotational position of the reel M50, and the like. The turning base board K can stop the reel M50 at a determined stop position by driving the turning motor K10 while detecting the rotational position of the reel M50 by the turning sensor K20. In addition, in the turning type gaming machine of the present embodiment, a so-called step motor (sometimes referred to as a stepping motor) is used for the turning motor K10. Incidentally, 480 steps are set as the number of steps for one rotation of the reel M50 by the step motor. In addition, a predetermined number (for example, 20) of symbols of substantially uniform size are set on each reel (left reel M51, middle reel M52, right reel M53), and 24 steps (= 480 / 20) are set as the number of steps corresponding to one symbol. Incidentally, there is no problem even if the number of steps and the number of symbols per one rotation of the reel are changed.

[0050] In addition, the medal payout device H is connected to the main control board M via the relay board IN, and performs an operation of paying out a predetermined number (for example, 10) of gaming medals based on a control signal from the main control board M. Incidentally, the medal payout device H is connected with a first payout sensor H10s and a second payout sensor H20s for determining whether or not medals are normally paid out and measuring the number of paid-out gaming medals, and a hopper motor H80 for rotating a disk H50.

[0051] The power consumed by these various control boards and the boards is supplied from a power supply board E (a board that controls the presence or absence of power supply by a power switch E10). In FIG. 12, the state of power being supplied from the power supply board E is represented by a dashed arrow. As shown in the figure, power is directly supplied from the power supply board E to the main control board M and the sub-control board S, and power is supplied to various boards (door board D, turning board K, relay board IN) via the main control board M. A predetermined amount (for example, 100V) of AC voltage is supplied to the power supply board E, and after converting this power into a DC voltage of a specified voltage, it is supplied to each control board and board.

[0052] Also, on the main control board M, a setting key switch M20 used for executing a setting change device control process (for making a setting change) described later and a setting / reset button M30 capable of executing changes in set values, error cancellation, etc. are connected. Further, the main control board M includes a reel control means for controlling the rotation and stop of reels M50 (left reel M51, middle reel M52, right reel M53), an AT lottery means for executing an AT transition lottery for transitioning to an "AT in progress state", which is a state regarding AT advantageous to the player, and an AT additional lottery means for executing an AT additional lottery for increasing the number of games remaining in AT (or the counter value of the AT counter M60), which is the number of games that can stay in the "AT in progress state".

[0053] Next, FIGS. 13 to 36 are flowcharts showing the flow of general processes performed by the main control board M in the present embodiment.

[0054] Note that the flowchart is mainly composed of processing steps (illustrated by rectangles), judgments (illustrated by diamonds), flow lines (arrows), and terminals (illustrated by rounded rectangles) indicating start, end, return, etc. Also, among the processing steps, when the details are illustrated in another flowchart, the reference to the other flowchart is illustrated as a subroutine (a rectangle with double lines on the left and right). Here, at the development stage of the gaming machine, gaming machines with different specifications are sometimes developed simultaneously. However, in this example, it is configured such that no subroutines (subroutines that are not normally used) for gaming machines with different specifications are left in the main-side processing, preventing the execution of processes related to unused subroutines that are not normally executed due to noise or improper behavior. routines.

[0055] First, FIG. 13 is a flowchart showing the flow of processing first executed by the CPU C100 of the main control board M after the power of the rotary body type gaming machine P is turned on (or at the time of system reset or user reset). First, at step 1000, after the power of the rotary body type gaming machine P is turned on, at step 1002, the CPU C100 of the main control board M executes initial setting of timer interruption (here, not starting the timer interruption but only setting the type of timer interruption, and in subsequent processing, when the timer interruption is started, the flowchart related to the timer interruption processing described later is periodically executed). Next, at step 1004, the CPU C100 of the main control board M executes settings such as serial communication settings (speed, data length, data transmission method setting) as function settings of the main control chip C. Next, at step 1006, the CPU C100 of the main control board M calculates the checksum from the head address of the RAM area to the address immediately before the checksum area. Next, at step 1008, the CPU C100 of the main control board M checks the RAM area (for example, checks whether the data stored in the built-in RAM C120 is correctly held due to power-off and power-on recovery based on the calculated checksum and the checksum data held in the checksum area), and generates power-on recovery data. Next, at step 1010, the CPU C100 of the main control board M checks the switch state of the setting key switch M20. Next, at step 1014, the CPU C100 of the main control board M determines whether the setting key switch M20 is off.

[0056] If the answer is Yes in step 1014, in step 1016, the CPU C100 of the main control board M refers to the on / off state of the power-off processed flag in the RAM (which becomes on in step 1904) and the checksum state of the entire RAM (the check result in step 1006), and determines whether the power-off return data in the RAM is normal. If the answer is Yes in step 1016, in step 1020, the CPU C100 of the main control board M executes the initialization of the RAM area within the determined initialization range. Next, in step 1022, the CPU C100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved during the power-off process (step 1902). Next, in step 1036, the CPU C100 of the main control board M refers to the RAM area and determines whether the data related to the set value in the RAM area is within the normal range (in this example, 0 to 5). If the answer is Yes in step 1036, in step 1038, the CPU C100 of the main control board M reads the input port. Next, in step 1040, the CPU C100 of the main control board M starts the timer interruption set in step 1002. Next, in step 1042, the CPU C100 of the main control board M turns off the power-off processed flag and returns to the power-off process according to the restored stack pointer.

[0057] Also, if the answer is No in step 1016, in step 1024, the CPU C100 of the main control board M sets a backup error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process, which will be described later.

[0058] Also, if the answer is No in step 1036, in step 1046, the CPU C100 of the main control board M sets a set value error display (for example, it will be displayed on the payout number display device D270) (for example, sets it in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process, which will be described later.

[0059] Also, when the answer is No in step 1014, in step 1028, the CPU C100 of the main control board M refers to the on / off state of the power-off processing completed flag in the RAM (which is turned on in step 1904) and the checksum state of the entire RAM (the check result in step 1006), and determines whether the power-off return data in the RAM is normal. When the answer is Yes in step 1028, in step 1030, the CPU C100 of the main control board M determines and sets the initialization range of the RAM to a predetermined range excluding the storage area that stores the set value (set value data) in the RAM (for example, set within the register area), and proceeds to step 1034. The range not included in the initialization range of the RAM is not limited to only the storage area that stores the set value (set value data), and the total cumulative number of games in the "advantageous section", the total cumulative number of games in the game section (advantageous section + normal section), the result of calculating the staying ratio in the "advantageous section", etc. are also in the range not included in the initialization range of the RAM. By configuring in this way, it becomes possible to calculate and display the ratio (advantageous section ratio) of staying in the "advantageous section" in the game. Also, the calculation process of the advantageous section ratio is configured to be calculated at the timing when a unit game ends. Also, the advantageous section ratio is displayed when the power of the gaming machine is turned on (for example, displayed on a 4-digit 7-segment display). As a specific display mode, it is repeatedly displayed at 5-second intervals in the order of "advantageous section ratio → consecutive accessory ratio per 6000 games → accessory ratio per 6000 games → cumulative consecutive accessory ratio → cumulative accessory ratio". Note that the consecutive accessory ratio is "number of payouts in the state where RB is operating / total number of payouts", and the accessory ratio is "number of payouts in the state where RB, CB, or SB is operating / total number of payouts". On the other hand, when the answer is No in step 1028, in step 1032, the CPU C100 of the main control board M determines and sets the initialization range of the RAM to a specific range including the storage area that stores the set value (set value data) in the RAM (for example, set within the register area), and proceeds to step 1034. Next, in step 1034, the CPU C100 of the main control board M executes the initialization of the RAM area within the initialization range determined in step 1030 or step 1032. Next, in step 1100, the CPU C100 of the main control board M executes the setting change device control process, which will be described later.

[0060] Although not shown, it is preferable that the initial value (the value at the start of processing) of the temporary storage area (such as the RAM area) mounted on the main control board M is configured not to be a value for which a special game is executed (to prevent the special game from being erroneously executed in the event that a process for determining the execution of the special game is executed due to noise or improper conduct immediately after the start of program processing). Also, although not shown, when storing a random number such as a winning random number in the RAM area of the main control board M, it is preferable to secure a dedicated storage area and store only the information related to the random number in the byte storing the information related to the random number (without storing other information such as various timer values) (to prevent the information related to the random number from being rewritten by noise or the like when operating on other data stored in the same byte).

[0061] Next, FIG. 14 is a flowchart of the setting change device control process related to the subroutine of step 1100 in FIG. 13, which is also referred to as the setting change mode. First, in step 1102, the CPU C100 of the main control board M sets the stack pointer (initializes it with the start address of the process). Next, in step 1104, the CPU C100 of the main control board M activates the timer interrupt. Next, in step 1106, the CPU C100 of the main control board M determines whether the set value (set value data) in the RAM area is within the normal range (in this example, 0 to 5). Incidentally, when the set value (set value data) was managed from 1 to 6, it was necessary to execute the initialization of the RAM and return the set value to "1" when it became "0". Therefore, in this example, by managing the normal range of the set value (set value data) as 0 to 5, it is possible to eliminate the correction process (the processes of steps 1106 and 1108) of the set value (set value data) after executing the RAM initialization, and it is possible to shorten the processing time and reduce the processing capacity. If Yes in step 1106, in step 1108, the CPU C100 of the main control board M sets a predetermined value (for example, 0 = the most disadvantageous value for the player) to the set value (set value data), and proceeds to step 1110. On the other hand, even if No in step 1106, it proceeds to step 1110. Next, in step 1110, the CPU C100 of the main control board M displays on the error display LED (for example, the payout number display device D270) that the setting change device is operating (for example, "88" that lights up all segments), and displays the set value on the setting display LED (not shown) (the display related to the set value is the numerical value obtained by adding 1 to the set value (set value data) held in the RAM), and proceeds to step 1112. Incidentally, as described above, the payout number display device D270 is also used when notifying the pressing order. Since it is configured in such a way, for example, when notifying the pressing order in the case where a part of the 7-segment LED has a failure (there is a segment that cannot light up), incorrect information may be notified.In order to prevent such a situation, during the operation of the setting change device, all seven segments of the payout number display device D270 are lit "88", so that it is possible to confirm whether the seven segments are faulty and prevent giving disadvantages to the player. Also, as a configuration related to the display of the set value (set value data), it may have a storage area of a RAM for set value display that stores data obtained by adding 1 to the set value (set value data) in the storage area that stores the set value, and is configured to display the set value by referring to the storage area. Although not shown, after the process of step 1110 is executed, a process for transmitting a command indicating that the setting change mode has been shifted to the sub-control board S side is executed.

[0062] Next, in step 1112, the CPU C100 of the main control board M determines whether the setting / reset button M30 has switched from off to on. If Yes in step 1112, in step 1114, the CPU C100 of the main control board M adds 1 to the current set value (set value data) (if the set value (set value data) exceeds 5 as a result of the addition, the set value (set value data) becomes 0), and proceeds to step 1116. Note that even if No in step 1112, it proceeds to step 1116. Next, in step 1116, the CPU C100 of the main control board M determines whether the start lever D50 has switched from off to on. If No in step 1116, it proceeds to step 1112, and the processes of steps 1112 to 1116 are looped. If Yes in step 1116, in step 1118, the CPU C100 of the main control board M determines whether the setting key switch M20 has switched from on to off. If No in step 1118, the process of step 1118 is looped. On the other hand, if Yes in step 1118, in step 1120, the CPU C100 of the main control board M displays that the operation of the setting change device has ended on the error display LED (not shown), erases the display of the set value (set value data) of the setting display LED (not shown), and proceeds to the game progress control process of step 1200. Although not shown, after the process of step 1120 is executed, a process for transmitting a command indicating the end of the setting change mode to the sub-control board S side is executed.

[0063] Next, FIG. 15 is a flowchart of non-returnable error processing related to the subroutine in step 1300 in FIG. 13 (and called in other flowcharts). First, in step 1302, the CPU C100 of the main control board M prohibits interrupts (hereinafter, the flowchart related to the timer interrupt processing described later is not executed). Next, in step 1304, the CPU C100 of the main control board M sets the output port address and the number of output ports. Next, in step 1306, the CPU C100 of the main control board M turns off the output ports (in this example, 0 to 6, including display output to various LEDs and drive output to various motors). Next, in step 1308, the CPU C100 of the main control board M sets the next port output address (by repeating this, the display output to various LEDs and the drive output to various motors are sequentially stopped). Next, in step 1310, the CPU C100 of the main control board M determines whether the output to each output port has ended. If Yes in step 1310, then in step 1312, the CPU C100 of the main control board M executes the set error display (some error has occurred when executing this process), repeats the execution of the process, and ends when a reset signal is input due to a decrease in the power supply voltage. (That is, it enters an infinite loop and does not accept any operation to prompt a return). Incidentally, if No in step 1310, the process proceeds to step 1306. Incidentally, the processes from step 1306 to step 1310 are processes for clearing the output to the LEDs and motors (however, since the external output signal is not cleared, it is possible to output information related to the error and the game progress status at the time of error occurrence to the hall computer side).

[0064] Next, FIG. 16 is a flowchart of the game progress control process (first sheet) related to the subroutine of step 1200 in FIG. 14. First, in step 1202, the CPU C100 of the main control board M sets the stack pointer (initializes it with the start address of the process). Next, in step 1203, the CPU C100 of the main control board M sets the data within the RAM area required for the game (for example, the bet upper limit number, the valid lines for winning, etc.). Note that step 1203 also includes a process of setting data (data of "0" for clearing the RAM address) for clearing the data used in the previous game {for example, the condition device number (winning number), the effect group number, the instruction information}. Note that the condition device number, the effect group number, the instruction information, etc. may not be cleared, and may be configured to overwrite the numbers selected when the next game is executed. Next, in step 1204, the CPU C100 of the main control board M sets the RT state in the game (for example, "RT0", etc.) (sets the RT state determined in step 1704 of FIG. 27). Next, in step 1205, the CPU C100 of the main control board M sets a command related to the RT state set in step 1204 (a command to the sub side). Note that the process of setting the RT state may be executed in step 1704 of FIG. 27. Also, a command related to the RT state (a command to the sub side) may be set in step 1704. Also, when transmitting the RT state to the sub side, it is not necessary to transmit it constantly, and it may be configured to transmit the RT state to the sub side only when the game section is an "advantageous section". Next, in step 1206, the CPU C100 of the main control board M sets the state related to AT in the game (for example, "during AT state", etc.) (sets the state related to AT determined in steps 1420, 1429 of FIG. 21, steps 1435, 1439, 1443 of FIG. 22, steps 1444-3, 1444-4 of FIG. 23). Next, in step 1207, the CPU C100 of the main control board M sets a command related to the state related to AT set in step 1206 (a command to the sub side).Also, the process of setting the state regarding the AT may be executed in step 1416, step 1428 in FIG. 21, step 1438 in FIG. 22, and step 1444-1 in FIG. 23. Also, when transmitting the state regarding the AT to the sub-side, it is not necessary to transmit it constantly, and it may be configured to transmit the state regarding the AT to the sub-side only when the game section is the "advantageous section". Next, in step 1208, the CPU C100 of the main control board M sets the game section (for example, the "advantageous section", etc.) in the game (sets the game section determined in step 3510, step 3516, and step 3520 in FIG. 31). Next, in step 1208-1, the CPU C100 of the main control board M sets a command regarding the game section set in step 1208 (a command to the sub-side). Next, in step 1209, the CPU C100 of the main control board M determines whether or not the medal payout device H is full of game medals. Specifically, it is equipped with a medal auxiliary tank HS (details will be described later) for storing the medals overflowing from the medal payout device H, and determines based on the conduction / non-conduction of the current by two full cup detection electrodes DE (details will be described later) that can penetrate into the medal auxiliary tank HS (when the current conducts through the medal, it is determined to be full). If Yes in step 1209, the process proceeds to step 1218.

[0065] On the other hand, if the answer is No in step 1209, in step 1210, the CPU C100 of the main control board M turns on the medal full error flag (for example, updates the value corresponding to turning on within the medal full error flag area in the RAM area). Next, in step 1212, the CPU C100 of the main control board M displays the error number corresponding to the medal full error on the 7-segment LED (for example, the storage display LED or the acquired number LED). Next, in step 1214, the CPU C100 of the main control board M determines whether the medal full error has been cleared (for example, whether the current between the two full detection electrodes provided in the medal auxiliary tank HS is non-conductive and whether the setting / reset button M30 has been pressed). If the answer is Yes in step 1214, in step 1216, the CPU C100 of the main control board M turns off the medal full error flag (for example, updates the value corresponding to turning off within the medal full error flag area in the RAM area) and proceeds to step 1218. On the other hand, if the answer is No in step 1214, the process proceeds to step 1212. Next, in step 1218, the CPU C100 of the main control board M permits medal insertion (the insertion operation will be automatically executed in the next game of the replay winning combination), and proceeds to the next process (the process of step 1220). Here, in step 1218, the on-process of the blocker D100 (the process of forming the medal flow path) is performed. Specifically, if the replay winning combination was established in the previous game, the on-process of the blocker D100 is executed on the condition that the current storage number (credit) is less than a predetermined value (in this example, 50 medals). In other words, if the current storage number (credit) is the predetermined value, the on-process of the blocker D100 is not executed. On the other hand, if the replay winning combination was not established in the previous game, the on-process of the blocker D100 is uniformly executed.With such a configuration, even when a replay winning combination is formed and the stored number (credit) has not reached a predetermined value, the game medals can be inserted, and when staying in an RT state with a higher winning probability of the replay winning combination than an RT state such as "RT1" (for example, "RT1"), or even when a replay winning combination that is difficult to distinguish as a replay winning combination visually (a replay disguised as a small winning combination: a symbol combination where bells - bells - bells stop on the invalid line or cherries stop on the left reel) stops, the player can play the game rhythmically (without a sense of discomfort).

[0066] Next, FIG. 17 is a flowchart of a game progress control process (second sheet) related to the subroutine of step 1200 in FIG. 16. First, at step 1220, the CPU C100 of the main control board M determines whether or not game medals have not been bet or saved (there is no credit). If Yes at step 1220, then at step 1221, the CPU C100 of the main control board M determines whether or not the set value display condition is satisfied (for example, when the door switch D80 and the setting key switch M20 are all turned on, the condition is satisfied). If Yes at step 1221, then at step 1222, the CPU C100 of the main control board M displays the set value on a set display LED (not shown, but may be the payout number display device D270, the credit number display device D200, or the inserted number display lamp D210) (shifts to the setting confirmation mode), and shifts to step 1221 on the condition that the setting key switch M20 is turned off. Incidentally, when the condition for shifting to the setting change mode is satisfied, a process for transmitting a command indicating the start of the setting change mode to the sub-control board S side and a process for transmitting a command indicating the end of the setting change mode when the end condition of the setting change mode is satisfied are executed. If No at step 1220 or step 1221, then at step 1224, the CPU C100 of the main control board M executes management related to the insertion and settlement of game medals. Next, at step 1225, the CPU C100 of the main control board M checks the acceptable number of game medals. Next, at step 1226, the CPU C100 of the main control board M determines whether or not the blocker D100 is on. If Yes at step 1226, then at step 1227, the CPU C100 of the main control board M determines whether or not the first insertion sensor D20s or the second insertion sensor D30s is on (in this embodiment, there are two insertion sensors for detecting the insertion of medals, and when the first insertion sensor D20s or the second insertion sensor D30s is turned on, it is determined that one game medal has been received).If the answer is Yes in step 1227, in step 1230, the CPU C100 of the main control board M determines whether the first insertion sensor D20s and the second insertion sensor D30s are off (after the first insertion sensor D20s or the second insertion sensor D30s turns on, if the first insertion sensor D20s and the second insertion sensor D30s turn off, it is determined that the received one game medal has passed through the first insertion sensor D20s and the second insertion sensor D30s). If the answer is Yes in step 1230, in step 1231, the CPU C100 of the main control board M determines that it has received the insertion of one normal game medal. Although not shown in the figure, after step 1231, the CPU C100 of the main control board M determines whether the credit is the upper limit number (in this example, 50) and the bet number is the maximum number (in this example, 3). If the determination is Yes, it controls the blocker D100 to be off (a state where the medal flow path is not formed). If the answer is No in step 1230, the process of step 1230 is repeated. If the answer is No in step 1226 or step 1227, the process proceeds to step 1232.

[0067] Next, in step 1232, the CPU C100 of the main control board M determines whether or not there has been an operation of the settlement button D60. If Yes in step 1232, then in step 1233, the CPU C100 of the main control board M determines whether or not there are any remaining credit medals or game medals that have been bet. If Yes in step 1233, then in step 1234, the CPU C100 of the main control board M turns on the hopper drive flag (a flag within the RAM area, which is turned on when driving the hopper motor H80) and executes the payout of one game medal. Next, in step 1236, the CPU C100 of the main control board M determines whether or not the first payout sensor H10s or the second payout sensor H20s is on (in this embodiment, there are two payout sensors for detecting the payout of medals, and when the first payout sensor H10s or the second payout sensor H20s is on, it is determined that the payout operation of one game medal is being performed). If Yes in step 1236, the process proceeds to step 1247. Here, although not specified on the flowchart, if the previous game was a replay winning combination, only the remaining number of credit medals is subject to settlement.

[0068] On the other hand, if No in step 1236, then in step 1241, the CPU C100 of the main control board M determines whether or not a predetermined time (for example, 5 seconds) has elapsed after the hopper drive (after the timing of the process in step 1234). Specifically, it is determined whether or not the situation where it is determined that no medals have been paid out continues for a predetermined time despite the hopper drive signal being sent to the hopper motor H80 (the hopper motor H80 is rotating). 。If the answer is Yes in step 1241, in step 1242, the CPU C100 of the main control board M turns on the medal empty error flag (for example, updates the area within the medal empty error flag area with a value corresponding to turning on). Next, in step 1244, the CPU C100 of the main control board M executes a medal empty error display. Next, in step 1245, the CPU C100 of the main control board M determines whether the medal empty error has been cleared (for example, whether the setting / reset button M30 has been pressed). If the answer is Yes in step 1245, in step 1246, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the area within the medal empty error flag area in the RAM area with a value corresponding to turning off), and proceeds to step 1247. On the other hand, if the answer is No in step 1245, it proceeds to step 1244.

[0069] Next, in step 1247, the CPU C100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (after the first payout sensor H10s or the second payout sensor H20s turns on, when the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of one game medal for which the payout operation was being performed has been completed). If the answer is Yes in step 1247, in step 1248, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1233. Incidentally, if the answer is No in step 1241 or step 1247, it proceeds to step 1236.

[0070] If the answer is No in step 1232 or step 1233 for the other party, in step 1251, the CPU C100 of the main control board M determines whether the start lever D50 is valid (for example, a specified number of game medals for starting the game have been inserted, etc.) and whether there has been an operation of the start lever D50. If the answer is Yes in step 1251, in step 1253, the CPU C100 of the main control board M determines whether the set value in the RAM area is within the normal range (in this example, 0 to 5). If the answer is Yes in step 1253, in step 1254, after the CPU C100 of the main control board M executes the process of obtaining a random number and turning off the blocker D100, it proceeds to the next process (the process of step 3600). On the other hand, if the answer is No in step 1253, in step 1256, the CPU C100 of the main control board M sets a set value error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process. If the answer is No in step 1251, the process proceeds to step 1220.

[0071] Next, FIG. 18 is a flowchart of the game progress control process (third) related to the subroutine of step 1200 in FIG. 16. First, at step 3600, the CPU C100 of the main control board M executes an internal lottery execution process, which will be described later. Next, at step 1259, the CPU C100 of the main control board M determines whether the state regarding the current AT is a state where an AT top-up lottery can be executed. Here, in this example, the states regarding an AT for which an AT top-up lottery can be executed are the "during-AT state", the "top-up specialization state", the "specialization precursor state", and the "advantageous BB state". In the "advantageous BB internal game", the AT counter value can be greater than 0, but the AT top-up lottery is configured not to be executed. This is to prevent the situation where it becomes more advantageous for the player not to deliberately align the BB symbol combinations in the "advantageous BB internal game". Note that it may be configured such that the AT top-up lottery can be executed in the "advantageous BB internal game". In such a configuration, when winning the AT top-up lottery in the "advantageous BB internal game", it may not be notified immediately, and instead, at the timing when BB ends, it may be configured to notify that the player has won the AT top-up lottery, or the remaining number of AT games after the number of AT games has been top-up.

[0072] If the result at step 1259 is Yes, at step 1500, the CPU C100 of the main control board M executes a game number top-up execution process, which will be described later, and then proceeds to step 1400. On the other hand, even if the result at step 1259 is No, it also proceeds to step 1400. This game number top-up execution process can execute a lottery using different lottery tables according to the state regarding the AT, but it is preferable that the lottery probability does not differ according to the set value (executing the lottery using the same lottery table). Next, at step 1400, the CPU C100 of the main control board M executes an AT state transition control process, which will be described later. Next, at step 1450, the CPU C100 of the main control board M executes a conditional device number management process, which will be described later.

[0073] Here, the states regarding the AT in this example are enumerated and described in detail (also shown in the AT state transition diagram of FIG. 30). (1) The "low probability state" is a state where the AT has not been won (the right to transition to the "in-AT state" has not been acquired), and the bonus combination has not been won. Since the "low probability state" is the so-called "normal state", it may also be referred to as the "normal state". (2) The "normal BB internal middle game" is a state where the BB combination has been won in the "low probability state", the BB combination has not won, and the AT lottery has not been won. (3) The "normal BB state" is a state executed when the symbol combination corresponding to the BB combination stops displaying in the situation where the BB combination has been won in the "low probability state" and the AT lottery has not been won, or when the symbol combination corresponding to the BB combination stops displaying in the "normal BB internal middle game". (4) The "high probability state" is a state where the AT lottery has not been won (the right to transition to the "in-AT state" has not been acquired), the bonus combination has not been won, and it is a state where it is easier to win the AT than the aforementioned "low probability state". As will be described later, when newly transitioning to the "high probability state", it is configured not to transition to the "low probability state" until the high-guarantee game count has elapsed. (5) The "in-AT state" is a state where the AT (push order navigation) is performed and the remaining game count of the AT (AT counter value) is subtracted. Even if the AT counter value becomes 0, if the subsequent continuous lottery is won, a predetermined value is set in the AT counter and the "in-AT state" continues. (6) The "precursor specialized state" is a state where the right to transition to the "boosted specialized state", which is a state where the AT game count is relatively more likely to be boosted than in the "in-AT state", has been acquired. (7) The "boosted specialized state" is a state where the AT game count is relatively more likely to be boosted than in the "in-AT state". (8) The "advantageous BB internal middle game" is a state where the BB combination has been won in the "high probability state", "in-AT state", "precursor specialized state" or "boosted specialized state", and the BB combination has not won. (9) The "waiting BB internal middle game" is a state where the BB combination has been won in the "low probability state", the AT lottery has been won by the BB combination, and the BB combination has not won.(10) The "favorable BB state" is a state that is executed when, in the "high-probability state", "during AT state", "pre-specialization state", or "superimposed specialization state", the symbol combination corresponding to the BB winning combination stops being displayed when winning the BB role, or when the symbol combination corresponding to the BB role stops being displayed in the "favorable BB internal middle game", or when winning the BB role in the "low-probability state", and having won the AT lottery by the BB role, and the symbol combination corresponding to the BB role stops being displayed, or a state that is executed when the symbol combination corresponding to the BB role stops being displayed in the "waiting BB internal middle game". (12) The "state for resurrection feasibility performance" is a state related to AT that transitions when the AT counter value becomes 0 and fails to win the subsequent continuous lottery described below. In the "state for resurrection feasibility performance", the resurrection lottery described below is executed. If winning the resurrection lottery, it transitions to the "during AT state" (a predetermined value is set in the AT counter), and if failing to win the resurrection lottery, it transitions to the "low-probability state".

[0074] Next, in step 1550, the CPU C100 of the main control board M starts the rotation of all reels, which will be described later, and transfers to step 1261-1. Next, in step 1261-1, the CPU C100 of the main control board M determines whether there is a pull-in point creation request (requested to determine the stop positions of the rotating left reel M51, middle reel M52, and right reel M53, and appropriately requested according to the stop order and the stop positions of other reels). If it is Yes in step 1261-1, in step 1262, the CPU C100 of the main control board M creates a pull-in point and transfers to step 1263. On the other hand, even if it is No in step 1261-1, it also transfers to step 1263. Thus, in the "BB internal medium game", in the game that won the push order bell, if the stop buttons were not stopped in the correct push order for 11 payouts (for example, in the case of winning-A1, the stop buttons were not stopped in the order of "left → middle → right") (if the reels were stopped in an incorrect push order), the reel stop control is configured such that a symbol combination that results in 11 payouts wins. Next, in step 1263, the CPU C100 of the main control board M executes a reel stop acceptance check. Next, in step 1264, the CPU C100 of the main control board M determines whether there is an operation of any of the stop buttons (left stop button D41, middle stop button D42, right stop button D43). If it is Yes in step 1264, in step 1265, the CPU C100 of the main control board M determines the stop position of the reel corresponding to the operated stop button (for example, the left reel M51 corresponds to the left stop button D41). On the other hand, even if it is No in step 1264, it transfers to step 1266. Next, in step 1266, the CPU C100 of the main control board M executes an all-reel stop check process. Next, in step 1267, the CPU C100 of the main control board M determines whether all the reels (left reel M51, middle reel M52, right reel M53) have stopped. If it is Yes in step 1267, in step 1268, the CPU C100 of the main control board M compares the symbol stop position data in the RAM with the internal winning combination stopable position data.Next, in step 1269, the CPU C100 of the main control board M determines whether the combination of the displayed symbols is normal (if it does not match the winning combination determined by the internal lottery, it is determined to be abnormal). Note that the determination of whether the combination of the displayed symbols in step 1269 is normal is to determine whether the stop control of the reels based on the operation of the stop button has been completed normally. In a game where a winning combination is won, when the stop button is operated in an operation mode in which the winning combination can win, even if the actually stopped reel position is not normal (the winning combination determined by the internal lottery is not stopped and displayed in the eyes of the player), if the stop control of the reels is normally executed and completed by the processing inside the gaming machine, the payout of game medals based on the winning of the winning combination is configured to be executed. If the result in step 1269 is Yes, the process proceeds to step 1274. On the other hand, if the result in step 1269 is No, in step 1270, the CPU C100 of the main control board M sets a display determination error display (for example, sets it in the register area). Next, in step 1300, the CPU C100 of the main control board M executes an irrecoverable error process. On the other hand, if the result in step 1267 is No, the process proceeds to step 1261-1.

[0075] Next, in step 1274, the CPU C100 of the main control board M executes a payout process of game medals due to winning. Next, in step 1275, the CPU C100 of the main control board M determines whether there has been a winning for which game medals are paid out {when the game medals obtained by winning exceed the maximum number of credits (in this example, 50), the payout of game medals is executed}. If the result in step 1275 is Yes , in step 1276, the CPU C100 of the main control board M turns on the hopper drive flag (a flag that is turned on when driving the hopper motor H80) and executes the payout of one game medal. Next, in step 1277, the CPU C100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is on (when the first payout sensor H10s or the second payout sensor H20s is on, it is determined that the payout operation of one game medal is being performed). If it is Yes in step 1277, the process proceeds to step 1286.

[0076] On the other hand, if it is No in step 1277, in step 1279, the CPU C100 of the main control board M determines whether a predetermined time (for example, 5 seconds) has elapsed after the hopper drive (after the timing of the process in step 1276). If it is Yes in step 1279, in step 1280, the CPU C100 of the main control board M turns on the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value corresponding to turning on). Next, in step 1281, the CPU C100 of the main control board M executes a medal empty error display on the 7-segment LED. Next, in step 1282, the CPU C100 of the main control board M determines whether the medal empty error has been cleared (for example, whether the setting / reset button M30 has been pressed). If it is Yes in step 1282, in step 1283, the CPU C100 of the main control board M turns off the medal empty error flag (for example, updates the medal empty error flag area in the RAM area with a value corresponding to turning off) and proceeds to step 1286. On the other hand, if it is No in step 1282, the process proceeds to step 1281.

[0077] Next, in step 1286, the CPU C100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (after the first payout sensor H10s or the second payout sensor H20s turns on, when the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation of one game medal for which the payout operation was being performed has been completed). If Yes in step 1286, in step 1288, the CPU C100 of the main control board M turns off the hopper drive flag and proceeds to step 1290. Incidentally, if No in step 1279 or step 1286, the process proceeds to step 1277. Next, in step 1290, the CPU C100 of the main control board M determines whether the payout corresponding to the said winning (the winning that became Yes in step 1275) has been completed. If Yes in step 1290, the process proceeds to step 3400. Incidentally, if No in step 1286, the process proceeds to step 1277, if No in step 1275, the process proceeds to step 3400, and if No in step 1290, the process proceeds to step 1276.

[0078] Next, in step 3400, the CPU C100 of the main control board M executes the remaining game count management process, which will be described later. Next, in step 1700, the CPU C100 of the main control board M executes the RT state transition control process, which will be described later. Next, in step 1750, the CPU C100 of the main control board M executes the AT state start control process, which will be described later. Next, in step 3500, the CPU C100 of the main control board M executes the game section transition control process, which will be described later. Next, in step 1293, the CPU C100 of the main control board M executes game end processing (for example, clearing the bet number, game state transition processing, etc.) and proceeds to the next process (the process of step 1202).

[0079] Next, FIG. 19 is a flowchart of the internal lottery execution process according to the subroutine of step 3600 in FIG. 18 in this embodiment. First, in step 3602, the CPU C100 of the main control board M sets an internal lottery table (a table used when executing an internal lottery, which stores settings for comparing winning numbers and acquired random numbers, etc.), and proceeds to step 3604. Next, in step 3604, the CPU C100 of the main control board M acquires the winning number related to the set internal lottery table address. Note that winning / re-play winning information can be generated from the winning number. Also, when a bonus and a minor winning combination overlap in winning, or when a bonus and a re-play winning combination overlap in winning, both winning information of the winning / re-play winning information and the bonus winning information can be generated from the winning number. Specific generation processing will be described later. Next, in step 3606, the CPU C100 of the main control board M acquires the number of repetitions related to the set internal lottery table address. Here, the number of repetitions is the number of consecutive winning numbers with the same ball output group number and the same setting for comparing the acquired random number, and is stored in advance in the ROM of the main control board M. For example, the ball output group number 2 includes 9 winning numbers from 4 to 12. For the consecutive 3 winning numbers from 4 to 6, which are the winning numbers for the push-order re-play winning combination, the setting is the same, and for the consecutive 6 winning numbers from 7 to 12, which are the winning numbers for the push-order bell winning combination, the setting is the same. Therefore, the number of repetitions related to the push-order re-play winning combination is 3, and the number of repetitions related to the push-order bell winning combination is 6. Note that the lottery table used when acquiring the winning numbers from 4 to 6, which are the winning numbers for the push-order re-play winning combination, and the lottery table used when acquiring the winning numbers from 7 to 12, which are the winning numbers for the push-order bell winning combination, are configured as a single lottery table. Next, in step 3608, the CPU C100 of the main control board M acquires the ball output group number related to the set internal lottery table address, and proceeds to step 3610.

[0080] Next, in step 3610, the CPU C100 of the main control board M acquires set value data. Next, in step 3612, the CPU C100 of the main control board M acquires designated address data. Next, in step 3614, the CPU C100 of the main control board M determines whether it has won the internal lottery (whether the acquired random number exists in the internal lottery table searched this time). If the result in step 3614 is Yes, since it is determined that it has won the internal lottery, the subsequent determination (lottery) regarding the internal lottery table address is not executed, and the process proceeds to the next process (the process of step 1259). On the other hand, if the result in step 3614 is No, in step 3616, the CPU C100 of the main control board M updates the number of repetitions. Next, in step 3618, the CPU C100 of the main control board M determines whether there are any remaining repetitions. If the result in step 3618 is Yes, the process proceeds to step 3610, and the processes of steps 3610 to 3618 are repeatedly executed until there are no remaining repetitions or the internal lottery is won. Incidentally, if the result in step 3618 is No, in step 3620, the CPU C100 of the main control board M updates the internal lottery table address (updates it to the address related to the next winning group number), and the process proceeds to step 3604 to execute the processes after step 3604. Incidentally, the specific process of the internal lottery will be described later.

[0081] Next, FIG. 20 is a flowchart of the game number addition execution process according to the subroutine of step 1500 in FIG. 18 in the present embodiment. First, in step 1502, the CPU C100 of the main control board M determines whether the state regarding AT is the "during-AT state", the "specialization precursor state", or the "addition-specialized state". If Yes in step 1502, then in step 1504, the CPU C100 of the main control board M determines whether the winning ball group number related to the game is the winning ball group number related to the addition-during-AT role (in the "during-AT state", it is the winning number that can add the remaining AT game numbers, and in this example, it is replay-B, replay-C, winning-D) (in this example, 1, 3). If Yes in step 1504, the process proceeds to step 1514. Also, if No in step 1502, in other words, if the state regarding AT is the advantageous BB state, then in step 1512, the CPU C100 of the main control board M determines whether the winning ball group number related to the game is the winning ball group number related to the addition-during-BB role (in the "advantageous BB state", it is the winning number that can add the remaining AT game numbers, and in this example, it is winning-H, winning-I) (in this example, 5, 6). If Yes in step 1512, the process proceeds to step 1514, and if No in step 1512, the process proceeds to step 1518. Further, if No in step 1504, then in step 1506, the CPU C100 of the main control board M determines whether the state regarding AT is the "addition-specialized state". If Yes in step 1506, then in step 1508, the CPU C100 of the main control board M determines whether the winning ball group number related to the game is the winning ball group number related to the specialized addition-during role (in the "addition-specialized state", it is the winning number that can add the remaining AT game numbers and cannot add the remaining AT game numbers in the "during-AT state", and in this example, it is replay-A, replay-D1~D3, winning-A1~A6) (in this example, 2, 13). If Yes in step 1508, the process proceeds to step 1514. Incidentally, if No in step 1506 or step 1508, the process proceeds to step 1518.

[0082] Next, in step 1514, the CPU C100 of the main control board M refers to the winning additional game number lottery table and determines the AT additional game number based on the winning ball group number related to the game (for example, in the lottery table shown outside the column, it is determined whether the latched random number value falls within a certain range). Note that determining the AT additional game number is also referred to as executing the AT additional lottery. Next, in step 1516, the CPU C100 of the main control board M adds the determined AT additional game number to the counter value of the AT counter M60 and sets the AT counter value after the addition to the AT counter M60. Next, in step 1517, the CPU C100 of the main control board M sets a command related to the determined AT additional game number (a command to the sub-control board S side. By receiving this command, the sub-control board S can recognize whether the AT game number has been increased and how many games the additional game number is). Then, it proceeds to step 1518. Note that in the case of the winning ball group numbers 7 to 11, which are the winning ball group numbers related to the winning numbers including the bonus (winning numbers 19 to 27), the lottery related to AT (AT lottery, AT additional lottery) can also be executed.

[0083] Here, the lottery table shown outside the column in the figure is an example of the winning additional game number lottery table. In the present embodiment, when the winning additional role wins in a part of the state related to AT in which the push order navigation is executed (in this example, "during AT state", "specialization precursor state", "additional specialization state", "advantageous BB state"), based on the winning ball group number related to the game, the AT additional game number is determined by lottery from "0" to "300", and the determined value is added to the counter value of the AT counter M60. Note that when "0" is determined, the remaining AT game number will not increase (when "0" is determined, it may be referred to as a non-winning in the AT additional lottery).

[0084] In addition, the average value (expected value) of the number of AT bonus games when elected as a supernumerary elected member is a value as shown in the figure. As a specific calculation method, when the elected member is Watermelon A, {Number of placements (600) × Number of AT bonus games (0) + Number of placements (100) × Number of AT bonus games (10) + Number of placements (300) × Number of AT bonus games (30) + Number of placements (24) × Number of AT bonus games (100)} / Total number of placements (1024) = 12.1 (games), and it can be calculated in this way.

[0085] Next, when the elected member is Re-game - B or Re-game - C, {Number of placements (500) × Number of AT bonus games (0) + Number of placements (200) × Number of AT bonus games (50) + Number of placements (300) × Number of AT bonus games (100) + Number of placements (24) × Number of AT bonus games (300)} / Total number of placements (1024) = 4 6.1 (games), and it can be calculated in this way.

[0086] Next, when the elected member is Re-game - A or Re-game - D1~D3, Prize - A1~A6, {Number of placements (300) × Number of AT bonus games (10) + Number of placements (600) × Number of AT bonus games (30) + Number of placements (124) × Number of AT bonus games (50)} / Total number of placements (1024) = 26.61 (games), and it can be calculated in this way. Note that when the elected member is Re-game - A or Re-game - D1~D3, Prize - A1~A6, the AT games are only increased when the state regarding AT is in the "bonus-specialized state".

[0087] Next, when the elected member is a BB medium-weak rare member, {Number of placements (800) × Number of AT bonus games (0) + Number of placements (100) × Number of AT bonus games (10) + Number of placements (100) × Number of AT bonus games (30) + Number of placements (24) × Number of AT bonus games (100)} / Total number of placements (1024) = 6.3 (games), and it can be calculated in this way.

[0088] Next, when the winning combination is a BB medium-strong rare combination, it can be calculated as follows: {Number of placed balls (300) × Number of additional AT games (0) + Number of placed balls (300) × Number of additional AT games (30) + Number of placed balls (400) × Number of additional AT games (50) + Number of placed balls (24) × Number of additional AT games (300)} / Total number of placed balls (1024) = 35.4 (games).

[0089] In addition, in this embodiment, when the additional AT lottery is executed, the average value of the number of additional AT games may differ depending on the type of the winning combination, but depending on the set value, the average value of the number of additional AT games is configured not to differ. Here, when configured to execute the additional AT lottery based on the winning number, for example, when the same process is executed as the additional AT lottery for winning numbers 7 and 8, a process for determining whether the winning number is 7 or 8 must be executed. However, as in this embodiment, by configuring to execute the additional AT lottery based on the ball output group number, when the same process is executed as the additional AT lottery for winning numbers 7 and 8, it is only necessary to determine whether the ball output group number is 2, and the process regarding the additional AT lottery for either winning number 7 or 8 can be executed.

[0090] Returning to the description of the flowchart, next, in step 1518, the CPU C100 of the main control board M determines whether the winning number related to the game (or it may be determined by winning / losing replay winning information, or the number of balls put out group number, etc.) is a winning number related to Replay - B (a reverse push white 7 replay, which is a replay in which a white seven can be aligned in a straight line on the invalid line by stopping with a reverse push). If Yes in step 1518, in step 1520, the CPU C100 of the main control board M determines whether there is an additional AT game count due to Replay - B, in other words, whether the additional AT game count due to winning Replay - B is not zero. If Yes in step 1520, in step 1522, the CPU C100 of the main control board M sets a reverse push instruction command (a command to the sub - control board S side, which is to execute an effect of instructing to align a white seven on the invalid line with a reverse push ("right → center → left")), and proceeds to step 1526. On the other hand, if No in step 1520, in step 1524, the CPU C100 of the main control board M sets a reverse push avoidance command (a command to the sub - control board S side, which is to execute an effect of instructing a pushing order other than a reverse push ("right → center → left") so as not to align a white seven on the invalid line), and proceeds to step 1526. Still, even if No in step 1518, it proceeds to step 1526. Next, in step 1526, the CPU C100 of the main control board M determines whether the winning number related to the game (or it may be determined by winning / losing replay winning information, or the number of balls put out group number, etc.) is Replay - C (a forward push black 7 replay, which is a replay in which a black seven can be aligned in a straight line on the invalid line by stopping with a forward push). If Yes in step 1526, in step 1528, the CPU C100 of the main control board M determines whether there is an additional AT game count due to Replay - C, in other words, whether the additional AT game count due to winning Replay - C is not zero.If the answer is Yes in step 1528, then in step 1530, the CPU C100 of the main control board M sets a sequential press instruction command (which is a command to the sub-control board S and is used to execute an effect that instructs to align the black sevens on the invalid lines in the order of sequential press (left → middle → right)), and proceeds to the next process (the process of step 1400). On the other hand, if the answer is No in step 1528, then in step 1532, the CPU C100 of the main control board M sets a sequential press avoidance command (which is a command to the sub-control board S and is used to execute an effect that instructs a pressing order other than the sequential press (left → middle → right) and prevents the black sevens from being aligned on the invalid lines), and proceeds to the next process (the process of step 1400). In addition, even if the answer is No in step 1526, it also proceeds to the next process (the process of step 1400). In this embodiment, a reverse press instruction command, a reverse press avoidance command, a sequential press instruction command, and a sequential press avoidance command are transmitted to the sub-control board S, and when the sub-control board S receives these commands, the sub-control board S is configured to be able to execute an effect related to the pressing order navigation. However, this is not limited thereto. When winning the AT override lottery, a command indicating that the AT override lottery has been won and the number of AT override games (for example, the command related to the number of AT override games in the process of step 1517) may be transmitted to the sub-control board S side. When the sub-control board S side receives the command, the sub-control board S side may be configured to determine the execution timing and the effect mode of the effect related to the pressing order navigation. As an example, in a game in which the replay - B has won, an effect mode that instructs a reverse press may be selected and executed in the game (a game with an AT game number override) in which the sub-control board S side receives the command. Alternatively, in the game in which the sub-control board S side receives the command, an effect that instructs a reverse press may not be executed, and in a game that satisfies a subsequent predetermined condition (for example, winning a specific replay combination (for example, replay - B or C)), an effect that instructs a pressing order that allows 7 - alignment on the invalid lines may be executed.Or, in a game in which Re-play - B is won, in a game (a game with an additional AT game count) that receives the command on the sub-control board S side, an effect instructing a reverse push is not executed, and after a predetermined condition (for example, after a predetermined number of games (continuous effects may be executed simultaneously, and in that case, the final game of the continuous effects)) is satisfied, an AT game count increase effect (an effect in which the display related to the remaining AT games displayed on the effect display device S40 increases, for example, displayed as "+30G") may be executed. In this example, the effect display device S40 is also configured to be able to display a display related to the remaining AT games, and the display may be the same as or different from the remaining AT game count stored on the main control board side. In addition, as an example of a game in which Re-play - B is won and in a game (a game with an additional AT game count) that receives the command on the sub-control board S side, an effect instructing a reverse push is not executed, and an AT game count increase effect is executed in a game that satisfies a subsequent predetermined condition, when the sub-control board S side is executing a special effect (for example, a predetermined continuous effect) that encourages winning a bonus, etc. (since the winning probability of Re-play - B is low (including 0%) during the bonus, if the push order that enables 7-of-a-kind is notified, the player will recognize that the bonus has not been won), etc., when the sub-control board S side is executing a special effect. As information for the sub-control board S side to determine that the main control board M side has won the AT increase lottery and there has been an increase in the remaining AT game count, (1) Information regarding the remaining AT game count is transmitted from the main control board M side to the sub-control board S side after the AT increase lottery. Thereafter, the sub-control board S side calculates the difference between the information regarding the remaining AT game count transmitted last time and the information regarding the remaining AT game count transmitted this time, and grasps the number of AT increase games won in the AT increase lottery. (2) A command regarding the number of AT increase games obtained as a result of the AT increase lottery on the main control board M side is transmitted to the sub-control board S side. Also, when not winning the AT increase lottery, a command indicating not winning the AT increase lottery is transmitted to the sub-control board S side, and when the sub-control board S side receives the command, the sub-control board S side may be configured to determine the effect mode of the effect regarding the push order navigation.As an example, it may be configured to select and execute a presentation mode that instructs a medium press (which is to operate the middle stop button as the first stop and is a pressing order to avoid getting seven of a kind) in a game in which replay - B is a winning game and the command is received on the sub - control board S side (a game without an additional AT game count). Although the AT additional draw is executed on the main control board M side, as information for the sub - control board S side to determine that there is no additional AT remaining game count, (1) information regarding the remaining AT game count is transmitted from the main control board M side to the sub - control board S side after the AT additional draw. Then, on the sub - control board S side, the difference between the information regarding the remaining AT game count transmitted last time and the information regarding the remaining AT game count transmitted this time is calculated to grasp the number of additional AT games won in the AT additional draw (when the value obtained by subtracting the information regarding the remaining AT game count transmitted this time from the information regarding the remaining AT game count transmitted last time is 1, it is determined that the AT additional draw was not won), (2) a command indicating that the number of additional AT games is 0 as a result of the AT additional draw on the main control board M side is transmitted to the sub - control board S side.

[0091] Next, FIG. 21 is a flowchart (the first page) of the AT state transition control process according to the subroutine of step 1400 in FIG. 18 in the present embodiment. First, in step 1402, the CPU C100 of the main control board M determines whether the current state regarding the AT is a state regarding the AT in which the AT lottery can be executed. In the present embodiment, the state regarding the AT in which the AT lottery can be executed is only the "high probability state". By winning the BB in the "high probability state", the game transitions to the "advantageous BB internal middle game", and then when the BB combination wins, the game transitions to the "advantageous BB state". When the executed BB ends, the game transitions to the "AT in progress state", and an initial value of 50 times of the AT game count is set in the AT counter. Even if the BB is won in the "low probability state", the game transitions to the "normal BB internal middle game" and does not transition to the "AT in progress state" thereafter. Note that this is not limited thereto, and it may be configured such that when the BB is won in the "normal game state", the player can win the AT lottery by taking the BB combination as an opportunity. In such a configuration, when the BB is won in the "normal game state" and the player wins the AT lottery by taking the BB combination as an opportunity, the game transitions to the "advantageous BB internal middle game", and then transitions to the "advantageous BB state" by completing the BB. In the state where the BB is won in the "normal game state" and the BB is not completed, the game section may be set as the "advantageous section" or the "standby section". If the answer is Yes in step 1402, in step 1404, the CPU C100 of the main control board M determines whether the conditional device related to the game is an AT lottery combination (in this example, the first type BB-A or the first type BB-C, which is a BB combination with no setting difference). In the present embodiment, both the winning numbers (winning numbers 19 and 24) of the BB with no setting difference alone and the winning numbers (winning numbers 25, 26, and 27) in which the BB with no setting difference and small combinations overlap are AT lottery combinations. If the answer is Yes in step 1404, in step 1406, the CPU C100 of the main control board M determines that the state regarding the AT after the next game is the "advantageous BB internal middle game" and proceeds to step 1410. Also, even if the answer is No in step 1402 or step 1404, the process proceeds to step 1410 It migrates. In addition, in this embodiment, when the state regarding the AT is different, the AT winning rate (whether it can win or not) related to the AT lottery is configured to be different. However, when the state regarding the AT is the same, even if the set value is different, the AT winning rate related to the AT lottery is the same (when winning the BB in the "high probability state", it always wins the AT regardless of the set value = and then migrates to the "during AT state").

[0092] Next, in step 1410, the CPU C100 of the main control board M determines whether the state regarding the AT after the next game has been determined. If it is Yes in step 1410, in step 1412, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "low probability state". If it is Yes in step 1412, in step 1414, the CPU C100 of the main control board M determines whether the condition device related to the game is a status upgrade minor role (a minor role that can migrate from the "low probability state" to the "high probability state" by winning, and in this example, it is a cherry). If it is Yes in step 1414, in step 1416, the CPU C100 of the main control board M executes a high probability state transition lottery to win at a predetermined probability (in this example, it is 1 / 2, and there is no problem even if it is changed as long as it is not different according to the set value). Next, in step 1418, the CPU C100 of the main control board M determines whether it has won the executed high probability state transition lottery. If it is Yes in step 1418, in step 1420, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "high probability state" and migrates to step 1430.

[0093] Also, when the answer is No in step 1412, in step 1424, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "high-probability state". When the answer is Yes in step 1424, in step 1426, the CPU C100 of the main control board M determines whether the counter value of the high-probability guarantee counter KHc is 1 (the final game of high-probability guarantee, the 10th game after entering the "high-probability state"). When the answer is Yes in step 1426, in step 1428, the CPU C100 of the main control board M determines whether the low-probability transition conditions are satisfied. Here, in this embodiment, when the state regarding the AT is the "high-probability state", the game section is the "advantageous section", and when the game section is the "advantageous section", the push order navigator is executed one or more times, or the "advantageous section" continues for a predetermined number of games (in this example, 1500 games), and if these conditions are not met, the "advantageous section" is configured not to end (that is, even if the lottery for the low-probability state transition is won, if the low-probability transition conditions are not satisfied, such as the push order navigator not being executed at least once, the "high-probability state" is configured not to end). In addition, when the BB combination is won and the BB is executed during the "advantageous section", the "advantageous section" may be configured to end at any timing even if the push order navigator has not been executed even once during the "advantageous section". When the answer is Yes in step 1428, in step 1429, the CPU C100 of the main control board M determines that the state regarding the AT from the next game onwards is the "low-probability state" and proceeds to step 1430. Here, the low-probability transition conditions are satisfied when the push order navigator is executed once. In addition, when there are provided a winning number with a maximum payout of 8 coins and a winning number with a maximum payout of 11 coins as the push order combination (the winning combination that wins according to the reel stop order and has different player profit rates), the execution of the push order navigator for the winning number with the larger maximum payout of 11 coins may be used as the low-probability transition condition. In addition, when the answer is No in step 1410, step 1414, step 1418, step 1424, step 1426 or step 1428, the process also proceeds to step 1430.Thus, in this embodiment, when newly transitioning to the "high probability state", 10 games, which are high probability guarantee games, are set in the high probability guarantee counter KHc, and it is configured not to transition to the "low probability state" until the counter value becomes 0. Note that such a lottery method is merely an example. For example, after transitioning to the "high probability state", the low probability state transition lottery is not executed for 10 games (the stay in the "high probability state" is guaranteed), and after the elapse of these 10 games, a lottery for transitioning from the "high probability state" to the "low probability state" may be executed at a predetermined probability (e.g., 1 / 20) for each game. Note that the AT lottery roles (low probability AT lottery role, high probability AT lottery role) and the state promotion roles have the same winning probability for all set values.

[0094] Next, FIG. 22 is a flowchart (second sheet) of the AT state transition control process according to the subroutine of step 1400 in FIG. 18 in the present embodiment. First, in step 1430, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "during-AT state". If Yes in step 1430, in step 1431, the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is equal to or greater than a predetermined value (in this example, 4). Here, in the present embodiment, when the state regarding the AT is the "during-AT state", if the AT counter value is 4 or more, in other words, if the remaining number of AT games is 4 or more, when winning on the watermelon B, the right to transition to the "boost-specialized state" can be obtained with a probability of 1 / 2, and it can transition to the "precursor-specialized state". On the other hand, when the state regarding the AT is the "during-AT state", if the AT counter value is 3 or less, in other words, if the remaining number of AT games is 3 or less, even if winning on the watermelon B, a lottery (sometimes also referred to as a specialized state transition lottery) for obtaining the right to transition to the "boost-specialized state" is not executed, and it is configured not to transition to the "precursor-specialized state" and the "boost-specialized state". Note that this is not limited thereto, and even when the AT counter value is 3 or less, it may be configured to execute a lottery (sometimes also referred to as a specialized state transition lottery) for obtaining the right to transition to the "boost-specialized state" when winning on the watermelon B. If winning the lottery for obtaining the right to transition to the "boost-specialized state" when winning on the watermelon B in a situation where the AT counter value is 3 or less, it may be configured to become the "precursor-specialized state" or the "boost-specialized state" (transition thereto) from the next game after winning the lottery. It may also be configured to become the "precursor-specialized state" or the "boost-specialized state" (transition thereto) when the AT counter value becomes a predetermined value (for example, 1 or 0). It may also be configured to become the "precursor-specialized state" or the "boost-specialized state" (transition thereto) after executing a predetermined number of games after winning the lottery. Also, when transitioning to the "boost-specialized state", it is not necessarily required to pass through the "precursor-specialized state", and for example, it may be configured to directly transition from the "during-AT state" to the "boost-specialized state".If the answer is Yes in step 1431, then in step 1432, the CPU C100 of the main control board M determines whether the conditional device related to the game is a specialized transition role (a minor role that can execute a lottery to obtain the right to transition to the "superimposed specialization state", and in this example, it is watermelon B). If the answer is Yes in step 1432, then in step 1433, the CPU C100 of the main control board M executes a specialization state transition lottery to win with a predetermined probability (in this example, 1 / 2). Next, in step 1434, the CPU C100 of the main control board M determines whether it has won the executed specialization state transition lottery. If the answer is Yes in step 1434, then in step 1435, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "specialization precursor state" and proceeds to step 1444-1. On the other hand, if the answer is No in step 1431, then in step 1436, the CPU C100 of the main control board M determines whether the counter value of the AT counter M60 is 1 (when the AT counter value is 1, it is the AT final game). If the answer is Yes in step 1436, then in step 1437, the CPU C100 of the main control board M executes a continuation lottery to win with a predetermined probability (in this example, 2 / 3). Next, in step 1438, the CPU C100 of the main control board M determines whether it has won the executed continuation lottery. If the answer is Yes in step 1438, then in step 1439, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "during-AT state" and proceeds to step 1444-1 (the initial number of AT games (in this example, 50) will be set in the AT counter to satisfy the AT state transition possible conditions). On the other hand, if the answer is No in step 1438, then in step 1443, the CPU C100 of the main control board M determines the state regarding the AT after the next game as the "state for resurrection performance" and proceeds to step 1444-1. Still, even if the answer is No in step 1430, step 1432, step 1434, or step 1436, it proceeds to step 1444-1. In this way, in this embodiment, a continuation lottery is executed in the AT final game, and when winning the continuation lottery, the initial value of 50 games is set again in the AT counter M60. That is, when not considering the AT game number increase, the gaming property is such that the AT of 50 games per set loops continuously with a probability of 2 / 3.Furthermore, the execution timing of the continuous lottery is not limited to the final game of the AT. For example, it may be configured to execute the continuous lottery in the first game of the AT (the first game in which the "AT in progress" state is newly entered or the first game after the initial value is set in the AT counter M60). By configuring it in this way, since it is determined whether the next set (the AT related to the winning of the continuous lottery) has already been executed in the "AT in progress" state (whether the AT continues), it is possible to make the in-AT effects different between the case of winning the continuous lottery and the case of not winning the continuous lottery. For example, when winning the continuous lottery, the BGM can be changed (a song is played, etc.) in a situation where the counter value of the AT counter M60 is 1 or more (during the execution of the AT), or an effect that makes it certain that the continuous lottery has been won can be executed.

[0095] Next, FIG. 23 is a flowchart (the third sheet) of the AT state transition control process according to the subroutine of step 1400 in FIG. 18 in the present embodiment. First, in step 1444-1, the CPU C100 of the main control board M determines whether the current state regarding AT is a state for resurrection performance. If Yes in step 1444-1, in step 1444-2, the CPU C100 of the main control board M determines whether the conditional device regarding the game is a resurrection role (a role that can transition to the "during-AT state" in the next game by being elected in the "state for resurrection performance", in other words, a role that can bring back the AT). Here, in the present embodiment, the resurrection roles include any of watermelon A, watermelon B, cherry, and bonus roles (only the BB role without a setting difference, not including the BB role with a setting difference). The case where the conditional device regarding the game becomes a resurrection role is referred to as winning the resurrection lottery. If Yes in step 1444-2, in step 1444-3, the CPU C100 of the main control board M determines the state regarding AT after the next game as the "during-AT state" and proceeds to step 1445. Here, the initial AT game count (50 in this example) is set in the AT counter to satisfy the AT state transition possible condition. On the other hand, if No in step 1444-2, in step 1444-4, the CPU C100 of the main control board M determines the state regarding AT after the next game as the "low-probability state" and proceeds to step 1445. Note that even if No in step 1441-1, it also proceeds to step 1445. Thus, in the present embodiment, even when it becomes the final AT game and the continuous lottery is not won, if it transitions to the "state for resurrection performance" and can win the resurrection lottery in the "state for resurrection performance", it is configured to transition to the "during-AT state" from the next game. Note that the "state for resurrection performance" is an "advantageous section", but the lottery regarding AT (AT bonus lottery, continuous lottery, etc.) in the "during-AT state" is not executed, and the resurrection lottery is configured to be executable, and the execution mode of the lottery regarding AT is different between the "during-AT state" and the "state for resurrection performance".

[0096] Next, in step 1445, the CPU C100 of the main control board M determines whether the state regarding the AT after the next game has been determined. If Yes in step 1445, in step 1446, the CPU C100 of the main control board M determines whether the transition conditions for the state regarding the AT are satisfied (for example, as shown in FIG. 30, it is satisfied when 10 games, which is the number of precursor games in the "specialization precursor state", are completed). If Yes in step 1446, in step 1447, the CPU C100 of the main control board M determines the state regarding the AT after the next game and proceeds to step 1448 (for example, as shown in FIG. 30, when the number of precursor games is completed in the "specialization precursor state", it is determined as the "overlay specialization state"). Incidentally, even if No in step 1445 or step 1446, it also proceeds to step 1448. Next, in step 1448, the CPU C100 of the main control board M sets a high certainty guarantee counter value command (in this example, it is a command to the sub side, which is a command regarding the current high certainty guarantee counter value, in other words, the remaining number of games for which the high probability state is guaranteed), and proceeds to step 1449-1. Next, in step 1449-1, the CPU C100 of the main control board M determines whether the state regarding the AT after the next game is determined as "advantageous BB internal middle game". If Yes in step 1449-1, in step 1449-2, the CPU C100 of the main control board M clears the counter value of the high certainty guarantee counter K Hc to zero and proceeds to the next process (the process of step 1450). Incidentally, even if No in step 1499-1, it also proceeds to the next process (the process of step 1450).

[0097] In the present embodiment, the AT winning rate is configured to vary depending on the lottery state. When winning the BB role (BB role without setting difference) in the "low probability state", one does not win the AT transition lottery (and does not transition to the "during AT state" thereafter). On the other hand, when winning the BB role (BB role without setting difference) in the "high probability state", one wins the AT transition lottery (and transitions to the "during AT state" thereafter). However, it is not limited to this. When configuring a conditional device A, which is a predetermined conditional device, as the AT lottery role and having "high probability state A" and "high probability state B" as the states regarding AT, which is the "advantageous section", when winning the conditional device A in the "high probability state A", one wins the AT transition lottery with a probability of 1 / 10, and when winning the conditional device A in the "high probability state B", one wins the AT transition lottery with a probability of 1 / 2. When winning the AT transition lottery, one transitions to the "AT preparation state", which is a preparation state until transitioning to the "during AT state" as the state regarding AT, and may be configured to transition to the "during AT state" when a predetermined end condition (for example, 10 games have elapsed since transitioning to the "AT preparation state") is satisfied.

[0098] Next, FIG. 24 is a flowchart of the conditional device number management process according to the subroutine of step 1450 in FIG. 18 in the present embodiment. First, in step 1451, the CPU C100 of the main control board M determines whether the current game section is an "advantageous section". If Yes in step 1451, in step 1452, the CPU C100 of the main control board M sets a command related to winning / replay winning information (a command on the side of the sub-control board S, for example, a command related to winning / replay winning information for the game). Next, in step 1454, the CPU C100 of the main control board M determines whether the conditional device related to the game is a device with a pressing order (a conditional device in which the winning combination differs depending on the pressing order, for example, winning-A1, etc.). If Yes in step 1454, in step 1458, the CPU C100 of the main control board M determines an instruction number (also referred to as a pressing order number) during the game based on the winning / replay winning information related to the game, and stores it at a RAM address for storing the instruction number (an address different from the RAM address for displaying the pressing order navigation). Note that the instruction number is information related to the pressing order, and in this example, it is determined by the main control board M and transmitted to the sub-control board S (details will be described later). Also, the sub-control board S can display the pressing order navigation on the effect display device S40 by receiving the instruction number. Note that even when the pressing order navigation is not executed, the instruction number is configured to be determined (although not shown in the figure, the instruction number becomes the initial value based on clearing the instruction number). Note that when executing the pressing order guessing game, it may be configured to determine a predetermined instruction number (for example, AX) dedicated to the pressing order guessing game. Next, in step 1460, the CPU C100 of the main control board M executes the pressing order navigation display on the pressing order display device D270 based on the instruction number related to the game (refer to FIG. 34 for the display image of the pressing order navigation on the main control board side). Next, in step 1466, the CPU C100 of the main control board M sets a command related to the instruction number determined in step 1458 (a command to the sub-side) (for example, set in the register area), and proceeds to step 1472 (refer to FIG. 34 for the display image of the pressing order navigation on the sub-control board side).In this example, the stop order display device D270 and the effect display device S40 display the stop order of the reels that yields the highest profit for the player, which is referred to as the push order navigation, the display of the push order navigation, etc. In this embodiment, the push order navigation is displayed based on the instruction number. For example, the push order of "left → middle → right" is configured to be displayed as "=1" on the push order display device D270, and both in the case of the push order bell and the case of the push order replay game, it is configured to be displayed as "=1". However, it is not limited to this. When displaying the push order navigation of "left → middle → right" on the push order display device D270 in the game related to the push order bell and when displaying the push order navigation of "left → middle → right" on the push order display device D270 in the game related to the push order replay game, different display modes may be configured. That is, the number of types of the display mode of the push order navigation displayed on the push order display device D270 may be configured to be the same as the number of types of the winning and replay winning information.

[0099] Also, when the answer is No in step 1451 or step 1454, in step 1468, the CPU C100 of the main control board M executes a masking process on the winning and replay winning information of the game, and stores the masked information at a predetermined address in the RAM. Here, if the winning and replay winning information related to the game is transmitted to the sub-control board S side and the winning and replay winning information is recognized due to improper behavior, the high-profit pressing order (reel stop order) related to the game will be recognized. Therefore, in this example, a masking process {a process of concealing the winning and replay winning information (especially the information related to the pressing order)} is executed on the winning and replay winning information related to the game, and then it is configured to be transmitted to the sub-control board S, so that a high-profit pressing order cannot be recognized. Note that, as a method of the masking process in the present embodiment, a plurality of winning and replay winning information (winning and replay winning information having the same role is preferable, for example, a plurality of winning and replay winning information in which a symbol combination that becomes a replay winning role whose RT state transitions according to the pressing order can stop and be displayed) is set as one production group number (for example, setting winning and replay winning information 4 to 6 as production group 4), and the production group number is configured to be transmitted to the sub-control board S side. Note that the method of the masking process is not limited to this. For example, after the provided winning and replay winning information (in this example, 0 to 18), newly configured winning and replay winning information after the masking process may be provided. Also, even in such a case, it is desirable to configure the winning and replay winning information after the masking process by setting a plurality of winning and replay winning information among the existing winning and replay winning information as one winning and replay winning information like the production group number (for example, setting winning and replay winning information 4 to 6 as winning and replay winning information 19 (newly provided winning and replay winning information) which is the winning and replay winning information after the masking process). Note that when it is determined that the game is a game that notifies operation information (pressing order navigation) based on the state of AT in the main control board M, the winning and replay winning information may be transmitted to the sub-control board S side, and the production group number may be transmitted to the sub-control board S side in a game that does not notify operation information. When configured in this way, the command related to the instruction number may be transmitted to the sub-control board S side, or may be configured not to be transmitted.

[0100] Next, in step 1470, the CPU C100 of the main control board M sets a command related to the production group number after executing the mask process (command to the sub side) (for example, set in the register area), and proceeds to step 1472. Next, in step 1472, the CPU C100 of the main control board M sets a command related to bonus winning information (information that the sub side can recognize whether or not it has won a bonus) (command to the sub side) (for example, set in the register area), and proceeds to the next process (process of step 1550). In the present embodiment, although it is configured to derive winning / re-play winning information and bonus winning information from the winning numbers, the derivation method will be described later. Also, as shown in the lower part of the figure, as a display example of the push order navigation, in the case of the "AT state", (1) when the falling re-play combination is included → navigate the push order in which the falling re-play combination is not stopped and displayed, (2) in the case of the bell (1-piece combination / 11-piece combination) → navigate the push order that gives the most payout number of coins, etc. are configured in this way. Thus, in the present embodiment, when the game section is the "advantageous section", the main control board M can transmit winning / re-play winning information (numbers that can specify the type of winning combination and the most advantageous push order for the player) and instruction numbers (numbers that can specify the most advantageous push order for the player) to the sub control board S side. On the other hand, when the game section is the "normal section", it is configured to be able to transmit a production group number (a number that can only specify the outline of the winning combination) to the sub control board S side. That is, in the "advantageous section", the winning / re-play winning information related to the game including the winning / re-play winning information whose game result and the player's profit differ depending on the push order can be directly transmitted to the sub control board S side. On the other hand, in a game section that is not the "advantageous section", when the winning / re-play winning information whose game result and the player's profit differ depending on the push order, a production group number with the information related to the push order concealed is transmitted to the sub control board S side without transmitting the winning / re-play winning information related to the game.

[0101] When the game section is not the "advantageous section" or the like, when transmitting the winning and replay winning information determined by the main control board M to the sub-control board S, a masking process is executed to determine the effect group number, and the effect group number is configured to be transmitted to the sub-control board S. The effect group number is obtained by grouping the winning and replay winning information according to the winning roles with the same role (for example, the replay roles including the falling replay role, the push-order bell, etc.) and assigning numbers. By configuring to execute a masking process {a process of concealing the winning and replay winning information (especially the information related to the push order)} on the winning and replay winning information related to the game and then transmitting it to the sub-control board S, it is possible to prevent the situation where information related to the winning and replay winning information is recognized due to improper behavior, and the push order (reel stop order) that results in high profits for the game is recognized.

[0102] Next, FIG. 25 is a flowchart of the reel rotation start preparation process according to the subroutine of step 1550 in FIG. 18 in the present embodiment. First, in step 1552, the CPU C100 of the main control board M determines whether the timer value of the game interval minimum time timer M70 (subtraction timer) is 0. Here, the game interval minimum time timer M70 is the time that should be guaranteed from a certain game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). (In this example, it is 4.1 seconds) is a timer for measurement. If Yes in step 1552, in step 1554, the CPU C100 of the main control board M newly sets the minimum time (in this example, 4.1 seconds) to the timer value of the game interval minimum time timer M70 and starts it. On the other hand, if No in step 1552, the CPU C100 of the main control board M executes an infinite loop process. Next, in step 1556, the CPU C100 of the main control board M clears the information related to the reel stop order and the information related to the pressing order regarding the ended game. Next, in step 1558, the CPU C100 of the main control board M clears the information related to during reel stop and the draw point creation request regarding the ended game. Next, in step 1560, the CPU C100 of the main control board M initializes the symbol stop position data regarding the ended game. Next, in step 1562, the CPU C100 of the main control board M sets the output request during waiting for the start of reel rotation regarding the game. Next, in step 1564, the CPU C100 of the main control board M sets the reel control command regarding the game and shifts to the next process (the process of step 1260). In other words, by the processes of step 1562 and step 1564, a command for indicating to the sub-control board S that the reel starts to rotate can be transmitted.

[0103] Next, FIG. 26 is a flowchart of the remaining game number management process related to the subroutine of step 3400 in FIG. 18 in the present embodiment. First, in step 3402, the CPU C100 of the main control board M determines whether the current game interval is the "advantageous interval". Note that, although details will be described later, the "advantageous interval" is one of the game intervals, and it is an easily set game interval in a game situation advantageous to the player, such as when the state regarding the AT is the "during-AT state". If Yes in step 3402, in step 3404, the CPU C100 of the main control board M decrements the counter value of the advantageous interval remaining game number counter YKc-1 (it is a decrement counter, and 1500, which is the maximum number of games that can stay in the "advantageous interval", is set as the initial value, and the counter can be decremented for each game during the period of the "advantageous interval").

[0104] Next, in step 3408, the CPU C100 of the main control board M determines whether the current state regarding the AT is the "during-AT state". If Yes in step 3408, in step 3410, the CPU C100 of the main control board M decrements the AT counter value by 1. Next, in step 3412, the CPU C100 of the main control board M determines whether the state regarding the AT is a high-probability state. If Yes in step 3412, in step 3414, the CPU C100 of the main control board M decrements the counter value of the high-probability guarantee counter KHc and proceeds to the next process (the process of step 1700). Note that even if No in step 3402, step 3408, or step 3412, the process also proceeds to the next process (the process of step 1700). Thus, in this embodiment, when the state regarding the AT that can be displayed by the push-order navigator is the "during-AT state", the AT counter value is decremented for each game, but when it is the "advantageous BB state", "advantageous BB internal middle game", "specialization precursor state", or "superimposed specialization state", the AT counter value is not decremented even if the game is executed. That is, when transitioning from the "during-AT state" to the "specialization precursor state" in a situation where the AT counter value remains (one or more remain), it is configured to be able to transition (shift) as "during-AT state" → "specialization precursor state" → "superimposed specialization state" while maintaining the AT counter value. Note that even if the state regarding the AT is the "during-AT state", when the winning number including the bonus combination is determined in that game, the AT counter value can be prevented from being decremented by 1. At this time, for example, the AT counter value stored in the RAM of the main control board M is not decremented, but the display may be controlled so that the remaining number of AT games displayed on the effect display device S40 controlled by the sub-control board S is decremented.For example, when the AT counter value is "30" and the remaining number of AT games displayed on the effect display device S40 is "30", and a game is executed and a bonus is won, the AT counter value maintains "30", or stores "30 + α", which is a value obtained by adding the value "α" obtained by the AT additional draw related to the game. However, triggered by the operation of the start lever D50, it may display "29" as the remaining number of AT games displayed on the effect display device S40, or "29 + α", which is a value obtained by adding the value "α" obtained by the AT additional draw. (Note that "α" obtained by the additional draw may be notified in a specific game after the game (at the start of the bonus game, during the bonus game, at the end of the bonus game, or a game that satisfies a predetermined condition after the end of the bonus game) without being notified in the game.) Then, the remaining number of AT games displayed on the effect display device S40 is also subtracted by 1 for each game even in the "advantage BB internal game", and the remaining number of AT games can be configured to be subtracted for each game until an effect suggesting bonus determination (for example, a bonus determination screen) is output. By configuring in this way, when a bonus is won in a state where a push-order navigation such as the "AT in progress state" can be executed, the player cannot immediately grasp the bonus win. That is, after the winning number including the bonus combination is determined, a continuous effect over a plurality of games that provokes whether a bonus is won can be executed using the effect display device S40 or the like, enhancing the interest of the game. Note that the remaining number of AT games displayed on the effect display device S40 after the bonus game ends can be controlled to display a value of "30" or more when notifying the result of winning the additional draw and winning the additional draw.When the game is executed and a bonus is won when the AT counter value is "1" and the remaining number of AT games displayed on the effect display device S40 is "1", the display related to the remaining number of AT games displayed on the effect display device S40 becomes "0". While maintaining this state, a continuous effect is executed over a plurality of games that incites whether or not a bonus has been won. When the game is executed when the AT counter value is "1" and the remaining number of AT games displayed on the effect display device S40 is "1", and a winning number (or winning information for winning or re-playing, or a ball output group number) that can execute an AT additional draw is won and the AT additional draw is not won, the number of AT games becomes "0" and the number of AT games displayed on the effect display device S40 becomes "0". Also, when the remaining number of AT games is small, the probability of executing a continuous effect may be set lower (including 0%) than when the remaining number of AT games is large.

[0105] Next, FIG. 27 is a flowchart of an RT state transition control process related to the subroutine of step 1700 in FIG. 18 in the present embodiment. First, in step 1702, the CPU C100 of the main control board M determines whether or not the RT state transition possible condition is satisfied in the game. Here, in the present embodiment, the RT state transition possible condition is configured to be satisfied by the execution of RAM clear (initialization of RAM), the stop display of re-play (in this example, the stop display of re-play 04), and the winning, start, and end of BB. If Yes in step 1702, in step 1704, the CPU C100 of the main control board M determines the RT state transition possibility and the RT state after the next game based on the satisfied RT state transition possible condition (refer to the RT state transition diagram in FIG. 28), and proceeds to the next process (the process in step 1750). Note that even if No in step 1702, the process proceeds to the next process (the process in step 1750). In the present embodiment, the RT state transition control process is executed after all the reels have stopped. However, when transitioning to "RT1", the transition timing may be at the time of lever on. The timing for transitioning the RT state (storing the RT number in the RAM) can be determined as appropriate.

[0106] Next, FIG. 28 is an RT state transition diagram in the present embodiment. In the present embodiment, there are four RT states of "RT0" to "RT2" and "One kind BB-A, B, C", and the RT state will transition by satisfying the conditions shown by the arrows in the figure. As a specific example of the RT state transition, when the RT state is "RT1", RAM initialization is executed, or when the replay game 04 stops being displayed, it transitions to "RT0". The replay game 04 stopping being displayed specifically means that when the replay game - D1 is won in the situation where the RT state is "RT1", if the left stop button is operated as the first stop, the replay games 01 to 03 stop being displayed and the RT state "RT1" is maintained. On the other hand, when the replay game - D1 is won in the situation where the RT state is "RT1", if the middle stop button or the right stop button is operated as the first stop, the replay game 04 stops being displayed and the RT state transitions from "RT1" to "RT0".

[0107] Also, when the RT state is "RT0" or "RT1", if one wins the BB role and does not win the BB role in the game where one has won (the conditional device related to one type of BB - A, B, C operates), the RT state transitions to "RT2". Also, when winning the BB role in "RT2" (one type of BB - A, B, C operates), it transitions to "one type of BB - A, B, C". Also, when BB ends (the operation of one type of BB - A, B, C ends) in "one type of BB - A, B, C", it transitions to "RT1". In addition, when the state related to AT is in the "low - probability state" and one wins the BB role and BB ends, the RT state will transition to "RT1", which is highly profitable for the player. However, since the state related to AT is a state where the push - order navigator does not occur, when winning "re - game - D1~D3", if the reels are stopped with an incorrect push - order (the first stop is a choice among the left button, the middle button, and the right button, and one of the three choices is the correct push - order, and re - games other than re - game 04 are stopped and displayed, and two of the three choices are incorrect push - order and re - game 04 is stopped and displayed), re - game 04 will be stopped and displayed, and it will transition from "RT1" to "RT0". Also, when the state related to AT is in the "high - probability state", "during - AT state", "specialization - precursor state", or "bonus - specialization state", if one wins the BB role and BB ends, the RT state will transition to "RT1", which is highly profitable for the player. At the same time, the state related to AT is a state where the push - order navigator occurs. Even when winning "re - game - D1~D3", since it will guide the correct push - order where re - game 04 is not stopped and displayed, it will be possible to maintain "RT1".

[0108] Next, FIG. 29 is a flowchart of the AT state start control process according to the subroutine of step 1750 in FIG. 18 in the present embodiment. First, in step 1752, the CPU C100 of the main control board M determines whether the conditions for enabling the transition to the AT state are satisfied in the game. The conditions for enabling the transition to the AT state are satisfied, for example, when (1) the setting-free BB that won in the "high probability state" ends, (2) when winning the continuous lottery, or (3) when winning the resurrection lottery. If the answer is Yes in step 1752, in step 1754, the CPU C100 of the main control board M sets the initial AT game number (in this example, 50, which is the number of games from which subtraction starts after transitioning to the "in-AT state") to the AT counter M60, and proceeds to step 1756. Even if the answer is No in step 1752, the process proceeds to step 1756. Next, in step 1756, the CPU C100 of the main control board M determines whether the current state regarding AT is not the high probability state. If the answer is Yes in step 1756, in step 1758, the CPU C100 of the main control board M determines whether the state regarding AT in the next game is the high probability state. If the answer is Yes in step 1758, in step 1760, the CPU C100 of the main control board M sets the high probability guarantee game number (in this example, 10) to the high probability guarantee counter, and proceeds to the next process (step It proceeds to the process of step 3500. Still, even if the answer is No in step 1756 or step 1758, it proceeds to the next process (the process of step 3500). Still, after winning BB in the "high-probability state" and shifting to the "advantageous BB internal middle game", when shifting to the "advantageous BB state" by winning BB, if the number of AT games is added in the said "advantageous BB state", when BB ends and shifts from the "advantageous BB state" to the "during-AT state", the initial value set in the AT counter will exceed 50. Specifically, when shifting to the "during-AT state" after the number of AT games is added by 30 games in the "advantageous BB state", 80 (initial value 50 + added 30) will be set in the AT counter. At this time, when performing an effect to notify the player that 30 games have been added in the "advantageous BB state", it is desirable to notify the player that the initial number of AT games is 80 games at the start of the "during-AT state". However, as another notification method, deliberately, without performing an effect to notify the player that 30 games have been added in the "advantageous BB state", after presenting 50 games, which is the initial value, to the player at the start of the "during-AT state", a notification method of performing an effect to notify the player that 30 games have been added during AT (for example, immediately after the start of the "during-AT state" or when the remaining number of AT games on the effect display device S40 is small) is also conceivable. By doing so, since the player cannot clearly grasp whether the number of AT games has been added in the "advantageous BB state" or how many games have been added, it is possible to increase the player's interest in the unexpected addition effect that occurs without a clear cause during AT (a state where the push order navigation can occur). Still, in this example, the AT initial game number is configured to be set in the AT counter M60 in step 1754. However, the execution timing of the process of setting the AT initial game number is not limited to this example, and the AT initial game number may be configured to be set in the AT counter M60 at the timing of executing the AT state transition control process of step 1400 described above. Also, the number of games (AT initial game number) set in the AT counter M60 is configured to be subtracted when the game after BB ends (the state regarding AT is the "during-AT state") (subtraction does not start during BB).Further, the counter value of the AT counter M60 is configured to be stored in the storage area of the RAM of the main control board M.

[0109] Next, FIG. 30 is an AT state transition diagram in this embodiment. In this embodiment, there are 10 states related to AT, namely, "low probability state", "normal BB internal middle game", "normal BB state", "high probability state", "during AT state", "specialization precursor state", "overlay specialization state", "advantageous BB internal middle game", "advantageous BB state", and "state for resurrection performance determination". The states related to AT transition by satisfying the conditions indicated by the arrows in the figure. For example, if a watermelon B is won in the "during AT state" and a specialization state transition lottery with a winning probability of 1 / 2 is won, the state transitions to the "specialization precursor state". Also, if 10 games have elapsed (been completed) after transitioning to the "specialization precursor state", it is configured to transition to the "overlay specialization state". Note that as game sections, the states related to 3 ATs, namely, "low probability state", "normal BB internal middle game", and "normal BB state", are set as the "normal section", and the states related to 7 ATs, namely, "high probability state", "during AT state", "specialization precursor state", "overlay specialization state", "advantageous BB internal middle game", "advantageous BB state", and "state for resurrection performance determination", are set as the "advantageous section". That is, even if the states related to the 7 ATs that become the "advantageous section" transition, if 1500 games have elapsed without being set as the "normal section", the "advantageous section" is forcibly terminated and set as the "normal section". Also, when in the notification game state where the push order navigator is displayed, that is, in the "during AT state", "specialization precursor state", or "overlay specialization state", even if the replay 04 stops being displayed, the game state is maintained.

[0110] Note that as described above, when in the "during AT state", if the counter value of the AT counter M60 is 0 and the continuous lottery is not won, it becomes the "state for resurrection performance determination". If a resurrection lottery is won in the "state for resurrection performance determination", it can return to the "during AT state" again. On the other hand, if a resurrection lottery is not won in the "state for resurrection performance determination", it transitions to the "low probability state", and the "advantageous section" becomes the "normal section".

[0111] When winning the no - setting - difference BB (one type of BB - A or one type of BB - C) in the "high - probability state" with no setting difference, and the no - setting - difference BB activates and the "favorable BB state" ends, it transitions to the "during - AT state". Also, when winning the no - setting - difference BB (one type of BB - A or one type of BB - C) in the "during - AT state", and the no - setting - difference BB activates and the "favorable BB state" ends, it also transitions to the "during - AT state". In addition, when winning the no - setting - difference BB (one type of BB - A or one type of BB - C) in the "state for resurrection - eligibility presentation", and the no - setting - difference BB activates and the "favorable BB state" ends, it also transitions to the "during - AT state" (in order to win the resurrection lottery). Further, when winning the setting - difference BB (one type of BB - B) in the "state for resurrection - eligibility presentation", and the setting - difference BB activates and the "favorable BB state" ends, if the setting - difference BB is the winning number related to the single BB role (winning number 20), it becomes the "low - probability state" after the BB ends (because it does not win the resurrection lottery triggered by the setting - difference BB role), and if the setting - difference BB is the winning number overlapping with the rare role (winning numbers 21 - 23), it becomes the "during - AT state" after the BB ends (because it wins the resurrection lottery triggered by the rare role).

[0112] Also, when winning the setting - difference BB (one type of BB - B) in the "favorable section" and in the "high - probability state", and the setting - difference BB activates and the "favorable BB state" ends, it transitions to the "high - probability state".

[0113] Also, regarding the state related to the AT that transitions after the end of the "favorable BB state", when the BB won during the AT (in the "during - AT state", "pre - specialization state", "overlay - specialization state") ends (regardless of whether it is the setting - difference BB or the no - setting - difference BB), it transitions to the state related to the AT at the time of BB winning among the "during - AT state", "pre - specialization state" or "overlay - specialization state", and when the no - setting - difference BB won in the non - AT (the "high - probability state") ends, it transitions to the "during - AT state". Also, when the setting - difference BB won in the non - AT (the "high - probability state") ends, it transitions to the "high - probability state".

[0114] Furthermore, the state regarding AT is not limited to that of the present embodiment. For example, an AT lottery may be executed by winning a predetermined winning number in a "low probability state" or a "high probability state", and by winning the AT lottery, a transition to a "precursor state" may occur, followed by a transition to an "AT in progress state" after 16 to 32 games. Alternatively, in such a configuration, the AT lottery may be executed by winning the predetermined conditional device, and if the AT lottery is not won, a transition to a "false precursor state" may occur, followed by a transition to a "low probability state" or a "high probability state" after 16 to 32 games. Also, a "waiting interval" different from both an "advantageous interval" and a "normal interval" may be provided as a game interval. For example, in a game property where the AT lottery is executed by winning a "cherry", if a win occurs for "BB + cherry" where BB and cherry overlap, and the AT lottery is won, the state within BB until the "BB" of "BB + cherry" wins may be configured as the "waiting interval". In this way, by providing the "waiting interval", during the period until the symbol combinations of BB are complete (until the advantageous interval indicator lights up) when winning BB in the "low probability state" and not winning the AT lottery, and when winning BB in the "low probability state" and winning the AT lottery, the advantageous interval indicator YH is turned off, so it is possible to arouse the player's curiosity as to whether the player has won the AT lottery. Also, when BB wins in the "overlay specialization state", the "overlay specialization state" may be configured to resume after the end of the BB. In such a configuration, during the BB, a different AT overlay lottery may be executed for the BB won in the "overlay specialization state" than the BB won in the "AT in progress state" (for example, it is easier to win the AT overlay lottery than the BB won in the "AT in progress state", and the number of games per AT game number overlay is relatively large). Also, when BB wins in the "specialization precursor state", a transition to the "overlay specialization state" may be configured to occur after the end of the BB. In such a configuration, during the BB, the AT overlay lottery may be executed in the same manner as the BB won in the "overlay specialization state".

[0115] Next, FIG. 31 is a flowchart of the game section transition control process according to the subroutine of step 3500 in FIG. 18 in the present embodiment. First, in the present embodiment, there is a game section as a section related to the state of the game. As the game section, there are two game sections: a "normal section" that is relatively less profitable for the player, and an "advantageous section" that is relatively more profitable for the player. As an explanation of the flowchart, first, in step 3508, the CPU C100 of the main control board M determines whether the game section related to the game is the "normal section". If Yes in step 3508, in step 3510, the CPU C100 of the main control board M determines the game section for the subsequent games after the next game according to the state related to the current AT and the current game situation, and proceeds to step 3528. On the other hand, if No in step 3508, in other words, if the game section is the "advantageous section", in step 3514, the CPU C100 of the main control board M determines whether the counter value of the advantageous section remaining game number counter YKc-1 is 0, in other words, whether the maximum number of games for which the "advantageous section" can continue has been reached. If Yes in step 3514, in step 3515, the CPU C100 of the main control board M clears all the information related to the AT (thereby, the AT counter value becomes 0, and things such as the number of games staying in the "specialization precursor state" also become 0). On the other hand, if No in step 3514, in step 3518, the CPU C100 of the main control board M determines whether any advantageous section end condition is satisfied. Here, any advantageous section end condition is an end condition of the "advantageous section" other than the case where the counter value of the advantageous section remaining game number counter YKc-1 becomes 0. For example, it is the case where the AT counter value becomes 0, or the case where the push order navigator is executed a predetermined number of times, etc. If No in step 3518, that is, if any advantageous section end condition is satisfied, the process proceeds to step 3515. Thus, in the present embodiment, when the "advantageous section" ends and is set to the "normal section" for the subsequent games, all the information related to the AT (information related to the AT continuous game number, the remaining game number of the AT, etc.) is cleared, so that the conditions for becoming the "advantageous section" again in the subsequent "normal section" are not relaxed.As for the information related to the AT that is cleared by the process of step 3515 (process at the end of the advantageous section), there are the counter value of the remaining game number counter YKc-1 in the advantageous section, the flag indicating the game state, and the like. Also, although these pieces of information will be cleared by the RAM clear at the time of setting change, depending on the RAM clear at the time of setting change, information related to the "condition device related to the continuous operation device of accessory (BB)", "RT state", "stored number of medals", etc. will also be cleared, whereas depending on the process of step 3515 (process at the end of the advantageous section), information related to the "condition device related to the continuous operation device of accessory (BB)", "RT state", "stored number of medals", etc. will not be cleared. Thus, the RAM clear range at the time of setting change and the clear range at the end of the "advantageous section" (for example, when the process of step 3515 is executed) are different. Incidentally, it may be configured to hold the "condition device related to the continuous operation device of accessory (BB)" and the "RT state" by the RAM clear at the time of setting change. Also, the addresses of the range to be cleared at the end of the "advantageous section" are consecutive. Thus, the "advantageous section" ends. By making the addresses of the range to be cleared at the time of the end of the "advantageous section" consecutive, it is possible to clear with a simple process of designating the start address to be cleared and the range of addresses to be cleared at the time of the clear process. Also, when the "advantageous section" ends, a command indicating that the "advantageous section" has ended is transmitted from the main control board M to the sub-control board S. However, even if the sub-control board S receives the command, it is configured not to erase the game history such as the fact that it was the "advantageous section" and information related to how many games were executed in the "AT in state". However, when the RAM clear at the time of setting change is executed, the game history such as the fact that it was the "advantageous section" and information related to how many games were executed in the "AT in state" on the sub-control board S side will also be erased.

[0116] When the "advantage period" ends because the counter value of the remaining game number counter YKc-1 in the still-advantageous period becomes 0, (1) if the current state regarding the AT is the "high-probability state", the state regarding the AT in the next game becomes the "low-probability state"; (2) if the current state regarding the AT is the "advantageous BB internal middle game", the state regarding the AT in the next game becomes the "normal BB internal middle game"; (3) if the current state regarding the AT is the "advantageous BB state", the state regarding the AT in the next game becomes the "normal BB state"; (4) if the current state regarding the AT is the "during-AT state", "precursor specialization state", "overlay specialization state", or "state for resurrection performance determination", the state regarding the AT in the next game is configured to become the "low-probability state" (because the information related to the AT is cleared).

[0117] Next, in step 3516, the CPU C100 of the main control board M sets the game section after the next game to the "normal section". Next, in step 3517, the CPU C100 of the main control board M turns off the advantageous section indicator YH because the "advantageous section" has ended and proceeds to step 3528. Although it is configured to turn off the advantageous section indicator YH when the "advantageous section" ends and the "normal section" is set, the detailed timing of turning off is not limited to the timing of this embodiment. For example, it may be configured to turn off the advantageous section indicator YH when game medals related to the game in which the "advantageous section" ends and the "normal section" is entered are inserted. In other words, it suffices to configure it to turn off the advantageous section indicator YH before the start lever D50 for starting the next game is operated. On the other hand, if the answer is Yes in step 3518, in step 3520, the CPU C100 of the main control board M determines that the game section after the next game is the "advantageous section" and proceeds to step 3528.

[0118] Next, in step 3528, the CPU C100 of the main control board M determines whether it has been decided to newly set the "advantage section" in the next game (decided to set from the "normal section" to the "advantage section"). If the result in step 3528 is Yes, in step 3530, the CPU C100 of the main control board M sets a predetermined value in the remaining game count counter YKc-1 for the advantage section. Note that the predetermined value set in the remaining game count counter YKc-1 for the advantage section is a fixed numerical value common to all setting values (in this example, 1500). Next, in step 3534, the CPU C100 of the main control board M turns on the advantage section display YH and proceeds to the next process (the process in step 1293). Note that even if the result in step 3528 is No, the process also proceeds to the next process (the process in step 1293). In the present embodiment, the lighting process of the advantage section display YH is executed at the timing of step 3534. However, the lighting timing of the advantage section display YH is not limited to this. The lighting timing of the advantage section display YH may be appropriately set within the period from the operation timing of the start lever in the game before the new "advantage section" (the game in the "normal section") to the timing when game medals can be inserted in the game where the new "advantage section" starts (if the game before the new "advantage section" is a game related to a replay, up to the timing when the operation of the start lever in the game where the new "advantage section" starts becomes valid).

[0119] Next, FIG. 32 is a flowchart of the processing at the time of a timer interrupt related to the subroutine of step 1600 in the present embodiment. The processing of this subroutine starts to be executed when a timer interrupt is started in the processing of step 1040 or step 1104, and thereafter is configured to be periodically executed at a predetermined time interval (in this example, set as T, but for example, a time of about 2 ms is set).

[0120] First, in step 1602, the CPU C100 of the main control board M executes processing at the start of the interruption (for example, saving data held in registers within the CPU C100, checking the input port of the power-off detection signal, etc.). Next, in step 1604, the CPU C100 of the main control board M determines whether it is currently (in this interruption process) detecting a power-off or not. If the result in step 1604 is No, then in step 1900, the CPU C100 of the main control board M executes the power-off processing, which will be described later. On the other hand, if the result in step 1604 is Yes, then in step 1606, the CPU C100 of the main control board M starts timer measurement (update processing of various timers managed by software). Next, in step 1608, the CPU C100 of the main control board M generates input port data and stores the data (updates the storage area for each input port data within the RAM area). Here, the input port data refers to information related to the detection of the settlement button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power-off detection signal, input acceptance sensor D10s, first input sensor D20s, second input sensor D30s, first payout sensor H10s, second payout sensor H20s, etc. (that is, the presence or absence of operations on these operating members and the sensor detection status are sampled at the interruption interval T).

[0121] Next, in step 1610, the CPU C100 of the main control board M refers to the input port data in the RAM area, and according to the sampling results of each input port data, switches the on / off states of the door switch flag and the setting key switch flag (for example, when the switch state of the door switch D80 is continuously on over multiple samplings, the door switch flag can be turned on to detect that the front door DU is in the open state without being affected by noise). Next, in step 6100, the CPU C100 of the main control board M executes the reel barrel drive control process for all reels (left reel M51, middle reel M52, right reel M53) (which is a process related to the control of the drive of the reel M50, and the details will be described later). Next, in step 1612, the CPU C100 of the main control board M refers to the AT counter M60 and determines whether the counter value is greater than 0. If Yes in step 1612, in step 1613, the CPU C100 of the main control board M displays the remaining AT game number (AT game number) on the AT counter value display device D280 and proceeds to step 1614. Incidentally, even if No in step 1612, it also proceeds to step 1614. Incidentally, if the main control board M does not include the AT counter value display device D280 controlled thereby, the processes of step 1612 and step 1613 are unnecessary. Next, in step 1614, the CPU C100 of the main control board M outputs the output data to the output port. Here, the output data is data for driving the reel M50, the blocker D100, etc. Next, in step 1616, the CPU C100 of the main control board M determines whether all error flags are off (not shown, but all flags related to errors such as the input medal reverse flow error flag, the input number error flag, the input medal retention error flag, the input abnormality error flag, the payout abnormality error flag, the payout medal retention error flag, the door switch flag, etc. are all off). If Yes in step 1616, in step 1618, the CPU C100 of the main control board M sets an error undetected command (a command to the sub side, which is a command indicating that no error has been detected) (for example, set it in the register area) and proceeds to step 1622.On the other hand, if the answer is "No" in step 1616, in step 1620, the CPU C100 of the main control board M sets an error detection command (a command to the sub side indicating that an error has been detected) (for example, sets it in the register area) and proceeds to step 1622. Incidentally, in step 1620, information related to the error corresponding to the error flag that is on (the currently occurring error) is configured to be transmitted to the sub side. Also, the error non-detection command may be set only when the error is released from the state where the error has occurred (only when it is determined that the flag has been turned off), or the setting process of the information may not be executed when no error is detected (step 1618 may be omitted). Further, the error detection command may execute the setting process only when an error occurs from the state where no error has occurred, or may execute the setting process when the type of error changes, such as from the occurrence of a first error (for example, inserted medal retention error) to the occurrence of a second error (for example, paid-out medal retention error).

[0122] Next, in step 1622, the CPU C100 of the main control board M transmits a control command (sub-side command) (for example, if it is set in the register area in step 1618 or step 1620, the set control command will be transmitted). Here, as the commands to be transmitted to the sub-control board S, there are commands related to the start lever operation timing (transmitted immediately after the start lever is operated), commands related to the first reel stop reception timing (transmitted immediately after operating the stop button as the first stop), commands related to the second reel stop reception timing (transmitted immediately after operating the stop button as the second stop), commands related to the third reel stop reception timing (transmitted immediately after operating the stop button as the third stop), commands transmitted immediately after all reels have stopped, commands related to the stop timing of the stop display symbol (transmitted immediately after operating the stop button as the display symbol stop), commands related to winning and replay winning information (transmitted immediately after the start lever is operated (only within the advantageous section)), commands related to bonus winning information (transmitted immediately after the start lever is operated), commands related to the RT state (transmitted between when all reels have stopped and the next game starts), commands related to the state regarding AT (transmitted between when all reels have stopped and the next game starts), high probability guarantee counter value commands (transmitted immediately after the start lever is operated), commands related to the remaining number of games of AT (transmitted between when all reels have stopped and the next game starts, or immediately after the start lever is operated), commands related to the game section (transmitted between when all reels have stopped and the next game starts), etc. Next, in step 1624, the CPU C100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the rotary gaming machine P to an external hall computer, etc.). Note that although not shown, information related to errors output by the external signal includes door opening error, input abnormality error, payout abnormality error, input reception sensor retention error, etc. The door opening error is configured to be an error when the front door DU is opened and the door switch flag is on, and the input reception sensor retention error is configured to be an error when the input reception sensor detects the retention of game medals.Next, in step 1626, the CPU C100 of the main control board M outputs output data of an LED (such as a 7-segment LED lamp, etc.) (for example, among a plurality of 7-segment LED units, a predetermined 7-segment LED unit is lit and a predetermined segment of the 7 segments is lit) (so-called dynamic lighting). Next, in step 1628, the CPU C100 of the main control board M executes a lighting mode of the LED (for example. , changing the lighting color of the LED). Note that step 1628 may not be executed. Next, in step 1630, the CPU C100 of the main control board M executes a soft random number management process (such as an update process of a random number value managed by software, etc.). Next, in step 1632, the CPU C100 of the main control board M acquires internal information register data (there is an area in the internal information register where an abnormal flag bit is set when an abnormality occurs in the random number generation circuit). Next, in step 1634, the CPU C100 of the main control board M determines whether the frequency of the random number update clock is normal (whether the abnormal flag bit indicating the frequency abnormality is not set). Specifically, an abnormal flag bit is set when the frequency of the random number update clock falls below a predetermined value. If Yes in step 1634, in step 1636, the CPU C100 of the main control board M determines whether the update state of the built-in random number is normal (whether the abnormal flag bit indicating the update state abnormality is not set). If Yes in step 1636, in step 1638, the CPU C100 of the main control board M executes an interrupt end process and proceeds to the next process (the process of step 1602). On the other hand, if No in step 1634 or step 1636, in step 1640, the CPU C100 of the main control board M sets an internal random number error display (for example, sets an error number in the register area). Next, in step 1300, the CPU C100 of the main control board M executes the non-returnable error process described above.

[0123] Next, FIG. 33 is a flowchart of the drum drive control process according to the subroutine of step 6100 in FIG. 32 in this embodiment. Note that in this process, the process for one reel is illustrated, but it should be supplemented that the processes corresponding to the left reel M51, the middle reel M52, and the right reel M53 are executed. First, in step 6102, the CPU MC of the main control board M determines whether the timing for starting the standby state for reel rotation (for example, the timing after the execution of the process in step 1564 in FIG. 25) has been reached. If Yes in step 6102, in step 6104, the CPU MC of the main control board M updates the reel drive state to the standby state for reel rotation and proceeds to step 6106. On the other hand, even if No in step 6102, the process proceeds to step 6106.

[0124] Next, in step 6106, the CPU MC of the main control board M determines whether the timing for starting the reel acceleration state (the timing when the standby state for reel rotation ends and the acceleration process of the reel starts to be executed, for example, the execution timing of the process in step 1260 in FIG. 18) has been reached. If Yes in step 6106, in step 6108, the CPU MC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6110, the CPU MC of the main control board M executes the reel acceleration process and proceeds to step 6112. Note that when the reel is stopped, the rotation of the reel will start by this process. On the other hand, even if No in step 6106, the process proceeds to step 6112.

[0125] Next, in step 6112, the CPU MC of the main control board M determines whether the current reel driving state is the reel acceleration state. If it is Yes in step 6112, in step 6114, the CPU MC of the main control board M determines whether the end timing of the reel acceleration state (for example, the timing when all the interrupt processes for the "number of interrupt executions" in the reel acceleration state in FIG. 35 described later have been executed) has been reached. If it is Yes in step 6114, in step 6116, the CPU MC of the main control board M updates the reel driving state to the reel constant speed state. Next, in step 6118, the CPU MC of the main control board M executes the reel constant speed maintenance process and proceeds to step 6120. Incidentally, even if it is No in step 6112 or step 6114, it also proceeds to step 6120.

[0126] Next, in step 6120, the CPU MC of the main control board M determines whether the current reel driving state is the reel constant speed state. If Yes in step 6120, in step 6122, the CPU MC of the main control board M determines whether the reel sensor has detected the index provided on the reel (the reel corresponding to the processing of this subroutine) since the reel constant speed state (since the processing of step 6116 was executed). Here, although not shown, each reel is provided with one (or two or more) index. The index is provided convexly, for example, on the circumferential side surface of the reel, and is used when detecting whether the reel has passed a predetermined position or whether it has rotated once. And each index is detected by the reel sensor. The signal of the reel sensor is electrically connected to the main control board M. And when the reel sensor detects (cuts) the index, its input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If Yes in step 6122, it is determined that the rotation speed of the reel has become constant speed, and the process proceeds to step 6130. On the other hand, if No in step 6122, in step 6124, the CPU MC of the main control board M determines whether a predetermined time (for example, the time value for executing the interrupt process 400 times) has elapsed since the reel driving state became the reel constant speed state. If No in step 6124, it is determined that the rotation speed of the reel has become constant speed, and the process proceeds to step 6130. Thus, in this example, it is configured to be able to determine whether the reel rotation speed has become normal constant speed by the reel sensor detecting the index within a predetermined time since the reel driving state became the reel constant speed state. Note that the predetermined time in this example is the time value for executing the interrupt process 400 times (configured to be able to rotate 400 steps with 400 interrupt processes), and is longer than the time for the reel to rotate once (one turn) when the reel rotation speed is constant speed (for example, one rotation of the reel is 336 steps, and the time value for executing the interrupt process 336 times).By configuring in this way, no matter how far the distance between the index and the reel sensor at the timing when the reel driving state becomes the constant speed state (the distance until the index is detected by the reel sensor as the reel rotates) is, when the reel rotation speed is constant, the reel sensor can detect the index within the predetermined time (the time value for executing the interrupt process 400 times) after the reel driving state becomes the reel constant speed state.

[0127] Returning to the description of the flowchart, if it is Yes in step 6124, in step 6126, the CPU MC of the main control board M updates the reel driving state to the reel acceleration state. Next, in step 6128, the CPU MC of the main control board M executes the reel re-acceleration process and proceeds to the process of step 6130. Thus, in this example, if the reel sensor does not detect the index within the predetermined time (for example, the time value for executing the interrupt process 400 times) after the reel driving state becomes the reel constant speed state, the reel driving state is updated to the reel acceleration state again and the reel re-acceleration process (the excitation mode of the stepping motor is the same as that of the reel acceleration process) is configured to be executed. Incidentally, even if it is No in step 6120, the process of step 6130 will be proceeded to. Incidentally, the reel re-acceleration process does not necessarily have to be the same process as the aforementioned reel acceleration process, and the combination of phases to be excited by the stepping motor and the number of times of executing the interrupt process for each combination of phases to be excited may be made different between the reel re-acceleration process and the reel acceleration process.

[0128] Next, FIG. 34 is a flowchart of the reel rotation stop process according to the subroutine of step 6200 in FIG. 32 in the present embodiment. First, in step 6106, the CPU MC of the main control board M determines whether or not it has reached the reel deceleration standby state start timing (the timing when the reel constant speed state ends, for example, it is determined that the reel deceleration standby state start timing has occurred when the stop button is operated). If Yes in step 6130, in step 6132, the CPU MC of the main control board M updates the reel drive state to the reel deceleration standby state and proceeds to step 6134. On the other hand, even if No in step 6130, it also proceeds to step 6134.

[0129] Next, in step 6134, the CPU MC of the main control board M determines whether the current reel drive state is the reel deceleration standby state. If Yes in step 6136, the CPU MC of the main control board M determines whether or not it has reached the reel deceleration standby state end timing (the timing to start executing the reel deceleration process). If Yes in step 6136, in step 6138, the CPU MC of the main control board M starts the deceleration of the reel (reel deceleration process). Next, in step 6140, the CPU MC of the main control board M updates the reel drive state to the reel deceleration state and proceeds to the process of step 6142. Incidentally, even if No in step 6134 or step 6136, it also proceeds to the process of step 6142.

[0130] Next, in step 6142, the CPU MC of the main control board M determines whether the current reel drive state is the reel deceleration state. If Yes in step 6142, in step 6144, the CPU MC of the main control board M determines whether or not it has reached the reel deceleration state end timing (the timing to end the execution of the reel deceleration process). If Yes in step 6144, in step 6146, the CPU MC of the main control board M updates the reel drive state to the reel stop state and proceeds to the next process (the process of step 1612). Incidentally, even if No in step 6142 or step 6144, it also proceeds to the next process (the process of step 1612).

[0131] Next, with reference to FIG. 35, the rotation operation of the reel M50 of the rotary gaming machine according to this example will be described in detail. The rotary gaming machine according to this example starts the rotation of the stepping motor based on the operation of the start lever D50, and when the rotation speed of the reel reaches a constant speed, hereinafter, it maintains the constant speed (when the reel drive state becomes the reel constant speed state, the reel constant speed maintenance process is executed, but there may be cases where the rotation speed has not actually reached the constant speed). Then, when any stop button is operated, stop control is performed on the reel (stepping motor) corresponding to the operated stop button. Here, the stepping motor is a four-phase stepping motor having four phases Φ0, Φ1, Φ2, Φ3 (it is not a problem even if it is not a four-phase stepping motor), and rotation control is performed by switching the phases to be excited and exciting the stepping motor with one or two phases. That is, the stepping motor can be rotated in the forward direction by cyclically changing the drive pulse data (the combination of phases to be excited). In the figure, among Φ0 to Φ3, what indicates which phase is to be excited is shown in the column of "phase to be excited" (details will be described later).

[0132] Also, as shown in the "reel rotation speed image" in the upper part of the figure, the drive state from when the stepping motor starts rotating until it stops is divided into six, and the stepping motor is drive-controlled according to the drive pattern corresponding to each drive state. Here, the drive states include a "reel stop state", a "reel rotation start standby state", a "reel acceleration state", a "reel constant speed state", a "reel deceleration standby state", and a "reel deceleration state". Note that in the "reel rotation speed image", the vertical axis represents the reel rotation speed and the speed increases upward, and the horizontal axis represents time and time elapses to the right. Also, an example shown in the figure illustrates the case where no reel rotation failure has occurred. This is not the case when a reel rotation failure occurs due to factors such as pressing the reel by hand or demodulation (the case of a reel rotation failure will be described later).

[0133] The "reel stop state" is when the reel stops It indicates the current state. When in the "reel stop state", the reel is in a stationary state and none of the four phases of the stepping motor are energized.

[0134] Next, in the situation of the "reel stop state", based on the operation of the start lever D50 at the timing of (1) in the figure, the reel drive state is updated to the "reel rotation start standby state". Here, the "reel rotation start standby state" indicates a state of waiting until the acceleration process (reel acceleration process) of the stepping motor is started after the start lever D50 is operated. This waiting period is the period until the reel drive state transitions from the "reel stop state" to the "reel acceleration state". For example, if the time since the drive state of the reel became the "reel acceleration state" in the previous game is measured and the start lever D50 related to this game is operated before the minimum game time (about 4.1 seconds) has elapsed, the "reel rotation start standby state" is entered.

[0135] Next, at the timing of (2) in the figure, the reel driving state is updated from the "reel rotation start standby state" to the "reel acceleration state". Here, the "reel acceleration state" is a state in which the reel is accelerated to reach a constant speed from a stationary state. In this example, when the timer interrupt process is executed 220 times ("100 + 60 + 30 + 15 + 8 + 4 + 2 + 1 = 220", refer to the number of interrupt executions in the reel acceleration state at the lower left of the figure), the acceleration state ends (the reel driving state is updated to the "reel constant speed state"). Next, at the timing of (3) in the figure, in other words, at the timing when the "reel acceleration state" ends by executing the timer interrupt process one more time, the reel rotation speed reaches a constant speed. Note that at this timing, the reel driving state remains in the "reel acceleration state". Next, at the timing of (4) in the figure, since the timer interrupt process has been executed 220 times after the reel driving state is updated from the "reel rotation start standby state" to the "reel acceleration state", the reel driving state is updated to the "reel constant speed state". Thus, in this example, after the reel rotation speed reaches a constant speed, for one timer interrupt process, the reel driving state remains in the "reel acceleration state". In other words, for the combination of phases "φ3, φ0" which is the combination of the last excited phases in the "reel acceleration state", the interrupt process is configured to be executed only once, and it has the same excitation mode as the "reel constant speed state" where the interrupt process is executed once for each combination of excited phases (when no abnormal rotation of the reel occurs). By configuring it in this way, the acceleration process until the reel rotation speed reaches a constant speed can be stably executed.

[0136] Here, the lower part of the figure is the "step motor excitation image". In this figure, the step motor excitation image when the reel driving state is the "reel acceleration state" and the step motor excitation image when the reel driving state is the "reel constant speed state" are illustrated. First, the step motor excitation image when the reel driving state is the "reel acceleration state" will be described in detail with reference to the lower left part of the figure. Note that the "phase to be excited" is the combination of phases to be excited, and the "number of interrupt executions" indicates the number of times the interrupt process that will be executed with that combination of phases to be excited. In this example, when executing the reel acceleration process, the step motor (stepping motor) is configured to be excited for 220 times of timer interrupt processing, and the interrupt process is executed as follows: (KA) 100 times with "φ0" → (KB) 60 times with "φ0, φ1" → (KC) 30 times with "φ1" → (KD) 15 times with "φ1, φ2" → (KE) 8 times with "φ2" → (KF) 4 times with "φ2, φ3" → (KG) 2 times with "φ3" → (KH) 1 time with "φ3, φ0". That is, the interrupt process is executed to excite the step motor (stepping motor) (the number of interrupt executions is just an example and can be changed without problem). Thus, in this example, when executing the reel acceleration process, the number of times the interrupt process is executed with one combination of phases to be excited is gradually decreased.

[0137] Next, the step motor excitation image when the reel drive state is the "reel constant speed state" will be described in detail with reference to the lower right part of the figure. In this example, when in the reel constant speed state (when executing the reel constant speed maintenance process), (TA) an interrupt process is executed once at "φ0" → (TB) an interrupt process is executed once at "φ0, φ1" → (TC) an interrupt process is executed once at "φ1" → (TD) an interrupt process is executed once at "φ1, φ2" → (TE) an interrupt process is executed once at "φ2" → (TF) an interrupt process is executed once at "φ2, φ3" → (TG) an interrupt process is executed once at "φ3" → (TH) an interrupt process is executed once at "φ3, φ0" → (TA) an interrupt process is executed once at "φ0" → (TB) an interrupt process is executed once at "φ0, φ1" → ···, and so on. (TA) to (TG) are repeatedly executed once each for the interrupt process to excite the step motor (stepping motor). Thus, in this example, when executing the reel constant speed maintenance process, the number of times the interrupt process is executed for each combination of phases to be excited is all set to once.

[0138] Next, in the situation where the reel drive state is the "reel constant speed state", at the timing of (5) in the figure, the stop button corresponding to any of the reels is operated, and the reel drive state is updated to the "reel deceleration standby state". Here, the "reel constant speed state" is a state where the rotation speed of the reel is at a constant speed (a state where the combination of phases to be excited is switched for each interrupt process), and the "reel deceleration standby state" is the state from when the stop button is operated by the player until the start of stop control (in the reel deceleration standby state, slippage of the reel corresponding to the number of slip frames occurs). The period of this drive state is determined based on the operation timing of the stop button.

[0139] Next, at the timing of (6) in the figure, the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state", and the deceleration of the reel is started. When the reel drive state is updated from the "reel deceleration standby state" to the "reel deceleration state", a specific phase of the stepping motor is continuously excited for a predetermined time to stop the rotation of the reel. As an example, 4-phase excitation in which all four phases are excited is performed. Then, when the excitation is performed for a predetermined time, at the timing of (7) in the figure, the reel drive state is updated from the "reel deceleration state" to the "reel stop state", and the reel stops.

[0140] As described above, in the spinning reel gaming machine according to this example, when the reel sensor does not detect an index within a predetermined time (for example, the time value for executing the interrupt process 400 times) after the reel driving state becomes the reel constant speed state, the reel driving state is updated to the reel acceleration state again, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as that of the reel acceleration process) is configured to be executed. Therefore, when the reel driving state is the reel acceleration state, in other words, during the execution of the reel acceleration process, it is not determined whether the acceleration of the reel is normally executed. Further, whether the acceleration of the reel is normally performed, in other words, whether the reel has reached a constant speed (whether there is no reel rotation failure) is determined by the process of step 6124 (determined after a predetermined time has elapsed since the reel driving state was updated to the reel constant speed state). However, in the process of step 6124, if it is determined that the reel has not reached a constant speed (there is a reel rotation failure) because the reel sensor did not detect an index, the reel re-acceleration process is executed, that is, the reel acceleration process is configured to be executed again from the beginning. In this way, by configuring not to determine whether the acceleration of the reel is normally executed during the execution of the reel acceleration process, even if a reel rotation failure occurs during the execution of the reel acceleration process, and then the reel rotation failure is eliminated, and the remaining reel acceleration process until the execution of the reel acceleration process is completed can reach the constant speed of the reel rotation speed, the reel sensor detects an index before a predetermined time elapses after the reel driving state is updated to the reel constant speed state, so that the reel constant speed maintenance process is executed without executing the re-acceleration process, and the execution of the reel re-acceleration process can make it difficult for a situation where the player cannot progress the game (cannot operate the stop button) to occur. Further, by configuring not to execute a process for determining whether the acceleration of the reel is normally executed during the execution of the reel acceleration process, the amount of data required for the process related to the rotation of the reel can be reduced. Since it is configured in this way, when a reel rotation failure occurs while the spinning reel gaming machine according to this example is executing the reel acceleration process, it will act as follows.

[0141] <Function 1> It is configured to operate as follows: the rotation of the reel starts → the reel driving state is updated to the reel acceleration state → the reel acceleration process is executed → the execution of the reel acceleration process ends → the reel driving state is updated to the reel constant speed state → the reel constant speed maintenance process is executed → a reel rotation failure occurs during the execution of the reel constant speed maintenance process → the reel rotation failure is detected → the reel re-acceleration process is executed. Note that the reel rotation failure refers to a case where the rotation of the reel is inhibited by a member provided near the reel such as the reel window D160 (e.g., the reel rubs against the reel window D160), or detuning occurs, etc., and the acceleration of the reel is not executed normally. In this way, by configuring to execute the reel re-acceleration process even when a reel rotation failure occurs during the execution of the reel constant speed maintenance process, the game can proceed smoothly.

[0142] <Function 2> It is configured to operate as follows: the rotation of the reel starts → the reel driving state is updated to the reel acceleration state → the reel acceleration process is executed → a reel rotation failure occurs during the execution of the reel acceleration process → the reel acceleration process is continued → the execution of the reel acceleration process ends → the reel driving state is updated to the reel constant speed state → the reel constant speed maintenance process is executed → the reel rotation failure is detected → the reel re-acceleration process is executed. In this way, by configuring to execute the reel re-acceleration process when a reel rotation failure occurs during the execution of the reel acceleration process and also when the reel rotation failure is detected later, the game can proceed smoothly. Also, as described above, even when a reel rotation failure occurs during the execution of the reel acceleration process, the reel acceleration process is continued, and the execution of the reel acceleration process ends when the reel acceleration process is executed for the same number of interruptions as when no reel rotation failure occurs. By configuring in this way, it is possible to configure such that the rotational speed of the reel easily reaches a constant speed without executing the reel re-acceleration process when a reel rotation failure occurs immediately after the start of the execution of the reel acceleration process, etc.

[0143] <Function 3> The rotation of the reel starts → Update the reel drive state to the reel acceleration state → Execute the reel acceleration process → Execute the power-off process during the execution of the reel acceleration process → Resume after power-off → Continue to execute the reel acceleration process (execute the unprocessed reel acceleration process) → A reel rotation failure occurs during the execution of the reel acceleration process → Continue to execute the reel acceleration process (execute the unprocessed reel acceleration process) → The execution of the reel acceleration process ends → Update the reel drive state to the reel constant speed state → Execute the reel constant speed maintenance process → Detect a reel rotation failure → Execute the reel re-acceleration process It is configured to be able to act as described above. In this way, even when the power-off process is executed during the execution of the reel acceleration process, the reel acceleration process is continued after the power is restored, and then the reel drive state is updated to the reel constant speed state, and if the reel sensor does not detect the index within a predetermined time after that, by executing the reel re-acceleration process, the game can proceed smoothly. Also, the reel When the power-off process is executed during the execution of the reel acceleration process, after the power is restored, the reel acceleration process is continued, and then if the reel sensor detects the index within a predetermined time after the reel drive state is updated to the reel constant speed state, the reel re-acceleration process is not executed. By configuring it in this way, it is possible to make it difficult for a situation where the player cannot proceed with the game (cannot operate the stop button) due to the reel re-acceleration process to occur. Note that the power-off process may be referred to as the power-off time process.

[0144] <<Actions after operating the final stop button>> The rotating reel gaming machine according to this example is configured such that when the final stop button (the third stop button) is operated and the final reel (the reel that rotates until the end and is also referred to as the third reel) stops and the winning symbol combination is stopped and displayed, the payout of game medals can be executed. However, as an action regarding the payout of game medals, it may be configured as follows.

[0145] As a game that wins a winning role, the rotation of the reels starts → the reel driving state is updated to a constant speed state → a constant speed state maintenance process is executed → the reception of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is received) → the reel driving state is updated to a reel deceleration state → a power failure occurs → the third reel moves (rotates) to the stop display position → a power failure is detected → a power failure handling process is executed → the power is restored → a symbol combination corresponding to the winning role is stopped and displayed on the reel → a process related to the payout of game medals is executed. It may be configured to act as described above. By configuring it in this way, in a game that wins a minor role that can be won regardless of the operation timing of the stop button when winning a winning role such as the common bell described above, even when a power failure occurs due to a power outage at the game arcade immediately after receiving the stop operation of the third stop button, regardless of the stop scheduled position of the third reel (even when the number of sliding frames is the maximum), it can be configured such that the movement (rotation) to the stop scheduled position is completed before detecting the power failure. Also, when a symbol combination (for example, the common bell) that constitutes the winning role is stopped and displayed after the power is restored, the payout of game medals can be executed normally, and it can be configured such that it is difficult for the player to suffer disadvantages.

[0146] <Function 2> As a game that has won a winning combination, the rotation of the reels starts → the reel driving state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is received) → the reel driving state is updated to the reel deceleration state → a reel rotation failure occurs → the third reel cannot move (rotate) to the stop planned position as seen by the player → although the symbol combination corresponding to the winning combination is not stopped and displayed on the reel as seen by the player, in the determination process of step 1269, it is determined that the symbol combination is normal (this is the case when it is determined that the stop control of the reel based on the operation of the stop button has been completed normally. For example, in a game where the bell combination has won, although the symbol combination corresponding to the bell combination, which is the winning combination, is not stopped and displayed on the reel as seen by the player, the stop control for causing the symbol combination corresponding to the bell combination to be stopped and displayed is normally executed by the internal processing of the gaming machine corresponding to the player's operation of the stop button) → the process related to the payout of game medals is executed. It may be configured to act as described above. By configuring it in this way, even if a reel rotation failure occurs immediately after receiving the stop operation of the third stop button and the symbol combination corresponding to the winning combination is not stopped and displayed on the reel as seen by the player, the gaming machine internally selects the winning combination and, at the timing when the symbol combination corresponding to the winning combination can be stopped and displayed, accepts the operation of the stop button corresponding to each reel (left reel, middle reel, right reel). When the stop control for causing the symbol combination corresponding to the winning combination to be stopped and displayed is normally executed, the payout of game medals can be executed, and it can be configured so that it is difficult for the player to suffer a disadvantage. Note that the timing at which the reel rotation failure occurs is not limited to the above example. It is applicable to all cases where a reel rotation failure occurs during the period from when the second reel stops and is displayed to when the process related to the payout of game medals is executed, and as a result, the reel corresponding to the third stop cannot stop at the stop planned position (it is also applicable to the functions related to the reel rotation failure exemplified below). Note that in the above Function 2, the operation in the game that has won a winning combination is exemplified.That is, when there is no problem with the reel rotation, the following operations will occur (in other operations, it may be configured to have the same operations when there is no rotation problem or power failure). As the winning game, the rotation of the reel starts → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the acceptance of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is accepted) → the reel drive state is updated to the reel deceleration state → the third reel moves to the stop position as seen by the player → the symbol combination corresponding to the winning combination is stopped and displayed on the reel as seen by the player, and in the determination process of step 1269, it is determined that the symbol combination is normal → the process related to the payout of the game medals is executed. In addition, as the winning combination in the operations described above or below, it may be a winning combination that can win regardless of the operation timing of the stop button in the winning game (for example, common bell), or a winning combination that may or may not win depending on the operation timing of the stop button in the winning game (for example, watermelon A, watermelon B, cherry). Also, in a game where a predetermined winning combination is won in a predetermined game state, when there is no reel rotation problem or power failure and the symbol combination corresponding to the predetermined winning combination stops and is displayed, if it is configured to execute the backlight effect (sometimes referred to as the backlamp effect) corresponding to the predetermined winning combination as a blinking effect of the reel backlight (sometimes referred to as the backlamp), then in the game where the predetermined winning combination is won in the predetermined game state, even when a reel rotation problem occurs and the symbol combination corresponding to the predetermined winning combination does not stop and is displayed, it may be configured to execute the backlamp effect corresponding to the predetermined winning combination.In addition, in this operation, although the case where the reel corresponding to the third stop could not stop at the planned stop position was exemplified, the present invention is not limited to this, and it may be applied when the reel corresponding to the first stop could not stop at the planned stop position due to poor reel rotation, or when the reel corresponding to the second stop could not stop at the planned stop position due to poor reel rotation (the same applies to other operations).

[0147] <Function 3> As a game that has won a winning combination, the rotation of the reels starts → the reel driving state is updated to a constant speed state → the constant speed state maintenance process is executed → the reception of the stop button becomes effective → the first stop button is operated as the stop operation of the first reel → the first reel stops and is displayed → the second stop button is operated as the stop operation of the second reel → the second reel stops and is displayed → a power failure occurs and the stable supply of power to the gaming machine stops → the third stop button is operated as the stop operation of the third reel (the operation of the third stop button is received) → the reel driving state is updated to the reel deceleration state → a power failure is detected → the power failure processing is executed → the third reel cannot move (rotate) to the stop planned position as seen by the player → although the symbol combination corresponding to the winning combination is not stopped and displayed on the reel as seen by the player, in the determination process of step 1269, it is determined that the symbol combination is normal (this is the case when it is determined that the stop control of the reel based on the operation of the stop button has been completed normally. For example, in a game where the bell combination has won, although the symbol combination corresponding to the bell combination, which is the winning combination, is not stopped and displayed on the reel as seen by the player, the stop control for causing the symbol combination corresponding to the bell combination to be stopped and displayed is executed normally by the processing inside the gaming machine corresponding to the operation of the stop button by the player) → the process related to the payout of game medals is executed. It may be configured to act as described above....

Claims

【Claim 1】 A gaming machine comprising: a reel; a stop switch; and a start switch, is configured to determine a lottery result based on an operation of the start switch, is configured to output counting notification information to the outside of the gaming machine, is configured to output hall control fraud monitoring information to the outside of the gaming machine at each first period, is configured to output gaming machine installation information to the outside of the gaming machine at each second period, is configured to output gaming machine performance information to the outside of the gaming machine at each third period, wherein the counting notification information includes information on the counted points, wherein the hall control fraud monitoring information includes information on the total obtained points, wherein the gaming machine installation information includes information on the ID number of the main control chip, wherein the gaming machine performance information includes information on the total input points since the power was turned on, wherein the gaming machine performance information includes information on the total awarded points since the power was turned on, is configured such that the gaming machine installation information is output at a first timing when the first period and the second period overlap, and the hall control fraud monitoring information may be output at a second timing after the first period has elapsed from the first timing, is configured such that the gaming machine installation information is output at a third timing when the first period, the second period, and the third period overlap, and the gaming machine performance information may be output at a fourth timing after the first period has elapsed from the third timing characterizes the gaming machine.

Citation Information

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