gaming machines

The gaming machine's component arrangement with precise lead wire angles and printed information enhances player engagement and enjoyment by offering a more visually appealing and interactive experience.

JP7795106B2Active Publication Date: 2026-01-07SAMMY CORPORATION
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Patent Information

Application Number
JP2022116872
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-22
Publication Date
2026-01-07
Estimated Expiration
2042-07-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements to increase player engagement and enjoyment.

Method used

The gaming machine features a specific configuration of components with lead wires arranged at precise angles and strengths, along with printed component information, enhancing the visual and operational interest.

Benefits of technology

This configuration increases player engagement and enjoyment by providing a more visually appealing and interactive 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 increase the interest of a game.SOLUTION: A game machine includes notification means for notifying a player of game value imparting operation information indicating information regarding the operation of a stop switch to obtain a game result for which a game value provided for use in a game is to be imparted. The game machine also includes an advantageous section in which notification of the game value imparting operation information can be performed. The advantageous section ends when the difference between the game value imparted during the advantageous section and the game value provided for use in the game becomes a predetermined value or more. In the advantageous section, after the predetermined number of games has elapsed, the probability of notification of the game value imparting operation information by the notification means is increased so that the game value imparted during the advantageous section is larger than the game value provided for use in the game. Then, after the game value imparted during the advantageous section for the game value provided for use in the game reaches a predetermined value, the probability of notification of the game value imparting operation information by the notification means is controlled so as to maintain the predetermined value.SELECTED DRAWING: Figure 153
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Description

[Technical Field]

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

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

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-144015 Summary of the Invention [Problem to be solved by the invention]

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

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

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

[0007] The gaming machine according to the present invention comprises: a main body member formed in a box shape having an opening, a door member attached to the main body member by a hinge mechanism so as to be able to open and close, and a predetermined substrate having a first surface portion on which a plurality of types of components are arranged and a second surface portion to which lead wires of the plurality of types of components are soldered, wherein the plurality of types of components include a first component, a second component having the same performance as the first component, a third component having a performance different from that of the first component, and a fourth component having a performance different from that of the first component, the second component, and the third component, and the first component has lead wires 1a and 1b, The second component has lead wires 2a and 2b, the third component has lead wires 3a and 3b, and the fourth component has a plurality of lead wires 4, the lead wire 1a of the first component is inserted into a through hole 1c of the predetermined board from the first surface side, the lead wire 1b of the first component is inserted into a through hole 1d of the predetermined board from the first surface side, an imaginary line segment connecting the through hole 1c and the through hole 1d is defined as a predetermined imaginary line segment 1, and the lead wire 1a protruding from the second surface portion forms a plane with the second surface portion when the predetermined board is in a predetermined orientation. When viewed from above, the lead wire 1b protruding from the second surface portion forms an angle of n1 degrees with respect to the predetermined imaginary line segment 1 when the second surface portion is viewed from above with the predetermined board in a predetermined orientation, the lead wire 2a of the second component is inserted into a through hole 2c of the predetermined board from the first surface portion side, the lead wire 2b of the second component is inserted into a through hole 2d of the predetermined board from the first surface portion side, a virtual line segment connecting the through hole 2c and the through hole 2d is defined as a predetermined virtual line segment 2, the lead wire 2a protruding from the second surface portion forms an angle of n3 degrees with respect to the predetermined imaginary line segment 2 when the second surface portion is viewed from above with the predetermined board in a predetermined orientation, the lead wire 2b protruding from the second surface portion forms an angle of n4 degrees with respect to the predetermined imaginary line segment 2 when the second surface portion is viewed from above with the predetermined board in a predetermined orientation, the lead wire 3a of the third component is inserted into a through hole 3c of the predetermined board from the side of the first surface portion, and the lead wire 3b of the third component is inserted into a through hole 3d of the predetermined board from the side of the first surface portion,a virtual line segment connecting the through hole 3c and the through hole 3d is defined as a predetermined virtual line segment 3, and the lead wire 3a protruding from the second surface portion forms an angle of n5 degrees with respect to the predetermined virtual line segment 3 when the second surface portion is viewed in a plan view with the predetermined board in a predetermined orientation, the n1 degree and the n3 degree are substantially the same angle, the n2 degree and the n4 degree are substantially the same angle, and the n1 degree and the n5 degree are different angles, predetermined component information is printed on the first surface portion, and in a state where the predetermined board is provided on the inner surface portion of the main body member or the back surface portion of the door member, the predetermined component information is printed on the first surface portion in a horizontal format with characters arranged from left to right or in a horizontal format with characters arranged from bottom to top, and the plurality of lead wires 4 of the fourth component have a strength greater than that of the lead wires 1a, 1b, 2a, and 2b; It is characterized by: [Effects of the Invention]

[0008] According to the gaming machine having the above configuration, the interest in the game can be increased. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of the slot machine. [Figure 3] FIG. 2 is a front view showing the slot machine with the front door removed. [Figure 4] FIG. 2 is a diagram showing the arrangement of symbols on the reels of the slot machine. [Figure 5] FIG. 10 is a diagram showing symbol combination 1 in the slot machine. [Figure 6] FIG. 10 is a diagram showing symbol combination 2 in the slot machine. [Figure 7] FIG. 10 is a diagram showing symbol combination 3 in the slot machine. [Figure 8] FIG. 10 is a diagram showing symbol combination 4 in the slot machine. [Figure 9] FIG. 2 is a block diagram conceptually showing the functions of the slot machine. [Figure 10] FIG. 10 is a diagram showing the relationship between each RT state in the slot machine. [Figure 11] FIG. 2 is a diagram showing the relationship between each game mode in the slot machine. [Figure 12] FIG. 10 is a diagram showing variables used in the control of the slot machine. [Figure 13] In the above slot machine, (A) is the lottery for transitioning to the advantageous zone, (B) is the lottery for Chance Mode 1, (C) is the lottery for Chance Mode 2-1, (D) is the lottery for Chance Mode 2-2, and (E) is the lottery for Chance Game 3. [Figure 14] In the above slot machine, (A) is the chance game number lottery, (B) is the chance cycle lottery, (C) is the EX1 mode lottery, (D) is the EX2 mode lottery, (E) is the AT mode lottery-1, (F) is the AT mode lottery-2, and (G) is the AT mode lottery-3. [Figure 15] In the above slot machine, (A) is the Seven 1 lottery, (B) is the Seven 2 lottery, (C) is the AT mode rewrite lottery, (D) is the Seven Loop lottery, (E) is the Gold Seven Loop lottery, (F) is the Gold Seven Loop rewrite lottery, and (G) is the figure showing the contents of the additional mode lottery. [Figure 16] In the above slot machine, (A) is a diagram showing the contents of the bell count change lottery, (B) is the Seven Stock 1 lottery, (C) is the Seven Stock 2 lottery, and (D) is the performance lever weight lottery. [Figure 17] In the above slot machine, (A) is a diagram showing the contents of AT cycle lottery-1, (B) is AT cycle lottery-2, (C) is pullback 1 lottery-1, and (D) is a diagram showing the contents of pullback 1 lottery-2. [Figure 18] In the above slot machine, (A) is a diagram showing the contents of the draw-back 1 lottery -3, (B) is a diagram showing the contents of the draw-back 2 lottery, and (C) is a diagram showing the contents of the AT cycle preferential game number lottery. [Figure 19] In the above slot machine, (A) shows the details of the Seven Table 1 lottery, and (B) shows the details of the Seven Table 2 lottery. [Figure 20] In the above slot machine, (A) shows the details of lottery-1 for bell number 1, (B) shows lottery-2 for bell number 1, (C) shows lottery-3 for bell number 2, and (D) shows lottery-4 for bell number 3. [Figure 21] In the slot machine, (A) shows the correspondence between the bonus condition device and the effect group A number, and (B) shows the correspondence between the winning replay condition device and the effect group B number. [Figure 22] A diagram showing the correspondence between effect group numbers and condition device group numbers in the above slot machine. [Figure 23] FIG. 10 is a diagram showing the winning numbers assigned to each condition device in the slot machine. [Figure 24] In the slot machine, (A) shows the bonus condition device, and (B) shows the winning re-play condition device (1). [Figure 25] FIG. 10 is a diagram showing a winning replay condition device (2) in the slot machine. [Figure 26] FIG. 10 is a diagram showing a winning replay condition device (3) in the slot machine. [Figure 27] FIG. 10 is a diagram showing a winning replay condition device (4) in the slot machine. [Figure 28] FIG. 10 is a diagram showing a winning replay condition device (5) in the slot machine. [Figure 29] FIG. 10 is a diagram showing a winning replay condition device (6) in the slot machine. [Figure 30] 10A is a flowchart showing the flow of a setting change process, FIG. 10B is a flowchart showing the flow of a game progress control process, and FIG. 10C is a flowchart showing the flow of a game start waiting process in the slot machine. [Figure 31] 10A is a flowchart showing the flow of an internal lottery process in the slot machine, and FIG. 10B is a flowchart showing the flow of a group number setting process. [Figure 32] 10 is a flowchart showing the flow of section type number management lever processing in the slot machine. [Figure 33] 10 is a flowchart showing a continuation of the section type number management lever process. [Figure 34] In the above slot machine, (A) is a flowchart showing the advantageous zone transition process, and (B) is a flowchart showing the process of drawing the number of chance games. [Figure 35] A flowchart showing the flow of processing when an AT wins in the above slot machine. [Figure 36] 10A is a flowchart showing the flow of seven number correction processing, (B) is a flowchart showing the flow of correction counter processing, and (C) is a flowchart showing the flow of arrival flag processing in the above slot machine. [Figure 37] This is a flowchart showing the flow of lever processing when entering AT in the above slot machine. [Figure 38]In the above slot machine, (A) is a flowchart showing the flow of the loop CU rank set process, (B) is the seven loop lottery process, and (C) is the flow of the gold seven loop lottery correction process. [Figure 39] 10 is a flowchart showing the flow of the bell count counter correction process in the slot machine. [Figure 40] 10 is a flowchart showing the flow of a lever-operated wait process in the slot machine. [Figure 41] 10 is a flowchart showing the flow of the main game state number 1 lever processing in the above slot machine, (A) is the chance mode number determination processing, and (C) is the main game state number 2, 5 lever processing. [Figure 42] This is a flowchart showing the flow of lever processing after AT winning in the above slot machine. [Figure 43] In the above slot machine, (A) is a flowchart showing the flow of the main game state number 3 lever processing, and (B) is a flowchart showing the flow of the gold seven loop rewrite lottery correction processing. [Figure 44] In the above slot machine, (A) is a flowchart showing the main game state number 4 lever processing, and (B) is a flowchart showing the AT cycle preferential game number lottery processing. [Figure 45] 10 is a flowchart showing the flow of a standby effect process in the slot machine. [Figure 46] 10 is a flowchart showing the flow of a section type number management game ending process in the slot machine. [Figure 47] 10 is a flowchart showing a flow of an accumulation counter process in the slot machine. [Figure 48] 10 is a flowchart showing the flow of main game state number 0 all-stop processing in the slot machine. [Figure 49] A flowchart showing the flow of the post-AT termination processing in the above slot machine. [Figure 50] This is a flowchart showing the continuation of the above-mentioned post-AT entry termination processing. [Figure 51] 10A is a flowchart showing the flow of the main game state number 1 all-stop processing, and FIG. 10B is a flowchart showing the flow of the main game state number 2, 5 all-stop processing in the above slot machine. [Figure 52] 10 is a flowchart showing the flow of main game state number 3 all-stop processing in the slot machine. [Figure 53] 10 is a flowchart showing the continuation of the main game state number 3 all-stop processing. [Figure 54] 10 is a flowchart showing another continuation of the main game state number 3 all-stop processing. [Figure 55] 10 is a flowchart showing the flow of main game state number 4 all-stop processing in the slot machine. [Figure 56] 10A is a flowchart showing the flow of main game state number 6 total stop processing, and FIG. 10B is a flowchart showing the flow of main game state number 7 total stop processing in the slot machine. [Figure 57] This is a flowchart showing the flow of the advantageous zone clear counter management process in the above slot machine. [Figure 58] 10 is a flowchart showing the flow of a timer interrupt process in the slot machine. [Figure 59] FIG. 10 is a diagram showing LED boards arranged around the display screen of the slot machine. [Figure 60] FIG. 10A is a diagram showing a modified example of the LED board in the slot machine, and FIG. 10B is a diagram showing another modified example of the LED board. [Figure 61] FIG. 2 is a diagram showing light-emitting components in the slot machine. [Figure 62] FIG. 10A is a diagram showing a modified example of the light emitting component in the slot machine, and FIG. 10B is a diagram showing another modified example of the light emitting component. [Figure 63] (A) is a diagram showing an example of the installation posture of the light-emitting components in the above slot machine, (B) is a diagram showing another example of the installation posture of the light-emitting components, and (C) is a diagram showing yet another example of the installation posture of the light-emitting components. [Figure 64]10A and 10B are diagrams illustrating the biased state of the red LED element of the light-emitting component in the slot machine, where (A) is a diagram showing an example of the red LED element being biased to the right, and (B) is a diagram showing an example of the red LED element being biased downward. [Figure 65] In the above slot machine, (A) is a diagram showing a state in which an LED element of a different color is installed between each red LED element of two light-emitting components arranged horizontally, and (B) is a diagram showing a state in which an LED element of a different color is installed between each red LED element of two light-emitting components arranged vertically. [Figure 66] In the above slot machine, (A) is a diagram showing a state in which no LED element of a different color is installed between the red LED elements of two light-emitting components arranged in the left-right direction, and (B) is a diagram showing a state in which an LED element of a different color in another light-emitting component is installed between the red LED elements of two light-emitting components arranged in the left-right direction. [Figure 67] 1 is a perspective view of a pachinko game machine to which the above-mentioned light-emitting component can be applied. [Figure 68] FIG. 10 is a rear view of a pachinko game machine to which the above-mentioned light-emitting component can be applied. [Figure 69] This is an oblique view of the board case unit in the above-mentioned pachinko gaming machine from the rear. [Figure 70] A diagram showing the main control board housed in the board case of the board case unit in the above-mentioned pachinko gaming machine. [Figure 71] This is a view of the circuit board case unit in the above-mentioned pachinko gaming machine from the front. [Figure 72] This is a view of the circuit board case unit in the above-mentioned pachinko gaming machine from the rear. [Figure 73] In the above pachinko gaming machine, (A) is a diagram showing the case where all LED segments of the LED indicator lights that make up the setting value display monitor are in an unlit state, (B) is a diagram showing the case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing the case where some LED segments of the LED indicator lights are in an lit state. [Figure 74]In the above pachinko gaming machine, (A) is a diagram showing the case where all LED segments of the LED indicator lights that make up the performance display monitor are in an unlit state, (B) is a diagram showing the case where all LED segments of the LED indicator lights are in an lit state, and (C) is a diagram showing the case where some LED segments of the LED indicator lights are in an lit state. [Figure 75] A diagram showing the relationship between the height of the crimping member of the circuit board case unit and the CPU in the above-mentioned pachinko gaming machine. [Figure 76] These are diagrams showing the step portion formed in the base case of the above-mentioned pachinko gaming machine, where (A) is a diagram showing the shape of the step portion, (B) is a diagram showing the step portion as viewed from the direction of the right edge of the base case, and (C) is a diagram showing the state in which a colored sealing material is attached to the step portion. [Figure 77] A diagram showing the relationship between the screws and connectors on the main control board in the above-mentioned pachinko gaming machine. [Figure 78] FIG. 10 is a diagram showing the arrangement of symbols on each reel in a gaming machine according to a second embodiment. [Figure 79] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 80] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 81] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 82] FIG. 10 is a diagram showing symbol combinations in a gaming machine according to a second embodiment. [Figure 83] FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 84] FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 85] FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 86] FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 87] FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 88]FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 89] FIG. 10 is a diagram showing types of condition devices in a gaming machine according to a second embodiment. [Figure 90] FIG. 10 is a diagram showing a table of the number of symbols placed according to the winning probability of the role drawing in the gaming machine of the second embodiment. [Figure 91] FIG. 10 is a diagram showing a table of the number of symbols placed according to the winning probability of the role drawing in the gaming machine of the second embodiment. [Figure 92] 10 is an explanatory diagram for explaining the transition of the gaming state in the gaming machine of the second embodiment. FIG. [Figure 93] An explanatory diagram for explaining the content displayed on the image display device during AT play in the gaming machine of the second embodiment. [Figure 94] 10 is a flowchart showing the contents of a game progress control process for controlling the progress of a game in a gaming machine of a second embodiment. [Figure 95] 10 is a flowchart showing the contents of a normal lever process that is executed in response to operation of the start lever during normal operation of the gaming machine of the second embodiment. [Figure 96] 10 is a flowchart showing the contents of a normal-time all-stop process that is executed in response to the stop of all reels during normal operation of the gaming machine of the second embodiment. [Figure 97] 10 is a flowchart showing the contents of a sub-bonus lever process that is executed in response to operation of the start lever during a sub-bonus of the gaming machine of the second embodiment. [Figure 98] 10 is a flowchart showing the contents of a sub-bonus all-stop process that is executed when all reels are stopped during a sub-bonus for the gaming machine of the second embodiment. [Figure 99] 10 is a flowchart showing the contents of the lever processing during AT play that is executed in response to the operation of the start lever during AT play of the gaming machine of the second embodiment. [Figure 100] 10 is a flowchart showing the contents of the all-stop processing during AT play that is executed when all reels stop during AT play of the gaming machine of the second embodiment. [Figure 101] 10 is a flowchart showing the contents of a continuation chance lever process that is executed in response to operation of the start lever during a continuation chance in the gaming machine of the second embodiment. [Figure 102] 10 is a flowchart showing the contents of a continuation chance time all-stop process that is executed in response to the stop of all reels during a continuation chance time of the gaming machine of the second embodiment. [Figure 103] This is an explanatory diagram for explaining the contents of the push order navigation display image that displays the order in which stop switches should be pressed to obtain advantageous gaming results in the gaming machine of the third embodiment. [Figure 104] This is an explanatory diagram to explain the content of the successful action that is executed when the stop switch is operated according to the push order of the push order navigation presentation image in the gaming machine of the third embodiment. [Figure 105] This is an explanatory diagram to explain the content of the failure action that is executed when the stop switch is operated in an order different from the order in which it is pressed in the push order navigation display image in the gaming machine of the third embodiment. [Figure 106] This is an explanatory diagram to explain the display content when power is restored after operating the stop switch in accordance with the push order in the push order navigation display image in the gaming machine of the third embodiment. [Figure 107] This is an explanatory diagram to explain the display content when power is restored after the stop switch is operated in an order different from the order shown in the push order navigation image in the gaming machine of the third embodiment. [Figure 108] This is an explanatory diagram to explain the display content when power is restored after operating the stop switch in accordance with the push order in the push order navigation display image in the gaming machine of the third embodiment. [Figure 109] This is an explanatory diagram to explain the display content when power is restored after operating the stop switch in accordance with the push order in the push order navigation display image in the gaming machine of the third embodiment. [Figure 110]This is an explanatory diagram to explain the display content when power is restored after the stop switch is operated in an order different from the order shown in the push order navigation image in the gaming machine of the third embodiment. [Figure 111] This is an explanatory diagram to explain the display content when an error that occurred while the push order navigation display image was being displayed is cleared in the gaming machine of the third embodiment. [Figure 112] This is an explanatory diagram to explain the display content when power is restored after an interruption in the gaming machine of the third embodiment while the push order navigation display image is announcing the winning of a rare role. [Figure 113] FIG. 11 is an explanatory diagram for explaining the situation when the power is turned on while pressing one of the MAX-BET switch and the 1-BET switch, and then the other BET switch is operated in the gaming machine of the third embodiment. [Figure 114] FIG. 11 is an explanatory diagram for explaining the situation when the power is turned on while pressing the settlement switch and then the MAX-BET switch is operated in the gaming machine of the third embodiment. [Figure 115] FIG. 11 is an explanatory diagram for explaining the situation when, in the gaming machine of the third embodiment, the power is turned on while one stop switch is pressed, and then another stop switch is operated. [Figure 116] FIG. 11 is an explanatory diagram for explaining the situation when one stop switch is pressed while another stop switch is operated in the gaming machine of the third embodiment. [Figure 117] FIG. 11 is an explanatory diagram for explaining switches that are disabled when the reset switch is pressed in the gaming machine of the third embodiment. [Figure 118] FIG. 11 is an explanatory diagram for explaining the contents of the stage change effect executed when the stage in the stage effect is changed in the gaming machine of the third embodiment. [Figure 119] 11 is an explanatory diagram for explaining the end time of the stage change effect and the change in volume when playing in the minimum playing time in the gaming machine of the third embodiment. FIG. [Figure 120]FIG. 10 is a front view of a slot machine according to a fourth embodiment. [Figure 121] FIG. 10 is a perspective view of a slot machine according to a fourth embodiment. [Figure 122] FIG. 10 is a front view showing the internal structure of the slot machine of the fourth embodiment. [Figure 123] FIG. 11 is a front view showing a state in which the main control device is installed inside the cabinet in the slot machine of the fourth embodiment. [Figure 124] FIG. 11 is a front view showing a state in which the front door is open in the slot machine of the fourth embodiment. [Figure 125] FIG. 11 is a perspective view of a main control device of a slot machine according to a fourth embodiment. [Figure 126] FIG. 10 is an exploded perspective view of a main control device of a slot machine according to a fourth embodiment. [Figure 127] FIG. 10 is a cross-sectional view of a main control device of a slot machine according to a fourth embodiment. [Figure 128] FIG. 11 is a perspective view of a case body of a slot machine according to a fourth embodiment. [Figure 129] FIG. 11 is a front view of a board case mounting mechanism in a slot machine according to a fourth embodiment. [Figure 130] FIG. 11 is a perspective view of a board case mounting mechanism in a slot machine according to a fourth embodiment. [Figure 131] FIG. 11 is a front view of a main control board in a slot machine according to a fourth embodiment. [Figure 132] FIG. 11 is a front view showing a modified example of the main control board in the slot machine of the fourth embodiment. [Figure 133] This is a diagram showing multiple types of electrical elements mounted in a predetermined area on the surface of another main control board in the slot machine of the fourth embodiment, as viewed from the board surface side. [Figure 134] FIG. 10 is a diagram showing the lead wires of multiple types of electrical elements mounted in the predetermined region of the other main control board in the fourth embodiment, as viewed from the back side of the board. [Figure 135] FIG. 10 is a diagram showing a state in which multiple types of electrical elements mounted in another predetermined area on the surface of the other main control board in the fourth embodiment are viewed from the board surface side. [Figure 136] FIG. 10 is a diagram showing the lead wires of multiple types of electrical elements mounted in the other predetermined area on the back surface of the other main control board in the fourth embodiment, as viewed from the back surface side of the board. [Figure 137] FIG. 10 is a diagram showing the relationship between the distance between the conductive layers of the other main control board and the thickness of the game medal in the fourth embodiment. [Figure 138] FIG. 10 is a diagram showing a state in which a gaming medal abuts on the edge portion of the other main control board in the fourth embodiment. [Figure 139] FIG. 10 is a diagram showing a state in which a pachinko ball abuts on the peripheral portion of the other main control board in the fourth embodiment. [Figure 140] FIG. 11 is a diagram showing the relationship between the protruding heights of lead wires of multiple types of electronic components mounted on the other main control board in the fourth embodiment. [Figure 141] FIG. 13 is a diagram showing how the other predetermined area of ​​the other main control board in the fourth embodiment appears when viewed from the front. [Figure 142] FIG. 11 is a diagram showing how the other predetermined area of ​​the other main control board in the fourth embodiment looks when viewed with the head tilted to the side. [Figure 143] 13A and 13B are diagrams showing examples of component names printed on the surface of the other main control board in the fourth embodiment. [Figure 144] 13A and 13B are diagrams showing examples of component frame lines printed on the surface of the other main control board in the fourth embodiment. [Figure 145] 10 is a diagram showing the relationship between the height of the information display lamp and the height of the LED element mounted on the surface of the other main control board in the fourth embodiment. FIG. [Figure 146] FIG. 11 is a diagram showing a table of the number of symbols placed according to the winning probability of the winning combination in the slot machine of the fifth embodiment. [Figure 147] FIG. 13 is an explanatory diagram for explaining the flow of the aerial battle effect executed in the slot machine of the fifth embodiment. [Figure 148] 10 is a flowchart showing the contents of an aerial battle performance process for executing the aerial battle performance. [Figure 149]10 is a flowchart showing the contents of a battle presentation process executed in the aerial battle presentation process. [Figure 150] FIG. 13 is an explanatory diagram for explaining the transition control to the ending section executed in the slot machine of the fifth embodiment. [Figure 151] 10 is a flowchart showing an example of a process for controlling a transition to the ending section. [Figure 152] An explanatory diagram to explain the correct push order notification control during the advantageous zone executed in the slot machine of the fifth embodiment. [Figure 153] A flowchart showing an example of a process for executing control to notify correct button press order during the above-mentioned advantageous zone. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the above drawings. In the following explanation, the "role determination process" refers to a process that is performed by a plurality of pre-set role determination result numbers (one or more game roles or losses (excluding cases where losses are not set)). It refers to a selection action (also called "role determination") such as a lottery carried out using electronic devices, etc., to randomly select one or more role determination result numbers (winning items) from among the possible combinations of numbers. Here, the role determination result number specifies one or more game roles (also called "permitted roles" or "winning roles") that are allowed to be formed in the game in which the role determination result number is determined (selected), or a loss. Note that role determination is also called "internal lottery" or "role lottery," and the "selection" in lottery or winning is also called "sen" or "sen."

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

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

[0013] Generally, the term "inserting" in a slot machine can mean either "putting a gaming medal into the slot machine" or "using the gaming medal for play." In the following description, the term "inserting" is generally used in the former sense, and the term "bet" is used in the latter sense. Furthermore, "things used for play" are also referred to as "gaming media." These gaming media may be physical objects such as pachinko balls, magnetic cards, contact / contactless IC cards, or other recording media, such as magnetic cards or contactless IC cards, or may be value required for play (gaming value) electromagnetically recorded on a storage device such as a server accessible through personal authentication. This gaming value may be represented by conceptual gaming medals having the same value as actual gaming medals, or by fictitious or real currency units, or by points without any particular meaning.

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

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

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

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

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

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

[0020] [First embodiment] FIG. 1 shows a slot machine (referred to as "slot machine 1") as a first embodiment of a gaming machine according to the present invention, and the basic configuration of this slot machine 1 will be described below with reference to FIGS. 1 to 8. <Appearance of the slot machine> The slot machine 1 comprises a box-shaped housing 5 (main body member) that is open at the front (forward), and a front door 2 that is attached to the front opening of the housing 5 so as to be able to open and close. When viewed from the front, the front door 2 is attached to the front opening of the housing 5 so as to be able to open and close sideways using hinge mechanisms 6a to 6c that are arranged in front of the left side plate 5a of the housing 5. As shown in FIG. 1(A), an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a tray assembly 40 are attached to the front of the front door 2, in this order from the top.

[0021] The upper panel assembly 10 has a central portion on its rear side where an image display device ("liquid crystal display") is mounted. The display screen 11a (also referred to as the "image display unit DP") of the display device 11 (see Figure 2) is positioned facing forward, and a first performance lamp 12, second performance lamps 13a and 13b, and third performance lamps 14a and 14b are arranged around it. In addition, a pair of fourth performance lamps 16a and 16b are arranged on the left and right of the display screen 11a, and an upper speaker 15a is arranged between the third performance lamp 14a and the fourth performance lamp 16a, and an upper speaker 15b is arranged between the third performance lamp 14b and the fourth performance lamp 16b.

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

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

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

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

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

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

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

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

[0030] The display window W is configured so that when all three reels 3a to 3c have stopped, three symbols per reel, for a total of nine symbols, are displayed so as to be visible to the player. A pay line 29 that horizontally connects the symbol display areas in the middle of each of the reels 3a, 3b, and 3c, is activated when a specified number of game medals are bet, and is configured so that whether or not a game winning combination is achieved can be determined based on the symbol combination that is stopped and displayed on the activated pay line. An activated pay line is also called an "active line." In addition to the pay line 29, a line that horizontally connects the symbol display areas in the upper rows of each of the reels 3a, 3b, and 3c is called an upper line, and a line that horizontally connects the symbol display areas in the lower rows of each of the reels 3a, 3b, and 3c is called a lower line. In addition, the symbol displays in the upper row of the reel 3a, the middle row of the reel 3b, and the lower row of the reel 3c are called an "active line." The line connecting the symbol display areas of the lower reel 3a, the middle reel 3b, and the upper reel 3c is called the line connecting the symbol display areas of the upper reel 3c and the lower reel 3a.

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

[0032] The MAX-BET switch indicator lamp 46a is lit when a bet of game medals is possible, and is arranged inside the MAX-BET switch 23. When lit, it partially or completely lights up the MAX-BET switch 23. In addition, the left stop operation acceptance lamp 46ka is arranged inside the left stop switch 26a, the middle stop operation acceptance lamp 46kb is arranged inside the middle stop switch 26b, and the right stop operation acceptance lamp 46kc is arranged inside the right stop switch 26c, and when lit, each of these lamps partially or completely lights up the MAX-BET switch 23. The other indicator lamps are arranged to the side or below the indicator window W in the middle panel assembly 20.

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

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

[0035] Furthermore, this payout number display lamp 46j is also configured to display letters (alphabet) or numbers (hereinafter also referred to as "error code") indicating the type of error when some abnormality (error) occurs in the slot machine 1. Errors that can be set in this embodiment include HP error, HE error, H0 error, CE error, CP error, CH error, C0 error, C1 error, FE error, E1 error, E5 error, E6 error, E7 error, etc. An HP error is an error that occurs when it is determined that game medals are stuck at the medal payout outlet of the hopper 50, which will be described later. An HE error is an error (hopper empty error) that occurs when it is determined that the hopper 50 is empty of game medals. An H0 error is an error that occurs when it is determined that the game medals are stuck at the medal payout outlet of the hopper 50, which will be described later. This error occurs when it is determined that a skill medal has abnormally passed through the payout sensor. The CE error occurs when the inserted medal sensor determines that a game medal has accumulated (game medal accumulation error), the CP error occurs when it determines that an inserted game medal has improperly passed through, the C0 error occurs when it determines that there has been an abnormal input to the inserted medal sensor, and the C1 error occurs when it determines that there has been an abnormality in the passage of the inserted medal sensor. The FE error occurs when it is determined that the auxiliary storage 85 described below is full (full error), the E1 error occurs when the contents of the memory device (RAM) are abnormal when the power is turned on (RAM error), and the E5 error occurs when the combination of symbols when all the reels have stopped is abnormal (the corresponding symbols that make up a role other than the role that is allowed to be achieved are displayed as stopped symbols) (reel stop error). The E6 error is an error (setting value error) that occurs when the value (setting value) of the setting value described below for determining the winning probability is out of range, and the E7 error is an error (built-in random number error) that occurs when an abnormality is detected in the update status of the built-in random number used in each lottery, etc. Errors E1, E5, E6, and E7 (collectively referred to as "E-series errors") can be cleared by changing the settings described below, and other errors can be cleared by operating the reset switch 82 described below.

[0036] Furthermore, this payout number display lamp 46j also has the function of displaying the navigation number, which indicates the operation order (press order) of the stop switches 26a to 26c, as described below. The payout number display lamp 46j when displaying the navigation number is also referred to as the "main side press order indicator." Furthermore, this payout number display lamp 46j also has the function of displaying the setting value, as described below, when checking and changing the setting, as described below. The payout number display lamp 46j when displaying the setting value is also referred to as the "setting value indicator." The stop operation acceptance lamps 46ka, 46kb, and 46kc are lit when the stop operation of the corresponding stop switch is valid, and are turned off when the stop operation is invalid.

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

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

[0039] Furthermore, a hopper 50 (see FIG. 2) is provided within the main body cabinet 5 for dispensing game medals acquired when a predetermined winning mode is achieved as a result of playing a game, and this hopper 50 is provided with a medal detection unit 51 (see FIG. 2) for detecting game medals. This hopper 50 also has the function of physically storing game medals that have been inserted and validly accepted. Furthermore, an auxiliary storage 85 (see FIG. 2) is provided near the hopper 50 for storing game medals that have overflowed from the hopper 50, and a fullness detection unit 86 (see FIG. 2) is provided for detecting whether this auxiliary storage 85 is full (a state in which game medals may overflow from the auxiliary storage 85).

[0040] <Connection between the control board and each device> In this embodiment, as shown in FIG. 2, there are three control boards for controlling the slot machine 1: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B. The main control board 60 is equipped with a control circuit (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control related to the progress of the game (including the drive control of the reels 3a-3c and the role determination process) is performed by a control circuit disposed on the main control board 60, while the control circuit disposed on the sub-main control board 70A performs the illumination control of the back lamps 38a-38c and other lamps. The control circuit disposed on the sub-sub control board 70B also performs the control of the image display device 11 for displaying effects and the control of the sound generated by the upper speakers 15a, 15b and other speakers. Furthermore, the communication between the main control board 60 and the sub-control board 70 is unidirectional, from the main control board 60 to the sub-main control board 70A, while the communication between the sub-main control board 70A and the sub-sub control board 70B is bidirectional.

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

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

[0043] The motor drive circuit 36 ​​controls the rotation and stop of the stepping motors 35a, 35b, and 35c that rotate the reels 3a, 3b, and 3c, respectively. The indicator lamp control circuit 47 controls the various indicator lamps described above. The reel position detection circuits 37a, 37b, and 37c transmit detection signals from reel sensors (not shown) installed on the reels 3a, 3b, and 3c to the main control board 60 (the detection circuit 37a corresponds to the reel 3a, the detection circuit 37b corresponds to the reel 3b, and the detection circuit 37c corresponds to the reel 3c). The hopper drive circuit 52 drives the hopper 50 to pay out medals when a minor winning combination is achieved. The payout detection signal circuit 53 transmits a payout detection signal to the main control board 60 when the medal detection unit 51 detects that medals have been paid out from the hopper 50. The storage state signal circuit 87 is 5 is a circuit that transmits a storage state signal indicating whether or not the storage state detector 86 is full to the main control board 60 in accordance with the detection result of the fullness detector 86.

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

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

[0046] When the front door 2 is open (also referred to as the "door open state") and power is being supplied to the slot machine 1 (the power switch 81 is ON), the setting confirmation mode can be entered by operating the key switch 83 to the ON state, allowing the setting to be confirmed. When the door is open and power is not being supplied to the slot machine 1 (the power switch 81 is OFF), the setting confirmation mode can be entered by operating the key switch 83 to the ON state, and then the power switch 81 can be turned ON (power is being supplied to the slot machine 1) to enter the setting change mode, allowing the setting to be changed. Furthermore, in this state, the setting value can be updated by one step each time the setting change switch 84 is operated. After updating the setting value, the updated setting value is confirmed by tilting the start lever 25, and then the setting change operation is completed by turning the key switch 83 to the OFF state.

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

[0048] Power from the power supply device 80 is supplied to the sub-main control board 70A via the main control board 60, and further supplied to the sub-sub control board 70B via the sub-main control board 70A (power may also be supplied directly from the power supply device 80 to the sub-main control board 70A and the sub-sub control board 70B). A supply voltage monitoring circuit (not shown) that monitors the voltage supply state is provided on the circuit that supplies power from the power supply device 80 to the main control board 60, and on the circuit that supplies power to the sub-main control board 70A via the main control board 60. Each supply voltage monitoring circuit determines that a power interruption has occurred when the supply voltage drops to a predetermined voltage value, and outputs a power interruption detection signal to the main CPU 61 and a sub-main CPU 71, which will be described later. Furthermore, each supply voltage monitoring circuit determines that power has been turned on when the supply voltage has returned to a predetermined voltage value (which is a value different from (for example, a higher value) than the voltage value for determining power-off, but may be the same value), and outputs a power-on detection signal to the main CPU 61 and the sub-main CPU 71. The voltage value for detecting power-off of the main control board 60 is set to a value higher than the voltage value for detecting power-off of the sub-main control board 70A, and the main control board 60 is configured to perform the process (power-off process) that it is programmed to perform in the event of a power-off before the sub-main control board 70A (the same may be true for power-on).

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

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

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

[0052] <Configuration of the sub-control board 70> The sub-control board 70 is composed of a sub-main control board 70A and a sub-sub control board 70B. The sub-main control board 70A is equipped with a sub-main CPU 71, which mainly performs various arithmetic operations related to the management of effects, a ROM 72, a read-only memory device storing control programs, and a RAM 73, a memory device that can write and read information. The drive circuits operate in accordance with the control programs stored in the ROM 72, thereby controlling the management of image and sound effects in the slot machine 1, as well as the lamp effects. The ROM 72 and RAM 73 are non-volatile memory devices that are configured to retain stored information even when power is not supplied. The sub-main CPU 71 is also connected to a clock pulse generator and a frequency divider (not shown), which are configured to execute predetermined processes in response to clock signals generated by the clock pulse generator and the frequency divider.

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

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

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

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

[0057] <<Configuration inside the main body>> Next, the internal configuration of the main body housing 5 will be described with reference to FIG. 3. As shown in FIG. 3, a hopper 50, an auxiliary storage 85, and a power supply unit 80 are provided in the lower part of the main body housing 5 (above the bottom plate 5d). A middle plate 5f is provided in the center of the main body housing 5 so as to span the left and right side plates 5a and 5b, and a reel unit RU having three reels 3a, 3b, and 3c is provided on this middle plate 5f. A main control board case unit 160 having a main control board 60 (see FIG. 2) is provided in the upper part of the main body housing 5 (on the upper inner surface of the back plate 5e) via a board case holding bracket mechanism 170 so as to be swingable in the front-rear direction. In addition, a sub-control board case unit (not shown) having a sub-control board 70 (see FIG. 2) is provided at the back of the front door 2.

[0058] <Reel> Each of the reels 3a, 3b, and 3c is configured to rotate by being driven by a stepping motor 35a, 35b, and 35c, respectively. Each of the reels 3a, 3b, and 3c is made of a translucent cylindrical member, and a translucent reel tape bearing a variety of symbols, as shown in FIG. 4, is attached to its outer periphery. Each of the reels 3a, 3b, and 3c is provided with a back lamp 38a, 38b, and 38c on its inner surface. When turned on, the back lamp 38a, 38b, and 38c can illuminate the entire area of ​​each of the reels 3a, 3b, and 3c facing the display window W from the inner surface, or can illuminate only a portion of each of the reels 3a, 3b, and 3c to highlight a predetermined symbol combination (e.g., a pay line 29 or a symbol corresponding to a game combination aligned at a position other than the pay line 29) that has stopped and been displayed on the reel 3a, 3b, and 3c.

[0059] <Reel symbol arrangement> In this embodiment, the symbols displayed on each of the reels 3a to 3c are arranged as shown in FIG. 4(a). Here, the "left reel" in FIG. 4(a) represents the reel 3a, the "center reel" represents the reel 3b, and the "right reel" represents the reel 3c. Thus, a predetermined number of ten types of symbols, namely, "Red Seven," "Gold Seven," "Black Bar," "Blue Bar," "Blank A," "Blank B," "Bell A," "Bell B," "Watermelon," and "Replay," as shown in FIG. 4(b), are arranged on each of the reels 3a to 3c. Each symbol arranged on the reel tape is printed in one of 20 equal symbol areas along the length of the reel tape. Hereinafter, the reels 3a, 3b, and 3c will also be referred to as the left reel (left reel), the center reel (middle reel), and the right reel (right reel), respectively. Note that the symbols shown in Fig. 4 are intended to illustrate the arrangement of symbols on each of reels 3a to 3c, and do not reflect the size of the symbols actually depicted on the reel tape (the relative proportions of the sizes of the symbols). As shown in Fig. 4(a), the symbol at the top of this reel tape in the longitudinal direction is the "Bell A" symbol with symbol number 19, and the symbol at the bottom is the "Replay" symbol with symbol number 0. Therefore, when the reel tape is attached to a reel, the joint of the reel tape will be between the "Bell A" symbol with symbol number 19 and the "Replay" symbol with symbol number 0.

[0060] <Types of game roles> In this embodiment, the symbol combinations displayed on each of the reels 3a to 3c are set as shown in Figures 5 to 8, and these are the symbol combinations (corresponding symbols) that constitute the game roles. In this embodiment, a total of 51 types of game roles are set, including two types of special roles, BB roles 1 and 2 (BB roles; BB stands for big bonus, and is also called "Type 1 BB" or "bonus role"), five types of replay roles 1 to 5, and 44 types of winning roles (minor roles) 1 to 44. The symbol combinations (corresponding symbols) that form each game role, the number of game medals paid out when the game role is formed, etc. are as shown in Figures 5 to 8.

[0061] BB roles 1 and 2 are game roles (bonus roles) that indicate that even if they are formed, no game medals are paid out, but when they are formed, a predetermined bonus (also referred to as "BB" in this embodiment) as a special role is activated, and from the next game, a predetermined bonus game (also referred to as "BB game") that is executed under conditions different from normal game can be started, and the player is transitioned to a special game state (also referred to as "BB in operation") that is advantageous to the player. BB role 1 corresponds to the symbol combination of "blue bar - blue bar - red seven," and BB role 2 corresponds to the symbol combination of "black bar - black bar - red seven" (the names of the symbols that make up the game roles are written in the order of reels 3a, 3b, and 3c; the same applies below). The bonus game that can be started by the formation of BB role 1 or BB role 2 ends when a predetermined number of game medals (for example, 70 medals in this embodiment, but the number can be changed as appropriate) are acquired (as a modification, it may end when a predetermined number of games (for example, 30 games) have been played). BB roles 1 and 2 may be formed in non-RT and RT1 (inside BB) described later, but are roles that cannot be formed in RT2 (during BB operation) ("-" in Figures 5 to 8 indicates that they cannot be formed).

[0062] In this embodiment, only the BB role is provided as a special role, but an RB role (RB stands for regular bonus) or an MB role (MB stands for middle bonus, also called "two types of BB") may be provided as other special roles. When an RB role is established, an RB game as a bonus game may be set to start from the next game, and when an MB role is established, an MB game as a bonus game may be set to start from the next game. In this case, the RB game may end, for example, when a small role is established a predetermined number of times (e.g., 8 times) or when a predetermined number of games (e.g., 12 times) have been played, and the MB game may end, for example, when a predetermined number of game medals (e.g., more than 200) have been paid out. In addition, it is possible to provide multiple special roles (e.g., multiple types of BB roles, or both BB role and MB role), (You may do this.)

[0063] Replay roles 1 through 5 are replay roles that, when achieved, do not result in the payout of medals, but allow the player to play the next game without reducing the number of medals held (without inserting new medals). Replay role 1 is configured so that when its corresponding symbol, "Bell A Replay (Blue Bar / Black Bar / Gold Seven / Red Seven)" (the " / " in parentheses means "or"), stops and displays on the active line 29, the "Replay" symbol appears on a downward-sloping line in the display window W. For this reason, replay role 1 is also referred to as a "downward-sloping replay" (replay is also abbreviated as "RP"). For the same reason, replay roles 2 through 4 are also referred to as a right-sloping RP, upper-row RP, and middle-row RP, respectively. In addition, the replay role 5 is configured so that when the corresponding symbols "Bell A (Blue Bar / Black Bar / Gold Seven / Red Seven) / Bell B" are stopped and displayed on the active line 29, the symbol "Watermelon" is lined up on the upper line in the display window W. For this reason, the replay role 1 is also called "Upper Watermelon RP".

[0064] As shown in Figure 4 (reel symbols), the "Replay" symbols on the left reel 3a, center reel 3b, and right reel 3c that make up the replay role 4 are arranged every 5 symbols or less on each reel. As a result, when the replay role 4 is won, the corresponding "Replay Replay Replay" symbol can be stopped and displayed (also referred to as "pulled in") on the pay line 29 regardless of the push order or the push position (see the explanation of the reel rotation stop control by the reel control means 134 described below). A role like this replay role 4, which can pull its corresponding symbol (or any of multiple pairs, if there are multiple pairs) onto the pay line 29 regardless of the operation timing of each stop switch, is also referred to as a "100% pull-in possible role" or a "no miss-out role." Note that replay roles 1 to 5, like the replay role 4, are also 100% pull-in possible roles. In addition, the replay roles 1 to 5 may be realized in non-RT and RT1, which will be described later, but are roles that will not be realized in RT2.

[0065] Small winning combinations 1 to 44 are game combinations (winning combinations) that are configured to pay out a predetermined number of game medals when they are achieved. Of the small winning combinations 1 to 44, small winning combinations 1 to 36 are combinations that can be achieved in any of the non-RT, RT1, and RT2 modes described below, while small winning combinations 37 to 39 are combinations that can only be achieved in RT2 (when BB is activated). In addition, small winning combinations 1 to 23 and 40 to 43 are also referred to as "1-coin combinations" because the number of coins to be paid out when they are achieved is set to 1. Similarly, small winning combinations 24 to 37 are also referred to as "15-coin combinations," and small winning combinations 38 and 39 are also referred to as "3-coin combinations." In addition, the 15-coin combination is also referred to as "bell small winning combinations."

[0066] Small win 37 is configured so that when the corresponding symbol "Bell A·Watermelon·(Blue Bar / Black Bar / Gold Seven / Red Seven)" stops and is displayed on the active line 29, the "Watermelon" symbol is lined up on a line sloping downward to the right in the display window W. For this reason, small win 37 is also called the "Watermelon Small Win." Small win 40 is a single-piece win whose corresponding symbol is "Red Seven·Red Seven·Red Seven." For this reason, small win 40 is also called the "Red 7 Single-piece Win." Small wins 1 to 7 and 24 to 37 are 100% reelable game wins.

[0067] <Basic operations for playing> To play with the slot machine 1, first, a player places a bet by inserting game medals into the medal insertion slot 21, or operates either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of game medals within the credit limit, thereby activating the pay line 29. In this embodiment, the specified number of game medals required to activate the pay line 29 is set to three in each of the RT states of non-RT, RT1, and RT2, which will be described later. However, the specified number is not limited to this, and can be changed as appropriate, for example, by setting the specified number to a different value depending on the RT state, etc. In addition, a plurality of winning lines may be provided, and the number of winning lines to be activated may be changed according to the number of gaming medals bet.

[0068] Next, when the player operates the start lever 25, the number of bets is determined (the betted game medals are used for the game), and the role determination process described below is carried out. After that, it is confirmed that the minimum game time has elapsed, and then each of the reels 3a to 3c starts to rotate. Here, the minimum game time refers to the minimum time that must be secured from when all the reels start to rotate in one game until when all the reels start to rotate in the next game, and in this embodiment it is set to 4.1 seconds. When each of the reels 3a to 3c starts to rotate, A plurality of types of symbols displayed on the outer peripheral surfaces of the reels 3a to 3c are displayed moving up and down (usually from top to bottom) within a display window W. When the rotation of the reels 3a to 3c reaches a predetermined speed and becomes constant speed rotation, each of the stop switches 26a to 26c is activated (the operation of the stop switch is made valid to be accepted), and when the player operates the stop switch 26a, the rotation of the reel 3a stops, when the player operates the stop switch 26b, the rotation of the reel 3b stops, and when the player operates the stop switch 26c, the rotation of the reel 3c stops.

[0069] Here, if it is determined that the symbol combination stopped and displayed on the pay line 29 is a predetermined winning pattern (a symbol corresponding to a game role that can win game medals), the number of game medals corresponding to each winning pattern is paid out by the hopper 50 or added as credits.

[0070] Next, the characteristic configuration of the slot machine 1 according to this embodiment will be described with additional reference to FIGS. <Function Block> As shown in FIG. 9, the slot machine according to this embodiment, from a functional point of view, mainly includes betting operations for betting game medals (for example, inserting game medals into the medal insertion slot 21, pressing the 1-BET switch 22 or the MAX-BET switch 23), reel rotation start operations for rotating each of the stopped reels 3a to 3c (for example, tilting the start lever 25), and reel rotation stop operations for stopping the rotation of the three reels 3a, 3b, and 3c that variably display multiple types of symbols (for example, The device is equipped with an operation signal output means 95 that outputs signals (also referred to as "game operation signals") corresponding to each game operation performed by the player, such as pressing stop switches 26a, 26b, 26c, and a settlement operation for paying out bets or accumulated (credited) game medals (for example, pressing settlement switch 24), a main control means 100 (corresponding to main control board 60) that performs main control related to the progress of the game, and a sub-control means 200 (corresponding to sub-control board 70) that performs predetermined presentation control according to the game situation.

[0071] (1) Functional Blocks of the Main Control Means 100 The main control means 100 is broadly composed of a game state management means 110 that mainly manages the game state, a game progress management means 130 that mainly manages the game progress, and a main communication control means 150 that controls communication in the main control means 100. Of these, the game state management means 110 includes a set value control means 111, an RT state control means 112, a replay operation control means 113, a bonus operation control means 114, a freeze control means 115, a game mode control means 116, and a random number generation / capture means 117.

[0072] In addition, the game progress management means 130 includes a received medal management means 131, a role determination means 132, a performance group number determination means 133, a reel control means 134, a stop display pattern determination means 135, a paid medal management means 136, a blocker control means 137, a display lamp control means 138, a push order management means 139, and a condition device group number determination means 140. The communication control means 150 includes a control command transmitting means 151 and an outer end signal transmitting means 152. The above-mentioned means in the main control means 100 are functional representations of components configured by hardware such as a main CPU 61, a ROM 62, a RAM 63, and electronic circuits arranged on the main control board 60 shown in Fig. 2, and software such as a control program stored in the ROM 62, etc.

[0073] (1-1) Each means constituting the game status management means 110 The setting value control means 111 is configured to control a numerical value (also referred to as a "management setting value") for internally managing the setting value (configured as six levels from setting 1 to setting 6) of the winning combination probability. In this embodiment, consecutive integer values ​​from 1 to 6 (the integer values ​​from 1 to 6 correspond to settings 1 to 6, respectively) are used as the management setting values. The data of the management setting values ​​is stored in a predetermined storage area of ​​the RAM 63, and is referenced when the setting value is confirmed in the winning combination process, and when the setting value is displayed on the setting value indicator (payout number indicator lamp 46j) when the setting is confirmed or changed. The management setting value is also changed in response to a setting change operation by a gaming facility staff member. Specifically, when the setting key switch 83 is turned on and the setting change switch 84 is operated in this state, the setting value is updated by one.

[0074] The RT state control means 112 is configured to control the setting of three RT states: non-RT, RT1, and RT2. Non-RT is the RT state set when the RAM (RAM 63) is initialized. RT1 is the RT state (also referred to as "inside BB") set when the selection of a Type 1 BB-A condition device or Type 1 BB-B condition device (winning BB role 1 or BB role 2) is carried over. RT2 is the RT state (also referred to as "in BB operation") set from the next game when BB role 1 or BB role 2 is achieved, and bonus games can be played during this RT2. In RT2, the replay role is not won, and one of the winning J to Q condition devices is selected (no misses). The transition control of each of the above-mentioned RT states will be explained in detail later.

[0075] The re-play operation control means 113 is configured to set a state (also referred to as a "re-play operation state") in which the player is permitted to play the next game without betting any game medals that he owns, when a re-play role is achieved. When the re-play operation state is set, information indicating the re-play operation state (also referred to as a "re-play operation state flag") is set (for example, the value "1" is stored) in a predetermined storage area of ​​the RAM 63. The set re-play operation state flag is cleared (for example, the value "0" is stored) at a predetermined point in time until the re-play operation state is resolved.

[0076] The bonus operation control means 114 is configured to operate from the time when the bonus combination (in this embodiment, BB combination 1 or BB combination 2) is won (when the 1st type BB-A condition device or the 1st type BB-B condition device is selected), It is configured to execute predetermined processing during the period until the end of the bonus game that is executed in response to the establishment of B role 1 or BB role 2. Specifically, when BB role 1 or BB role 2 is won, information indicating that BB role 1 or BB role 2 has been won (also referred to as "Type 1 BB win flag") is set (for example, value "1" is stored) in a predetermined storage area of ​​RAM 63. In addition, in response to the establishment of BB role 1 or BB role 2, information indicating that the BB is in an operating state (also referred to as "Type 1 BB operating flag") is set (for example, value "1" is stored) in a predetermined storage area of ​​RAM 63.

[0077] The freeze control means 115 is configured to set a freeze that delays the execution of control processes related to the progress of the game (for example, processes that accept bet operations, reel spin start operations, reel spin stop operations, etc.) for a predetermined time when a predetermined condition is met. In this embodiment, there are a winning wait (freeze time 2 seconds), a fake wait (freeze time 5 seconds), an announcement wait (freeze time 10 seconds), a winning wait (freeze time 10 seconds), a fake wait (freeze time 10 seconds), a winning ... Four types of freezes can be performed: wait for knowledge (freeze time 2 seconds), wait when the car is completely stopped and then wait when the car is completely stopped (freeze time 5 seconds).

[0078] The game mode control means 116 is configured to control the setting of eight game modes from game mode 0 to game mode 7. A game mode refers to a game state (also referred to as the "main game state") that is controlled by the main control means separately from the RT state and is mainly related to the setting state of the AT. The game mode control means 116 also manages whether the player is staying in a normal zone or an advantageous zone, which will be described later, using a zone type number (which takes a value of 0 or 1). Here, a zone type number of 0 indicates staying in a normal zone, and a zone type number of 1 indicates staying in an advantageous zone. Furthermore, the game mode control means 116 manages whether the player has won the AT using an AT winning flag (which takes a value of 0 or 1). Here, an AT winning flag of 0 indicates that the player has not won the AT, and an AT winning flag of 1 indicates that the player has won the AT.

[0079] Game mode 0 is the normal (non-advantageous) game state. Game mode 0 is a mode in which the player stays in the normal zone and does not perform lotteries related to AT play (assist play). Game mode 1 is a game state also called "chance" that is mainly entered when the zone type number is 1 but the AT has not been won. Game mode 2 is a game state also called "post-AT win 1" that is mainly entered when the zone type number is 1 and the AT has been won but the BB has not been won. Game mode 3 is mainly an AT game state that is entered when the BB has been won while the AT has been won. In game mode 3, the push navigation described below is executed, making it a very advantageous game state for the player.

[0080] Game mode 4 is a game state that is mainly referred to as "after AT" and is entered after a BB is established in game mode 7, which will be described later. Game mode 5 is a game state that is mainly referred to as "after AT win 2" and is entered after an AT is won in game mode 4. Game mode 6 is a game state that is mainly referred to as "inside chance" and is entered inside BB when the section type number is 1 and the AT has not been won. Game mode 7 is a game state that is mainly referred to as "inside AT" and is entered after one AT has ended and the reach flag is 0.

[0081] The above-mentioned eight game modes 0 to 7 are divided into a game mode belonging to the normal zone (game mode 0) and a game mode belonging to the advantageous zone (game modes 1 to 7). The normal zone is a period in which push navigation (prize navigation, RP navigation, and eye-pressing navigation) is not performed, and is also a period in which information that can determine the push order (information such as condition device number and instruction number) is not transmitted from the main control means to the sub-control means. The normal zone is also a period in which a lottery (for example, an advantageous zone transition lottery) can be held to determine whether or not to transition to the advantageous zone.

[0082] The advantageous zone is a period during which push navigation can be performed, and is also a period during which information that can determine the push order can be sent from the main control means to the sub-control means. The advantageous zone is also a period during which lotteries that change the performance of the advantageous zone (for example, AT mode lottery) and processes that increase the number of AT games during the advantageous zone (for example, Seven Stock 1 lottery, Seven Stock 2 lottery) can be performed. Furthermore, during the advantageous zone, a zone indicator (for example, a DP segment lamp other than the 7-segment lamp among the payout number indicator lamps 46j (also referred to as an "advantageous zone lamp") is lit to notify the player that they are in the advantageous zone. While staying in the advantageous zone, winning navigation may be performed at least once (in this case, if winning navigation has not been performed even once, transition to the normal zone may not be possible).

[0083] In addition, there is an upper limit (1500 games) on the period during which you can stay continuously in the advantageous zone. Furthermore, when you reach the upper limit and end the advantageous zone, information related to the advantageous zone (for example, All information such as the AT winning flag and the value of the seven stock counter will be cleared. When the upper limit is reached and the advantageous zone ends, it is not necessary that no winning navigation was performed while the player was in the advantageous zone. Furthermore, if the lottery to determine whether or not to move to the advantageous zone, or the lottery to change the performance of the advantageous zone, is performed based on the role determination result (condition device), it may be performed only for role determination results that do not have a setting difference, and in particular, the lottery to change the performance of the advantageous zone may be performed based on conditions other than the role determination result. In this case, it may be performed without referring to the setting value.

[0084] The random number generation / capture means 117 is composed of the CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number capture circuit 67, and generates and captures random numbers used in various lotteries. In this embodiment, it has four 16-bit random number means (4ch: ch is an abbreviation for "channel") capable of generating a random number sequence in a maximum range of "0 to 65535," and four 8-bit random number means (4ch) capable of generating a random number sequence in a maximum range of "0 to 255," each capable of independently generating a random number sequence. The random numbers generated by these 16-bit random number means or 8-bit random number means are also referred to as hardware random numbers (hardware random numbers) because they are updated based on the clock signal generated by the clock pulse generator 64. Although not shown, this embodiment also includes a random number generation means separate from the random number generation / capture means 117. This random number generating means is composed of the above-mentioned CPU 61 and RAM 63, and has random number means capable of generating a random number sequence within a predetermined numerical range as random numbers used for determining winning combinations, etc. This random number is also called a software random number (soft random number) because it is updated based on a program.

[0085] (Regarding RT state transition control) The transition control of the RT state by the RT state control means 112 mentioned above will be explained with reference to Fig. 10. As shown in this figure, when a type 1 BB-A condition device or a type 1 BB-B condition device is selected during non-RT, condition P1 is satisfied, and this triggers the RT state control means 112 to transition the RT state from non-RT to RT1. Also, during RT1, when BB role 1 or BB role 2 is established (also referred to as "BB establishment" or "BB operation"), condition P2 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT1 to RT2.

[0086] RT2 is an RT state (also referred to as "BB operation") that is set from the next game when BB role 1 or BB role 2 is achieved, and bonus games can be played during this RT2. In RT2, replay roles are not won, and it is set so that one of the winning J to Q condition devices is selected (no misses). During RT2, when more than a predetermined number (70) of game medals are acquired and the bonus game ends (also referred to as "BB operation end"), condition P3 is satisfied, and this triggers the RT state control means 112 to transition the RT state from RT2 to non-RT.

[0087] (Game mode transition control) The transition control of game modes by the game mode control means 116 will be described with reference to Figures 11 and 12. As shown in Figure 11, in game mode 0, satisfaction of condition Q1 triggers a transition from game mode 0 to game mode 1, satisfaction of condition Q2 triggers a transition from game mode 0 to game mode 2, satisfaction of condition Q3 triggers a transition from game mode 0 to game mode 3, and satisfaction of condition Q4 triggers a transition from game mode 0 to game mode 6. The contents of each transition condition (conditions Q1 to Q15) are shown in simplified form in Figure 11, but more detailed contents are described in the flowchart described later.

[0088] During game mode 1, when condition Q5 is met, the game will be switched from game mode 1 to game mode 2. When condition Q6 is satisfied, the game mode transitions from game mode 1 to game mode 6, when condition Q7 is satisfied the game mode transitions from game mode 1 to game mode 2, and when condition Q8 is satisfied the game mode transitions from game mode 1 to game mode 3. Here, the chance game number counter included in condition Q5 is a counter (taking a value from 0 to 30) that manages the number of games played in game mode 1, and when the game mode transitions to game mode 1, the value of the chance game number counter is set to 30, and thereafter, it is decremented by 1 for each game (see also FIG. 12). In addition, the type 1 BB winning flag included in conditions Q6 to Q8 is a flag (taking a value of 0 or 1) that manages whether or not a BB has been won in the hand lottery in the game, and a type 1 BB winning flag = 0 indicates that the BB has not been won in the game, and a type 1 BB winning flag = 1 indicates that the BB has been won in the game (see also FIG. 12).

[0089] In game mode 2, satisfaction of condition Q9 triggers a transition to game mode 3. In game mode 3, satisfaction of condition Q11 triggers a transition to game mode 0, and satisfaction of condition Q12 triggers a transition to game mode 7. Here, the bell count counter included in conditions Q11 and Q12 is a counter (taking a value from 0 to 134) that manages the number of times (also called "bell count") that push navigation (winning navigation) can be executed during AT, and winning navigation can be executed when the value of the bell count counter is 1 or greater (see also Figure 12).

[0090] Additionally, the seven numbers included in conditions Q11 and Q12 are numbers that manage the type of AT (red seven or gold seven), with seven number = 1 indicating red seven and seven number = 2 indicating gold seven (see also Figure 12). The seven counter is a counter (taking a value from 0 to 26) that manages the number of red sevens stocked, the cumulative counter is a counter (taking a value from 0 to 2412) that manages the number of game medals acquired (the difference in number of medals) in one advantageous zone, and the reach flag is a flag (taking a value from 0 or 1) that adjusts whether the number of game medals acquired (the difference in number of medals) has reached the upper limit (see also Figure 12).

[0091] In game mode 6, satisfaction of condition Q10 triggers a transition to game mode 1. In game mode 7, satisfaction of condition Q10 triggers a transition to game mode 4. In game mode 4, satisfaction of condition Q8 triggers a transition from game mode 4 to game mode 3, satisfaction of condition Q13 triggers a transition from game mode 4 to game mode 0, and satisfaction of condition Q14 triggers a transition from game mode 4 to game mode 7. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter (taking a value from 0 to 3) that manages the stay cycle during AT.

[0092] Furthermore, when condition Q7 is satisfied during game mode 4, a transition from game mode 4 to game mode 5 occurs, and when condition Q9 is satisfied during game mode 5, a transition to game mode 3 occurs.

[0093] Furthermore, when the player is in one of game modes 1 to 7 (i.e., the advantageous zone), the game mode is transitioned to game mode 0 when condition Q15 is satisfied. The advantageous zone clear counter included in condition Q15 is a counter (taking a value from 0 to 1500) that manages the number of games continuously played in the advantageous zone, is set to 1500 when the player transitions from the normal zone to the advantageous zone, and is decremented by 1 each time a game is played in the advantageous zone (see also Figure 12). The net increase counter is a counter (taking a value from 0 to 2412) that manages the number of wins (difference in number of coins) during the advantageous zone, is set to 0 when the player transitions from the normal zone to the advantageous zone, and is subsequently updated according to the number of wins (see also Figure 12).

[0094] In this way, when a game transitions from the normal zone to the advantageous zone, the value of the advantageous zone clear counter is set to "1500," and the value of the advantageous zone clear counter is decremented by 1 each time a game is played in the advantageous zone. When the value of the advantageous zone clear counter reaches "0," the game is forced to transition to the normal zone. Also, if a game transitions from the advantageous zone to the normal zone before the value of the advantageous zone clear counter reaches "0," the value of the advantageous zone clear counter is cleared (set to "0"), and when a game transitions from the normal zone to the advantageous zone again, the value of the advantageous zone clear counter is reset to "1500."

[0095] This embodiment also includes a net gain counter that counts the number of game medals acquired (the difference in number of medals) during the advantageous period. This net gain counter is set to "0" at the start of the advantageous period (or may be set to "0" at the end of the advantageous period), and updates its counter value with each subsequent game and game result. When updating, if the difference in number of medals falls below 0, the counter value is corrected to "0," and if the difference in number of medals is a positive value, the counter value is accumulated and updated as is (such correction may not be performed). When the accumulated difference in number of medals exceeds 2,400, the advantageous period ends and the game transitions to the normal period. Note that the cumulative counter is functionally a counter that performs the same counting as the net gain counter. When checking the number of game medals acquired (the difference in number of medals) during control processing, depending on the processing content, the value of the cumulative counter may be referenced or the value of the net gain counter may be checked.

[0096] Furthermore, a correction counter is also provided as a counter that counts the number of game medals acquired (the difference in number of medals) during the advantageous zone. This correction counter is a counter (taking a value from 0 to 2101) that counts the number of game medals that can be acquired during one advantageous zone (also referred to as the "expected number of medals acquired" or "expected number of medals that can be acquired"), which is calculated by adding the value of the net increase counter (accumulation counter) to the number of AT stocks such as red sevens and gold sevens and the value of the bell count counter. When the value of the correction counter (expected number of medals acquired) exceeds a predetermined value (2100), this may trigger the end of the advantageous zone at a predetermined timing and a transition to the normal zone.

[0097] This configuration makes it difficult for players to determine when the advantageous zone ends. For example, if the end of the advantageous zone is determined solely by the value of the advantageous zone clear counter or the value of the net gain counter, displaying these values ​​to the player allows the player to easily determine when the advantageous zone ends. However, with a correction counter, the advantageous zone may end when the correction counter reaches a predetermined value, even if the advantageous zone clear counter or net gain counter has not yet reached its upper limit. This makes it difficult to determine when the advantageous zone ends, increasing the player's interest in the game. Furthermore, by setting the predetermined value (2100) of the correction counter to a value smaller than the upper limit (2400) of the net gain counter, it is possible to reduce the possibility of the advantageous zone ending during an automatic payout. For example, if the value of the correction counter (expected win number) exceeds the predetermined value (2100) during an automatic payout, allowing the next automatic payout to be executed after the end of that automatic payout, the net gain counter may exceed the upper limit (2400) during the execution of the next automatic payout, thereby increasing the possibility of the advantageous zone ending. If the advantageous period ends during AT, the player may become disappointed, but this situation can be avoided by ending the advantageous period when the value of the correction counter (expected number of wins) exceeds a predetermined value (2100).

[0098] (Lottery executed in each game mode) Next, various lotteries performed by the game mode control means 116 in the above-mentioned game modes 0 to 7 will be explained with reference to Figs. 13 to 20. The advantageous zone transition lottery shown in Fig. 13(A) is a lottery to determine whether or not to transition to an advantageous zone, and selects either a win (1) or a loss (0) based on the condition device group A number (condition device group number will be described later). The number of winning positions corresponding to each condition device group A number is as shown in the figure. It is.

[0099] The chance mode 1 lottery shown in Figure 13(B) is a lottery to determine the chance mode number (a number that controls the likelihood of winning in the lottery during chance (game mode 1)), and selects one of the chance mode numbers 0 to 4 based on the condition device group H number. The winning number corresponding to each condition device group H number is as shown in the figure.

[0100] The chance mode 2 lottery-1 shown in Figure 13 (C) is a lottery to determine the chance mode number during BB operation in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group D number. The winning number corresponding to each condition device group D number is as shown in the figure.

[0101] The chance mode 2 lottery-2 shown in Figure 13 (D) is a lottery to determine the chance mode number during the non-operation of BB in the chance (game mode 1), and selects one of the chance mode numbers 0 to 4 (actually 0 or 4) based on the condition device group B number. The winning number corresponding to each condition device group B number is as shown in the figure.

[0102] The chance mode 3 lottery shown in Figure 13(E) is a lottery to determine a new chance mode number at the end of a stay period during chance (game mode 1), and a new chance mode number from 0 to 4 (actually 0 or 4) is selected based on the current chance mode number 1 to 3 (no lottery if 0). The winning set value number corresponding to each chance mode number is as shown. Note that chance mode number 4 indicates an AT win. The chance mode lotteries in Figures 13(B) to (E) are collectively referred to as AT lotteries.

[0103] The chance game number lottery shown in Figure 14(A) is a lottery to determine the number of games to stay in chance (game mode 1) when any of chance mode numbers 1 to 3 is selected in chance mode 1 lottery (also referred to as "chance mode winning"), and selects one of the number of games 0, 10, 20, or 30 based on the selected chance mode number 1 to 3. The winning number corresponding to each chance mode number is as shown in the figure.

[0104] The chance cycle lottery shown in Figure 14 (B) is a lottery that determines the number of cycles when a chance mode is won, and selects one of the cycle numbers 0 to 4 based on the chance mode number 1 to 3 selected in the chance mode 1 lottery. The winning number corresponding to each chance mode number is as shown in the figure.

[0105] The EX1 mode lottery shown in Figure 14(C) is a lottery to determine the add-on mode number after winning the AT (the number that manages the stock add-on status during the AT), and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0106] The EX2 mode lottery shown in Figure 14(D) is a lottery that is held while the player is in game mode 2 or 5, in order to determine the additional mode number after winning the AT, just like the EX1 mode lottery, and selects one of the additional mode numbers 0 to 2 (actually 0 or 2) based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0107] The AT mode lottery-1 shown in FIG. 14(E) is a lottery that is carried out during the stay of game modes 0 to 2 in order to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during the AT) when the AT is won. The AT mode number is determined based on the condition device group J number. Select one of 0 to 5. The winning numbers corresponding to each condition device group J number are as shown in the figure.

[0108] AT mode lottery-2 shown in Figure 14(F) is a lottery that is held especially while in game modes 3 to 5, in order to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, just like AT mode lottery-1, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.

[0109] AT mode lottery-3 shown in Figure 14(G) is the same as AT mode lottery-1 and 2, and is a lottery held after all reels have stopped (also called "after all stops") to determine the next AT mode number (a number that controls the likelihood of winning in the lottery during the AT) when an AT wins, and selects one of the AT mode numbers 0 to 5 based on the condition device group J number. The number of winning positions corresponding to each condition device group J number is as shown in the figure.

[0110] The Seven 1 lottery shown in Figure 15(A) is a lottery held during game mode 1 or 4 and after a full stop to determine the type of AT (red seven or gold seven), and selects one of the seven numbers 0 to 2 based on the condition device group F number. The winning number corresponding to each condition device group F number is as shown in the figure.

[0111] The Seven 2 lottery shown in Figure 15(B) is the same as the Seven 1 lottery, and is conducted to determine the type of AT, particularly when the player is in game mode 2 or 5. Based on the condition device group F number, one of the Seven numbers 0 to 2 is selected. The winning number corresponding to each condition device group F number is as shown in the figure.

[0112] The AT mode rewrite lottery shown in Figure 15(C) is a lottery to rewrite the AT mode number after the AT ends, and selects one of the AT mode numbers 0 to 5 based on the value of the advantageous zone clear counter (less than 300 or 300 or more). The winning number corresponding to each advantageous zone clear counter value is as shown in the figure.

[0113] The Seven Loop Lottery shown in Figure 15(D) is a lottery to decide whether or not to continue Red Seven, and selects either a win (1) or a loss (0) based on the loop number (the number that controls the continuation rate of Red Seven). The number of winning positions corresponding to each loop number is as shown in the figure.

[0114] The Gold Seven Loop Lottery shown in Figure 15(E) is a lottery to decide whether to continue Gold Seven or not, and selects either a win (1) or a loss (0). The winning numbers assigned to wins (1) and losses (0) are as shown in the figure.

[0115] The Gold Seven Loop Rewrite Lottery shown in Figure 15(F) is a lottery to rewrite the continuation rate of Gold Seven, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning numbers corresponding to each condition device group E number are as shown in the figure.

[0116] The add-on mode lottery shown in Figure 15 (G) is a lottery to determine the add-on mode number during AT, and selects one of the add-on mode numbers 0 to 2 (actually 1 or 2). The winning number assigned to each add-on mode number is as shown in the figure.

[0117] The bell count change lottery shown in FIG. 16(A) is a lottery for rewriting the number of bells, and selects either a win (1) or a loss (0) based on the value of the bell count counter. The winning numbers corresponding to the values ​​of each bell counter are as shown in the figure.

[0118] The Seven Stock 1 lottery shown in Figure 16(B) is a lottery to determine whether or not to add the AT stock number, and selects either a win (1) or a loss (0) based on the condition device group C number. The winning number corresponding to each condition device group C number is as shown in the figure.

[0119] The Seven Stock 2 lottery shown in Figure 16(C) is the same as the Seven Stock 1 lottery in that it determines whether or not to add the AT stock number, and selects either a win (1) or a loss (0) based on the condition device group E number. The winning number corresponding to each condition device group E number is as shown in the figure.

[0120] The effect lever wait lottery shown in Figure 16(D) is a lottery to decide whether or not to perform a fake wait as a freeze, and selects either a win (1) or a loss (0) based on the condition device group J number. The number of wins corresponding to each condition device group J number is as shown in the figure.

[0121] AT Cycle Lottery-1 shown in Figure 17(A) is a lottery that is held when the AT mode number is 1 or 2, in order to determine the number of stay cycles during the AT (the number of BB operations required to return from game mode 3 to game mode 3 via game modes 7 and 4) at the end of the AT, and selects one of the stay cycle numbers 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.

[0122] AT Cycle Lottery-2 shown in Figure 17(B) is the same as AT Cycle Lottery-1, and is a lottery held at the end of the AT to determine the number of stay cycles during the AT, especially when the AT mode number is 3 or 4, and selects one of the stay cycle numbers 0 to 3 (actually 1 to 3) based on the value of the bell count counter. The winning number corresponding to each bell count counter value is as shown in the figure.

[0123] The pullback 1 lottery-1 shown in Figure 17(C) is a lottery that is held especially when the AT mode number is 1 to 3 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning positions corresponding to each condition device group C number is as shown in the figure.

[0124] The pullback 1 lottery-2 shown in Figure 17(D) is the same as the pullback 1 lottery-1, and is a lottery that is held especially when the AT mode number is 4 to determine whether or not the AT will be won again after the AT has ended, and selects either a win (1) or a loss (0) based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.

[0125] The drawback 1 lottery-3 shown in Figure 18(A) is the same as the drawback 1 lottery-1, 2, and is a lottery that is held when the AT mode number is 5 in order to determine whether or not the AT will be won again after the AT has ended, and either a win (1) or a loss (0) is selected based on the condition device group C number. The number of winning entries corresponding to each condition device group C number is as shown in the figure.

[0126] The pullback 2 lottery shown in Figure 18(B) is a lottery to determine whether or not you will win the AT again after the number of stay cycles during the AT has reached 0, and selects either a win (1) or a loss (0) based on the AT mode number. The number of winning positions corresponding to each AT mode number is as shown in the figure.

[0127] The AT cycle preferential game number lottery shown in Figure 18(C) is a lottery to determine the number of games to be set in a predetermined preferential state after the AT ends (also called the "preferential state game number"), and selects one of the preferential state game numbers 0, 10, 20, or 30 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.

[0128] The Seven Table 1 lottery shown in Figure 19(A) is a lottery to determine the Seven Table number (the number that manages the table that determines the continuation rate during Red Seven), and selects one of the Seven Table numbers 0 to 15 based on the AT mode number. The winning number corresponding to each AT mode number is as shown in the figure.

[0129] The Seven Table 2 lottery shown in Figure 19(B) is the same as the Seven Table 1 lottery, in which the Seven Table number is determined, and one of the Seven Table numbers 0 to 15 is selected based on the condition device group G number. The winning number corresponding to each condition device group G number is as shown in the figure.

[0130] The Bell Number 1 Lottery-1 shown in Figure 20(A) is the first lottery to determine the number of bells, which is held especially when the game mode is 0 to 2, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number (a number that controls the ease of counting up). The winning number corresponding to each CU rank number is as shown in the figure.

[0131] Bell Number 1 Lottery-2 shown in Figure 20(B) is the same as Bell Number 1 Lottery-1, and is the first lottery held when the game mode is 4 or 5 to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.

[0132] The bell count 2 lottery shown in Figure 20(C) is a lottery for the second or subsequent times to determine the number of bells, and selects one of the bell counts 0 to 4, 6, 10, 11, or 20 based on the CU rank number. The winning number corresponding to each CU rank number is as shown in the figure.

[0133] The Bell Number 3 lottery shown in Figure 20(D) is the same as the Bell Number 2 lottery, and is the lottery for the second or subsequent times to determine the number of bells, and selects one of the bell numbers 0 to 4, 6, 10, 11, or 20. The winning numbers assigned to each bell number are as shown in the figure.

[0134] (1-2) Each means constituting the game progress management means 130 Returning to Fig. 9, the received medal management means 131 is configured to control whether the game medals actually accepted (game medals that are guided to the acceptance passage and detected by the accepted medal sensor 28b, also referred to as "accepted game medals") among the game medals accepted from the medal acceptance slot 21 (also referred to as "injected game medals") are to be used as game medals to be directly bet or as game medals to be credited. In this embodiment, if the number of bets does not reach the maximum allowable number of bets (the number of bets required to execute a game (specified number "3")), the accepted game medals are to be used as game medals to be directly bet, and if the number of bets reaches the maximum allowable number of bets and the number of credits does not reach the maximum allowable number of credits (for example, "50"), the accepted game medals are to be used as game medals to be credited.

[0135] In addition, the received medal management means 131 is configured to perform automatic betting processing (processing to set a state in which the same number of medals as the number of medals bet in the previous game are bet without reducing the number of medals held by the player) in a game that is set to the replay operation state. In this case, the inserted game medals are accepted as credited game medals (or may not be accepted). If the number of bets reaches the maximum bet allowance and the number of credits reaches the maximum credit allowance, the inserted game medals are not accepted and are returned.

[0136] The role determination means 132 is configured to perform role determination processing (internal lottery) to select at least one role determination result from multiple role determination results (condition devices) based on a preset role determination probability (lottery setting number) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination processing is performed using a random number generated by the above-mentioned 16-bit random number means. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is taken in. Then, when performing the role determination processing, the taken-in random number is read out, a predetermined software random number is added to the read random number, and a condition device is selected using the random number after the addition. It is also possible to select a condition device using the read random number without adding the predetermined software random number.

[0137] The role determination process is performed by referring to a predetermined role determination table (not shown). The role determination table is configured so that lottery placement number data corresponding to each condition device is stored in a predetermined storage area (multiple addresses) in ROM 62 according to the setting value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the role that is allowed to be achieved in that game. Information on the selected condition device (winning role) is stored in a predetermined storage area in RAM 63, but if the information on the winning item stored in one game is information regarding the winning of a small role or a replay role, it is cleared (reset to "0") after the end of that game, regardless of whether or not these small roles or replay roles are achieved. On the other hand, if the BB role is won but not achieved, information regarding the winning of the BB role is stored and not cleared until the BB role is achieved.

[0138] The effect group number determination means 133 is configured to perform processing to associate an effect group number with the condition device selected by the winning combination determination processing. In this embodiment, as shown in FIG. 21, an effect group A group number (0 or 1) is associated with the bonus condition device, and an effect group B group number (0 to 29) is associated with the winning replay condition device. For example, as shown in FIG. 21(A), the effect group A group number 1 is commonly associated with the type 1 BB-A condition device and the type 1 BB-B condition device. Also, as shown in FIG. 21(B), the effect group B group number 13 is commonly associated with the winning-A1 to A12 condition devices, and the effect group B group number 14 is commonly associated with the winning-B1 to B12 condition devices, where differences in the push order can result in advantages or disadvantages in the game (effect on ball payout) and differences in the number of game medals paid out (number of medals won).

[0139] In contrast, for replay-A to L condition devices that correspond to the winning of a replay role in which differences in the pressing order do not affect the advantage or disadvantage in the game (no effect on the number of balls won), and winning replay condition devices that correspond to the winning of a small role (winning role) in which differences in the pressing order do not affect the number of game medals paid out (number won) or the number of game medals that can be won is small (for example, less than the specified number of bets), different presentation group B numbers are associated with each individual condition device.

[0140] Returning to Figure 9, the reel control means 134 is configured to start the rotation of the reels 3a to 3c after confirming that the minimum play time has elapsed when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted), and after all the reels that have started to rotate are in a constant speed rotation state, to stop the rotation of each of the corresponding reels 3a to 3c in turn when the stop switches 26a, 26b, 26c are operated in sequence (when each operation of the stop switches 26a to 26c is validly accepted).

[0141] The spinning stop control of each of the reels 3a to 3c is performed according to the operation mode (push order, operation timing, etc.) of the stop switches 26a to 26c based on each stop table (not shown) that is set according to the result of the role determination selected by the role determination process. Each of the reels 3a to 3c is controlled so that each of the reels 3a to 3c stops within a predetermined allowable stop time (for example, 190 milliseconds) from the timing when the stop switch 26a, 26b, 26c is operated (within the range of the maximum number of sliding frames, 5 frames, in this embodiment).

[0142] That is, as a result of the role determination process, if a predetermined gaming role is selected as a role that is allowed to be achieved, the reels 3a to 3c are controlled to stop so that the symbols corresponding to the selected gaming role are stopped and displayed on the pay line 29 as much as possible within the range of the allowed stop time, and in the case of a loss, the symbols corresponding to none of the gaming roles are stopped and displayed on the pay line 29. Note that in cases where a replay role or a small role is won while a special role has been won and where a special role and a replay role or a small role are won in combination, the reels may be controlled to stop spinning with a priority given to the replay role, in which the replay role is achieved first, then the special role, and then the small role (the small role may be given a higher priority than the special role).

[0143] The stopped display symbol determination means 135 is configured to determine which symbol is stopped and displayed by the reels 3a to 3c based on the timing at which the stop switches 26a to 26c are operated, and to determine whether a gaming combination is achieved based on the symbol combination determined to be stopped and displayed on the pay line 29 (which may be different from the symbol combination actually stopped and displayed).

[0144] When a minor winning combination is achieved, the payout medal management means 136 pays out game medals in a number corresponding to the achieved minor winning combination by means of a stored addition payout that adds the number of credits to the number of credits if the number of credits has not reached the maximum allowable number of credits, or by means of an actual payout that drives the hopper 50 via the hopper drive circuit 52 if the number of credits has reached the maximum allowable number of credits. Also, when a settlement operation (pressing the settlement switch 24) is validly accepted, the payout medal management means 136 drives the hopper 50 to pay out the number of game medals that were bet or the number of game medals that were credited.

[0145] The blocker control means 137 is configured to output a blocker signal for controlling the above-mentioned blocker 48, and switch the blocker 48 between an ON state (a state in which game medals can be accepted) and an OFF state (a state in which game medals cannot be accepted). When the blocker 48 is in the OFF state, game medals inserted into the medal insertion slot 21 are guided to the return passage and returned. However, the insertion of game medals is detected by the inserted medal sensor 28a.

[0146] The display lamp control means 138 is configured to control the lighting and extinguishing of the above-mentioned various display lamps (MAX-BET display lamp 46a, BET lamp 46b, deposit possible display lamp 46c, game start display lamp 46d, replay display lamp 46e, status display lamp 46f, number of times display lamp 46g, CRE lamp 46h, payout number display lamp 46j) via the display lamp control circuit 47. When the payout number display lamp 46j is made to function as a main side push order annunciator, the push order management means 139 controls the payout number display lamp 46j.

[0147] The push order management means 139 is configured to select an instruction number (any of 0 to 6) corresponding to the push order to be notified according to the role determination result (condition device) selected by the role determination process. The instruction number 0 is selected when the push order is not to be notified, and the instruction numbers 1 to 6 are selected when the push order is not to be notified. In this embodiment, command number 1 corresponds to each pressing order of "left, center, right," command number 2 corresponds to "left, right, center," command number 3 corresponds to "center, left, right," command number 4 corresponds to "center, right, left," command number 5 corresponds to "right, left, center," and command number 6 corresponds to "right, center, left."

[0148] In addition, the push sequence management means 139 is also configured to make the payout number display lamp 46j function as a main side push sequence annunciator, and perform push navigation (main side push navigation) by announcing the selected instruction number. This push navigation uses two 7-segment lamps (hereinafter sometimes abbreviated as "7-seg") provided on the payout number display lamp 46j to notify the navigation number. For example, "=" is displayed on the left 7-segment lamp, and the numerical value of the instruction number (for example, "2" for instruction number 2) is displayed on the right 7-segment lamp. The "=" displayed on the left 7-segment lamp is to distinguish it from when the payout number display lamp 46j is displaying the payout number. When navigation number 0 is selected, no display is made by the payout number display lamp 46j, but in another embodiment, "=" may be displayed on the left 7-segment display and "0" on the right 7-segment display, or "0" may be displayed on both the left and right 7-segment displays, or "0" may be displayed on only one of the left or right 7-segment displays.

[0149] The condition device group number determination means 140 is configured to determine a condition device group number used to select a winning value in various lotteries, according to the effect group A group number and effect group B group number determined by the effect group number determination means 133. Specifically, the condition device group numbers are divided into 10 types, from the condition device group A number to the condition device group J number, and each combination of the effect group A group number and the effect group B group number is previously associated with each number value, from the condition device group A number to the condition device group J number. Specific associations are as shown in FIG. 22. For example, for the combination of effect group A group number 1 and effect group B group number 0, the condition device group A number 1, condition device group B number 2, condition device group C number 2, condition device group D number 0, condition device group E number 0, condition device group F number 1, condition device group G number 0, condition device group H number 1, condition device group I number 0, and condition device group J number 1 are associated, respectively. In addition, the remarks column in the table of Figure 22 lists abbreviations that represent the contents of each combination of performance group A group number and performance group B group number.

[0150] (Detailed explanation of the role determination process) The role determination process executed by the role determination means 132 is a series of processes that involves drawing a role once per game based on a predetermined probability (role determination probability), and determining the symbol combination that can be displayed on a winning line based on the winning number determined by the role determination. More specifically, a role is first drawn based on the role determination probability, and one winning number is determined from multiple winning numbers (including losing numbers) through this role drawing. Each winning number is pre-assigned a bonus condition device number or a winning replay condition device number. Once a winning number is determined, the bonus condition device number or winning replay condition device number associated with that winning number is stored in a predetermined memory area of ​​RAM. Here, the bonus condition device number and the winning replay condition device number are stored in different memory areas. This allows the symbol combinations associated with the condition devices of the various condition device numbers stored in RAM to be aligned on a winning line.

[0151] In the above example, one winning number was linked to either a bonus condition device number or a winning replay condition device number, but one winning number may also be linked to both a bonus condition device number and a winning replay condition device number.

[0152] The above-mentioned probability of determining a winning combination can be set arbitrarily. In addition, the probability of determining a winning combination can be configured to be changeable according to the above-mentioned setting value set by a gaming parlor staff member or the like. In this embodiment, there are six setting values, from setting 1 to setting 6, and there are winning numbers for which the probability of winning a role varies depending on the setting value, and winning numbers for which the probability of winning a role remains unchanged even when the setting value is changed. Hereinafter, setting the probability of winning a role to vary depending on the setting value will be referred to as "setting a difference." It is possible to arbitrarily determine whether or not to set a difference for each winning number. As an example, there may be no setting difference for winning numbers linked to the condition device number of a condition device that triggers a lottery that affects the payout rate (the ratio of the number of payouts to the number of game medals used for play) in the slot machine 1, and there may or may not be a setting difference for winning numbers linked to the condition device number of a condition device that does not trigger a lottery.

[0153] FIG. 23 shows an example of the winning probability of the slot machine 1, showing the number of winning positions assigned to each winning number (total number of positions: 65,536). FIG. 23 does not show the winning numbers, but shows the conditional device associated with each winning number. This example also shows the number of winning positions in each RT state (non-RT, RT1, RT2) for three settings: 1, 3, and 6. According to this example, during non-RT, the probability of selecting a winning number associated with a Type 1 BB-A conditional device number or a winning number associated with a Type 1 BB-B conditional device number is set relatively high, at approximately 7 / 100. During non-RT or RT1, the probability of selecting one of the winning numbers associated with the prize-winning-A1 to -A12 conditional device numbers is set fairly high, at approximately 7 / 10.

[0154] The table in Figure 24(A) shows the type of bonus condition device, the bonus condition device number assigned to that bonus condition device, and the symbol combination associated with each condition device (indicated as "winning role" in Figure 24(A)), and the tables in Figure 24(B) and Figures 25 to 29 show the type of winning replay condition device, the winning replay condition device number assigned to that winning replay condition device, and the symbol combination associated with each condition device (indicated as "winning role" in Figure 24(B) and Figures 25 to 29). The contents of some condition devices will be specifically explained below.

[0155] In the bonus condition device shown in FIG. 24(A), the type 1 BB-A condition device is assigned the bonus condition device number 1, and the type 1 BB-B condition device is assigned the bonus condition device number 2. The bonus condition device number 0 indicates that it does not correspond to any bonus condition device. The type 1 BB-A condition device is associated with the symbol combination of BB role 1, and this symbol combination can be displayed as a stopped symbol during non-RT, which will be described later. Furthermore, if the symbol combination of BB role 1 cannot be aligned on an active line, the game transitions to RT1, which will be described later, and the state in which the symbol combination can be aligned is carried over. On the other hand, in RT2, the symbol combination of BB role 1 cannot be aligned on an active line, and therefore, the state is not carried over (in FIG. 24(A), the "-" in the "RT2 (BB operation)" column indicates that the symbol combination cannot be aligned, and the state in which the symbol combination can be aligned is not carried over). The Type 1 BB-B condition device is associated with the symbol combination of BB role 2, and this symbol combination can be displayed as a stop during non-RT. Also, if the symbol combination of BB role 2 cannot be aligned on an active line, the game transitions to RT1, and the state in which the symbol combination can be aligned is carried over. Also, in RT2, the symbol combination of BB role 2 cannot be aligned on an active line, so the state is not carried over.

[0156] The replay-A to L condition devices shown in FIG. 24(B) are assigned winning replay condition device numbers from 1 to 12. These condition devices are condition devices to which replay symbol combinations are associated, and are configured so that during non-RT and RT1, they may be in a state where a replay symbol combination can be aligned, but during RT2, they are not in such a state. Furthermore, if the winning number determined by the winning combination lottery is linked to any of the winning replay device numbers 1-12 in FIG. 24(B), the symbol combination shown in the "Winning Role" column corresponding to that number's condition device will be able to be aligned on an active line. For example, if winning number 1 is determined by the winning combination lottery, any one of the symbol combinations of replay roles 1-4 associated with the replay-A condition device of winning replay condition device number 1 will be able to be aligned. Furthermore, if winning number 12 is determined by the winning combination lottery, any one of the symbol combinations of replay roles 2-5 associated with the replay-L condition device of winning replay condition device number 12 will be able to be aligned. The number 0 shown in FIG. 24(B) indicates that a winning number has been determined that prevents any winning or replay symbol combination from being aligned, i.e., a loss. In this embodiment, a loss state can occur only during non-RT, but it may also occur during RT1 or RT2.

[0157] The winning-A1 to A12 condition devices shown in Figures 24(B), 25, and 26 are assigned winning replay condition device numbers from 13 to 24, respectively. These condition devices are associated with symbol combinations of small winning combinations. Furthermore, during non-RT and RT1, symbol combinations corresponding to the winning-A1 to A12 condition devices may be aligned, but during RT2, such a state is not achieved. The winning-B1 to B12 condition devices shown in Figures 26 to 28 are assigned winning replay condition device numbers from 25 to 36, respectively. These condition devices are associated with symbol combinations of small winning combinations. During non-RT and RT1, symbol combinations corresponding to the winning-B1 to B12 condition devices may be aligned, but during RT2, such a state is not achieved. The winning-C to E condition devices shown in Figure 29 are assigned winning replay condition device numbers from 37 to 39, respectively. These condition devices are condition devices to which small winning symbol combinations are associated, and during non-RT and RT1, it may be possible to line up symbol combinations corresponding to the winning-C to E condition devices, but during RT2, it is configured so that such a state does not occur.

[0158] (Detailed explanation of reel control according to the result of the lottery) Next, a description will be given of the reel control executed by the reel control means 134 when a state is reached in which a symbol combination corresponding to each of the above-mentioned condition devices can be achieved. (a) Reel control for Type 1 BB During a non-RT period in which a symbol combination corresponding to a Type 1 BB-A condition device shown in Figure 24(A) can be aligned, or during RT1 in which a state in which a symbol combination corresponding to a Type 1 BB-A condition device can be aligned is carried over, if the player's push position allows the corresponding symbols of BB role 1, "blue bar, blue bar, red seven," to be drawn onto the active line 29, then BB role 1 is achieved. Similarly, during a non-RT period in which a symbol combination corresponding to a Type 1 BB-B condition device can be aligned, or during RT1 in which a state in which a symbol combination corresponding to a Type 1 BB-B condition device can be aligned is carried over, if the player's push position allows the corresponding symbols of BB role 2, "black bar, black bar, red seven," to be drawn onto the active line 29, then BB role 2 is achieved.

[0159] (b) Reel control for replay When a symbol combination corresponding to the replay-A to D condition devices shown in Fig. 24(B) is aligned, reel control is performed so that replay role 4 (middle RP) is always established, regardless of the push order or push position, whether in non-RT or RT1. Also, when a symbol combination corresponding to the replay-E to G condition devices is aligned during non-RT or RT, reel control is performed so that replay role 1 or 3 is established. Also, when a symbol combination corresponding to the replay-H to J condition devices is aligned during non-RT, replay role 2 (right-up RP) is always established, regardless of the push order or push position, whereas when a symbol combination is aligned during RT1, reel control is performed so that replay role 4 (middle RP) is always established, regardless of the push order or push position. Furthermore, when a symbol combination corresponding to the replay-K, L condition devices is aligned during RT1, reel control is performed so that replay role 4 (middle RP) is always established, regardless of the push order or push position. If the pattern combination can be aligned during non-RT, replay role 5 (upper row watermelon RP) will always be achieved regardless of the order or position of the buttons pressed, whereas if the combination can be aligned during RT1, the reels will be controlled so that replay role 4 (middle row RP) will always be achieved regardless of the order or position of the buttons pressed.

[0160] In addition, if the losing winning number is determined during RT1, when the losing winning number is determined, if the button presses are pressed in a predetermined order such as reverse (the order in which the stop switch 26c is operated first), the symbol combination of "Red Seven, Red Seven, Red Seven" (also referred to as "Red 7 matching symbol") may be displayed in the display window W (for example, on the active line 29) depending on the button presses. This Red 7 matching symbol is the same as the corresponding symbol of the small win 40 (Red 7 matching small win), but the small win 40 is only formed during RT2 (see Figure 8). Therefore, the Red 7 matching symbol that is stopped and displayed during RT1 is always a losing symbol.

[0161] (c) Reel control regarding winning When the symbol combinations corresponding to the winning-A1 to A12 condition devices shown in Figures 24(B), 25, and 26 are aligned during non-RT, a predetermined 1-piece role is always achieved regardless of the pressing order or pressing position, and when they are aligned during RT1, reel control is performed so that the role that is achieved varies depending on the pressing order or pressing position. For example, the winning-A11 condition device shown in Figure 26 is a condition device corresponding to the symbol combinations of small roles 6, 10, 15, 16, 21, and 34, and when these symbol combinations are aligned during non-RT, reel control is performed so that small role 6, which is a 1-piece role, is always achieved regardless of the pressing order or pressing position.

[0162] On the other hand, if the symbol combination corresponding to the winning-A11 condition device is aligned during RT1, the reel control is such that when the button presses are "center, right, left," the 15-coin minor win 6 is achieved with a 1 / 1 probability; when the button presses are "right, center, left," the 15-coin minor win 34 is achieved with a 1 / 1 probability; and when the button presses are otherwise performed ("left, center, right," "left, right, center," "center, left, right," "center, right, left"), one of the 1-coin minor wins 10, 15, or 16 is achieved with a 1 / 8 probability. Note that "left," "center," and "right" refer to stop switches 26a, 26b, and 26c, and their order indicates their operation. For example, "center, right, left" represents the order in which the stop switches are operated in the order 26b, 26c, and 26a. In Figures 25-28, each button press order is indicated by the numbers "1," "2," and "3." The numbers "123", "132", "213", "231", "312", and "321" in the diagram correspond to the following pressing orders, respectively: "left center right", "left left center", "center left right", "center right left", "center right left", and "right center left".

[0163] During RT1, the state in which the symbol combination corresponding to the bonus condition device can be aligned is carried over, so depending on the push order and push position, BB role 1 or BB role 2 may be achieved. For example, if the state in which the symbol combination corresponding to the Type 1 BB-B condition device (i.e., the symbol combination of BB role 2) can be aligned during RT1, and the symbol combination corresponding to the prize-winning-A11 condition device can be aligned, when the push order is "center right left" or "right center left," small role 6 and small role 34 are always achieved, respectively, so BB role 2 cannot be achieved. On the other hand, when the push order is other than "left center right," "left left center," "center left left," or "center right left"), if the push order can draw in the corresponding symbol of small role 10, 15, or 16, BB role 2 will not be achieved. However, if these corresponding symbols cannot be drawn in, and conversely, if the corresponding symbol of BB role 2, "black bar / black bar / red seven," can be drawn in, the reel control is performed so that BB role 2 is achieved.

[0164] Specifically, we will explain the case where the push order is "left, center, right." First, we will explain the case where the push position on the first left reel is within the range where the symbol "Red Seven" can be drawn. In this case, the reel control is performed on the left reel to draw the symbol "Red Seven." At this stage, there is a possibility that either small win 16 or small win 21 will be achieved. Next, if the push position on the second center reel is within the range where the "blue bar" symbol can be drawn, the reel control will be performed on the center reel to draw in the "blue bar" symbol, so there is a possibility that small win 16 will be achieved at that stage, and finally, if the push position on the third right reel is within the range where the "blue bar" symbol can be drawn, the reel control will be performed on the right reel to draw in the "blue bar" symbol, so finally small win 16 (corresponding symbol "red seven, blue bar, blue bar") will be achieved. On the other hand, if the pressing position on the second middle reel is within the range where the "Red Seven" symbol can be drawn in, the reel control will be performed on the middle reel to draw in the "Red Seven" symbol, and a miss (no winning combination will be achieved) will be confirmed at that stage (there remains a possibility that the "Red Seven - Red Seven - Red Seven" symbol combination will ultimately be displayed), and finally, if the pressing position on the third right reel is within the range where the "Red Seven" symbol can be drawn in, the reel control will be performed on the right reel to draw in the "Red Seven" symbol, and the "Red Seven - Red Seven - Red Seven" symbol combination will ultimately be displayed.

[0165] Next, we will explain what happens when the first left reel is pressed within a range that can pull in the "black bar" symbol. In this case, the left reel is controlled to pull in the "black bar" symbol, leaving the possibility of either BB combination 2, small combination 10, or small combination 15 being achieved at that stage. Next, if the second center reel is pressed within a range that can pull in the "black bar" symbol, the center reel is controlled to pull in the "black bar" symbol, leaving the possibility of BB combination 2 being achieved at that stage. Finally, if the third right reel is pressed within a range that can pull in the "red seven" symbol, the right reel is controlled to pull in the "red seven" symbol, leaving the possibility of BB combination 2 (corresponding symbols: black bar, black bar, red seven) being achieved. On the other hand, if the pressing position on the second middle reel is within the range where the "Gold Seven" symbol can be drawn in, the middle reel will be controlled to draw in the "Gold Seven" symbol, so there is still a possibility of achieving minor win 10 at that stage, and finally, if the pressing position on the third right reel is within the range where the "Gold Seven" symbol can be drawn in, the right reel will be controlled to draw in the "Gold Seven" symbol, so ultimately minor win 10 (corresponding symbol "black bar - gold seven - gold seven") will be achieved.

[0166] The reel control is performed so that the winning combinations of the winning-B1 to B12 condition devices shown in Figures 26 to 28 differ depending on the pressing order and pressing position, whether they are aligned during non-RT or RT1. For example, the winning-B7 condition device shown in Figure 27 is a condition device associated with symbol combinations of small wins 4, 5, 8, 13, 18, 23, and 30. When these symbol combinations are aligned during non-RT, reel control is performed so that when the pressing order is "middle first," the small win 30, which is a 15-piece win, is achieved with a 1 / 1 probability, and when the pressing order is "left first" or "right first," the small win 5, which is a 1-piece win, is achieved with a 1 / 1 probability. Note that "left first" refers to the pressing order in which the stop switch 26a is operated first, "middle first" refers to the pressing order in which the stop switch 26b is operated first, and "right first" refers to the pressing order in which the stop switch 26c is operated first. In Figures 26 to 29, the pressing orders for "left first," "center first," and "right first" are displayed as "1·-·-," "-·2·-," and "-·-·3," respectively.

[0167] On the other hand, when the symbol combination corresponding to the winning-B7 condition device is in a state where it can be aligned during RT1, when the push order is "middle left right", small symbol 4 or small symbol 5, which is a 1-piece role, is formed with a probability of 1 / 1, when the push order is "right left middle", small symbol 30, which is a 15-piece role, is formed with a probability of 1 / 1, and when the push order is other than "left middle right", "left left middle", "middle right left", "right middle left"), any of small symbol 8, 13, 18, 23, which is a 1-piece role, is formed with a probability of 1 / 8, respectively. Also, when the symbol combination corresponding to the winning-B7 condition device is in a state where it can be aligned during RT1 where the state where it can be aligned with the symbol combination corresponding to the type 1 BB-A condition device (i.e. the symbol combination of BB role 1) is carried over, when the push order is "middle left left" and "right left middle", In this case, small wins 4, 5 and 30 are always achieved, so BB win 1 will never be achieved. On the other hand, in other push orders ("left center right", "left left center", "center right left", "right center left"), if the corresponding symbols of small wins 8, 13, 18 and 23 can be drawn depending on the push position, BB win 1 will not be achieved, but if these corresponding symbols cannot be drawn, and conversely, if the corresponding symbols of BB win 1, "blue bar / blue bar / red seven", can be drawn, reel control is performed so that BB win 1 will be achieved.

[0168] The pattern combinations of the winning-C to E condition device shown in Figure 29 are designed to always result in a small win 36, which is a 15-piece win, regardless of the order or position of the buttons pressed, whether they are aligned during non-RT or RT1.

[0169] The winning-F to Q condition devices shown in FIG. 29 are configured so that the associated symbol combinations are not aligned during non-RT or RT1, but are selected during RT2. Of these, the winning-F, G, L, and M condition devices are reel-controlled so that when the associated symbol combinations are aligned during RT2, the watermelon minor combination (minor combinations 24 to 37), which is a 15-coin combination, is always achieved, regardless of the pressing order or pressing position. When the symbol combinations associated with the winning-I, J, K, O, P, and Q condition devices are aligned during RT2, the reel control is performed so that a 1-coin combination (minor combinations 1 to 23, 40 to 44) is achieved, depending on the pressing position. When the symbol combinations associated with the winning-H condition devices are aligned during RT2, the reel control is performed so that a 3-coin combination (minor combinations 38 and 39) is achieved, depending on the pressing position. When the symbol combination associated with the winning-N condition device is in a state where it can be aligned during RT2, if the pressing order is "left first" or "center first", a 1-piece role will be achieved depending on the pressing position, and if the pressing order is "right first", a 7-match 1-piece role (small role 40) will be achieved depending on the pressing position.

[0170] (1-3) Each Means Constituting the Main Communication Control Means 150 The control command transmitting means 151 is configured to transmit control commands containing various information related to games at predetermined timing. For example, control commands transmitted before the start lever 25 is operated include a control command containing information indicating which game mode is set (also referred to as a "game mode command"), a control command containing information indicating which RT state is set (also referred to as an "RT command"), and a control command containing information indicating the replay operation state (also referred to as an "operation state command"). Control commands transmitted in response to the start lever 25 being operated include, for example, a control command containing information on a command number (also referred to as an "command number command") and a control command containing information on a performance group number (performance group A number and performance group B number) (also referred to as an "performance group number command"). In addition, control commands including information on setting values, control commands including information on the values ​​of various counters such as a bell count counter, control commands including information instructing the content of the presentation to be executed by the sub-control means, and control commands including information to be transmitted in the bonus game described below may be transmitted before the start lever 25 is operated, when the start lever 25 is operated, or at some other time.

[0171] In this way, when the operation of the start lever 25 is validly accepted, various control commands (collectively referred to as "lever operation acceptance commands") equivalent to instruction number commands and effect group number commands in the slot machine 1 are transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. By receiving these lever operation acceptance commands, the sub-control means 200 can identify that the operation of the start lever 25 has been validly accepted (that the start lever 25 has been validly operated).

[0172] Furthermore, when it is confirmed that the minimum play time has elapsed, the control command transmitting means 151 transmits a control command (also referred to as a "start all reels spin command") including information indicating that all reels will start spinning before all reels actually start spinning. Furthermore, when it is triggered by accepting a first stop operation (an operation of the stop switch to stop the reels for the first time), it transmits a control command (also referred to as a "first stop acceptance command") including information indicating that the first stop operation has been accepted, and when it is triggered by a first reel stop (a stop of the reels corresponding to the first stop operation), it transmits a control command (also referred to as a "first stop command") including information on the first reel stop. Similarly, when it is triggered by accepting a second stop operation (an operation of the stop switch to stop the reels next), it transmits a control command (also referred to as a "second stop acceptance command") including information indicating that the second stop operation has been accepted, and when it is triggered by a second reel stop (a stop of the reels corresponding to the second stop operation), it transmits a control command (also referred to as a "second stop command") including information on the second reel stop. Similarly, when the third stop operation (the operation of the stop switch to finally stop the reels) is accepted, a control command (also referred to as the "third stop acceptance command") containing information indicating that the third stop operation has been accepted is sent, and when the third drum stop (the stop of the reels corresponding to the third stop operation) is accepted, a control command (also referred to as the "third stop command") containing information about the third drum stop is sent.

[0173] In this way, each time each stop switch validly accepts a stop operation and switches from an OFF state to an ON state, a control command (first, second, and third stop acceptance commands) including information indicating that the stop operation has been accepted is sent from the control command sending means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described below. Then, by receiving these stop acceptance commands, the sub-control means 200 can identify that each stop switch has validly accepted the stop operation (first, second, and third stop operation).

[0174] Furthermore, after each stop switch has validly accepted a stop operation, each time the stop operation is released and the stop switch switches from the ON state to the OFF state, the control command transmission means 151 transmits a control command (stop operation release command) containing information indicating that the accepted stop operation has been released. Specifically, a control command containing information indicating that the first stop operation has been released (referred to as the "first stop operation release command"), a control command containing information indicating that the second stop operation has been released (referred to as the "second stop operation release command"), and a control command containing information indicating that the third stop operation has been released (referred to as the "third stop operation release command") are transmitted. By receiving these stop operation release commands, the sub-control means 200 can determine that the stop operation validly accepted by each stop switch has been released (that is, the player's hand has been removed from the stop switch). Note that the first and second stop operation release commands may not be transmitted, and only the third stop operation release command may be transmitted.

[0175] Furthermore, the control command sending means 151 sends a control command (also called a "full stop command") containing information on all reels stopping before determining the stopped symbols, and a control command (also called a "payout number command") containing information on the number of game medals to be paid out after determining the stopped symbols. Also, at a predetermined timing after all reels have stopped, it sends a control command (also called a "role determination result command") containing information on the result of the winning determination. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is possible only in one direction, from the former to the latter.

[0176] The outer edge signal transmitting means 152 is configured to transmit an outer edge signal to an external device such as a data counter or a hall computer when a predetermined game state is reached. In this embodiment, when the player is in game mode 3 of the advantageous zone, the winning-A1 to A12 condition device or the winning-B When a situation occurs in which 15 game medals are paid out twice (consecutively) when a symbol combination associated with the 1-B12 condition device is aligned, an outer edge signal is output. Such a situation can occur both when the BB is in the state where the game is in the BB state and when the game is not in the BB state (when the game is not in the BB state). If the outer edge signal were output only when such a situation occurred when the BB state was in the state where the game is in the BB state, the output of the outer edge signal would enable the game to be determined as being in the BB state. In contrast, in this embodiment, the outer edge signal is output when the above situation occurs, whether the game is in the BB state or not. Therefore, even if the outer edge signal is output, it is difficult to reliably determine whether the game is in the BB state. However, the possibility of 15 game medals being paid out when the BB state is not in the BB state is significantly lower than when the game is in the BB state. Therefore, when the outer edge signal is output, the possibility that the game was paid out when the BB state was in the state where the game is in the BB state is high. Therefore, even if a player checks the number of times the outer end signal has been output using an external device, etc., and determines that number as the number of times the player has transitioned into the BB, that determination will not deviate significantly from the actual situation (reliability can be ensured when the outer end signal is interpreted as a signal indicating that the player has transitioned into the BB).

[0177] (2) Functional Block of Sub-Control Means 200 The sub-control means 200 is composed of a sub-main control means (also referred to as the "first sub-control means") 200A that mainly manages (instructs) lamp effects, image effects, and sound effects, and a sub-sub control means (also referred to as the "second sub-control means") 200B that mainly controls (executes) image effects and sound effects.

[0178] (2-1) Each Means Constituting the Sub-Main Control Means 200A The sub-main control means 200A is broadly divided into an effect management means 210 and a sub-main communication control means 230. The effect management means 210 is provided with a game effect management means 211, an announcement effect management means 212, and a lamp effect control means 213, and the sub-main communication control means 230 is provided with a control command receiving means 231, an effect command transmitting means 232, and a status command receiving means 233. The above-mentioned means in the sub-main control means 200A are functional representations of hardware such as the sub-main CPU 71, ROM 72, RAM 73, and electronic circuits arranged on the sub-main control board 70A shown in FIG. 2, and software such as a control program stored in ROM 72.

[0179] (Means constituting the performance management means 210) The game effect management means 211 is configured to manage the execution timing of effects using images and sounds (also referred to as "game effects") executed by the sub-sub control means 200B, mainly for the purpose of increasing the interest in the game and enhancing playability, based on control commands from the main control means 100. Game effects include, for example, continuous effects, single effects, assist effects, etc.

[0180] A continuous effect is an effect that continues over multiple game periods, and examples thereof include an effect that displays images that form a continuous story over multiple game periods, mainly using image display device 11, or an effect image that symbolizes the player being in a predetermined game mode (for example, game mode 5). When performing a continuous effect or a single effect described below, an effect using effect lamps 12, 13a, 13b, 14a, 14b or decorative lamps 32a, 32b may be performed, or an effect using speakers 15a, 15b, 44a, 44b may be combined.

[0181] A one-off effect is an effect that is executed one-off when a specific situation occurs during the progress of the game. For example, an effect in which an image that suggests the probability of winning a game role is displayed by the image display device 11 when each reel is rotating can be mentioned. In addition, when the main control means 100 adds up the number of AT games (number of bells), the added AT games An example of a single effect is an effect in which a numerical value (for example, characters such as "+10") is displayed on the display screen 11a of the image display device 11.

[0182] The assist effect is an effect to assist the player, and in this embodiment, the push navigation effect is mainly performed according to the information of the navigation number transmitted by the navigation number command from the main control means 100. This push navigation effect (sub-side push navigation) is a one-off effect that uses the image display device 11 as a sub-side push order display device to display the push order (correct push order) corresponding to the navigation number on the display screen 11a for the player. In this embodiment, the RP navigation effect (sub-side RP navigation) corresponding to the above-mentioned RP navigation, the prize navigation effect (sub-side prize navigation) corresponding to the prize navigation, and the eye-pressing navigation effect (sub-side eye-pressing navigation) corresponding to the eye-pressing navigation are executed.

[0183] Specific examples of push navigation effects (RP navigation effects, winning navigation effects) that notify players of the push order include displaying numbers indicating the corresponding push order (for example, in the case of a "left first" push order, "1" is displayed at the bottom left of display screen 11a, and in the case of a "center left and right" push order, the numbers indicating the push order are displayed in the order of "2," "1," and "3" from left to right at the bottom of display screen 11a). When displaying the first through third push orders, the display of the first push order may be erased when the player operates the first stop switch according to the displayed first push order, the display of the second push order may be erased when the player operates the second stop switch according to the displayed second push order, and the display of the third push order may be erased when the player operates the third stop switch according to the displayed third push order.

[0184] Furthermore, if the player operates the stop switch in a different order from the displayed push order, the push navigation effect may be immediately terminated. Furthermore, when displaying the push order, the sounds "middle," "left," and "right" may be output from speakers 15a, 15b, etc., in association with the next operation to be performed. Furthermore, effect lamp 13a may correspond to "left," effect lamp 12 may correspond to "middle," and effect lamp 13b may correspond to "right," and they may light up or flash in association with the next operation to be performed. A display for sub-side push navigation may also be provided. For example, a display consisting of three 7-segment lamps arranged horizontally may be provided below the display window W, and in the case of a "right-center-left" push order, the numbers "3," "2," and "1" may be displayed on the left, center, and right 7-segment lamps, respectively.

[0185] The notification effect management means 212 is configured to manage the execution timing of image and audio effects (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B based on control commands from the main control means 100, mainly for the purpose of notifying the player of information related to the game. Examples of notification effects include an error notification effect that notifies the player of the occurrence of an error using text information such as "Error Occurred," and an effect that notifies the player of the fact that an image is being prepared when power is restored using text information such as "Image Preparing." Another example of a notification effect is an effect that displays an image (also referred to as "attention-calling image") containing text information to attract the player's attention in order to prevent the player from becoming overly absorbed in the game (addiction).

[0186] The lamp effect control means 213 is configured to control various lighting effects using the effect lamps 12, 13a, 13b, 14a, 14b, the decorative lamps 32a, 32b, and the back lamps 38a to 38d. It is also configured to perform suggestive effects, which will be described later.

[0187] (Means constituting the sub-main communication control means 230) The control command receiving means 231 receives a control command from the main control means 100 and stores it in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received control command). It is configured to remember.

[0188] The performance command sending means 232 is configured to send a performance command including various information related to performance (for example, a performance command including image information) to the sub-sub control means 200B based on a control command from the main control means 100.

[0189] The status command receiving means 233 is configured to receive a status command (e.g., a status command including information that a reception error has occurred for a performance command) from the sub-sub control means 200B and store it in a predetermined storage area such as RAM 73 (e.g., a command buffer for the received status command).

[0190] (2-2) Each Means Constituting the Sub-Sub-Control Means 200B In contrast to the sub-main control means 200A configured as described above, the sub-sub control means 200B is broadly equipped with a performance execution control means 250 and a sub-sub communication control means 270. The performance execution control means 250 is equipped with a game performance execution control means 251 and an announcement performance execution control means 252, and the sub-sub communication control means 270 is equipped with a performance command receiving means 271 and a status command sending means 272. Note that each of the above-mentioned means in the sub-sub control means 200B is a functional representation of what is configured by hardware such as the sub-sub CPU 75, ROM 76, RAM 77, and electronic circuits arranged on the sub-sub control board 70B shown in FIG. 2, and software such as a control program stored in the ROM 76.

[0191] (Means constituting the performance execution control means 250) The game effect execution control means 251 is configured to control the image display device 11, speakers 15a, 15b, etc. based on effect commands from the sub-main control means 200A, and execute the above-mentioned game effects.

[0192] The notification effect execution control means 252 is configured to control the image display device 11, the speakers 15a, 15b, etc. based on the effect command from the sub-main control means 200A, and execute the notification effect described above.

[0193] (Means constituting the sub-sub communication control means 270) The rendering command receiving means 271 is configured to receive rendering commands from the sub-main control means 200A and store them in a predetermined storage area such as the RAM 77 (for example, a command buffer for the received rendering commands).

[0194] The state command transmitting means 272 is configured to transmit the above-mentioned state command to the sub-main control means 200A.

[0195] The transmission of control commands from the control command transmitting means 151, the transmission of performance commands from the performance command transmitting means 232, and the transmission of state commands from the state command transmitting means 272 are all performed by serial communication (parallel communication may also be used). Each of the transmitting means 151, 232, 272 has the same configuration, and is configured with a command buffer (also referred to as "CB") as a storage area for temporarily storing commands to be transmitted, a command processing unit that performs processing such as writing and reading of commands to be transmitted, and a command transmitting unit that transmits commands by serial communication.

[0196] The CB has a plurality of storage areas distinguished by addresses, and is configured to be able to store one byte of command data in each storage area. The command processing unit generates command data to be sent, writes it to the address area indicated by the write pointer of the CB, and reads previously written command data from the address area indicated by the read pointer of the CB. The command transmitter is configured to read the command data and write it to the TDR (Transmission Data Register) of the command transmitter. The command transmitter is configured to transfer the command data written in the TDR to the TSR (Transmission Shift Register), where it is serially converted and transmitted.

[0197] When using a parallel communication method, previously written command data is read from the address area indicated by the CB read pointer, and the command data is written to a specified output port (output port for sending to the sub-control means) for transmission. In this embodiment, one command is usually two bytes long (the checksum is one byte long). The communication method is asynchronous (start-stop synchronous), and has one stop bit and one parity bit (even parity) (the communication method and command configuration can be changed as appropriate).

[0198] <Major control processes> Below, among the control processes performed by the main control means 100 of the slot machine 1, the setting change process, the game progress control process, and the timer interrupt process will be described with additional reference to Figures 30 to 58. Note that the variables such as counters and flags used in the following description are briefly explained in the variable list of Figure 12.

[0199] <Settings change process> First, the basic flow of the setting change device process will be explained with reference to Figure 30 (A). The setting change device process is executed when a setting change is made, and performs a process of saving "0" in all storage areas (addresses in RAM 63 that store information about advantageous zones) that affect the performance of the instruction function (step K1).

[0200] <Game Progress Control Processing> Next, the basic flow of the game progress control process will be described with reference to Figures 30(B) to 57. The game progress control process is a process that is repeatedly executed during a game, and as shown in Figure 30(B), first, a game start standby process is performed (step S1). In this game start standby process, as shown in Figure 30(C), it is determined whether the total stop wait number is 0 or not (step S11). Here, if the total stop wait number is not 0, the process waits for the standby time corresponding to the total stop wait number (step S12) and proceeds to step S13, and if the total stop wait number is 0, the process proceeds directly to step S13. Then, in step S13, 0 is saved as the total stop wait number, and the game start standby process is terminated and returned.

[0201] After the game start standby process is completed, the process proceeds to step S2 in FIG. 30(B). Here, the process waits in that state until operation of the start lever 25 is accepted, and when accepted, the internal lottery start process is performed (step S3). In this internal lottery start process, an internal lottery is performed (step S21), as shown in FIG. 31(A). In this internal lottery, the bonus condition device number and the winning re-play condition device number are determined. After the internal lottery is performed, the process proceeds to group number set process.

[0202] In the group number set process, as shown in Fig. 31(B), a value corresponding to the bonus condition device number (see Fig. 21(A)) is stored in the effect group A number (step S31), and a value corresponding to the winning replay condition device number (see Fig. 21(B)) is stored in the effect group B number (step S32). Next, values ​​corresponding to the effect group A number and effect group B number (see Fig. 22, the same below) are stored in the condition device group A number (step S33), values ​​corresponding to the effect group A number and effect group B number are stored in the condition device group D number (step S34), and values ​​corresponding to the effect group A number and effect group B number are stored in the condition device group G number (step S35).

[0203] Similarly, a value corresponding to the effect group A number and effect group B number is stored in the condition device group B number (step S36), a value corresponding to the effect group A number and effect group B number is stored in the condition device group C number (step S37), and a value corresponding to the effect group A number and effect group B number is stored in the condition device group E number (step S38). Furthermore, a value corresponding to the effect group A number and effect group B number is stored in the condition device group I number (step S39), a value corresponding to the effect group A number and effect group B number is stored in the condition device group F number (step S40), and a value corresponding to the effect group A number and effect group B number is stored in the condition device group H number (step S41). Then, a value corresponding to the effect group A number and effect group B number is stored in the condition device group J number (step S42), and the process proceeds to the section type number management lever processing.

[0204] In the section type number management lever processing, as shown in Fig. 32, first, it is determined whether or not the section type number is 0 (normal section) (step S51). If the section type number is 0, the process proceeds to step S52, where it is determined whether or not the BB has not yet been activated. If the BB has not yet been activated, it is determined whether or not the BB is in progress (step S53), and if the BB is not in progress, the process proceeds directly to step S55. If the BB is in progress, it is determined whether or not the condition device group A number is 1 (step S54), and if the condition device group A number is 1, the process proceeds to step S51. On the other hand, if the determination in step S52 above shows that the BB is in progress, or if the determination in step S54 above shows that the condition device group A number is not 1, the process does not proceed to step S51, and the process proceeds to the standby effect processing described below.

[0205] In step S51, advantageous zone transition processing is performed. In this advantageous zone transition processing, as shown in FIG. 34(A), it is determined whether the condition device group A number is 0 or not (step S71), and if it is 0, the advantageous zone transition processing is terminated and the process returns. On the other hand, if the condition device group A number is not 0, an advantageous zone lottery is performed (step S72), and the lottery result is saved in the zone type number (step S73). Next, it is determined whether the zone type number is 0 or not (step S74), and if it is 0, the advantageous zone transition processing is terminated and the process returns. On the other hand, if the zone type number is not 0, a chance mode 1 lottery is performed (step S75), and the lottery result is saved in the chance mode number (step S76). Furthermore, a seven table 1 lottery is performed (step S77), and the lottery result is saved in the seven table number (step S78).

[0206] Next, it is determined whether the chance mode number is 4 (step S79). Here, if the chance mode number is not 4, the process proceeds to step S83, where a chance game number lottery process is performed. In this chance game number lottery process, as shown in FIG. 34(B), a chance game number lottery is performed (step S91), the lottery result is saved in the chance game number counter (step S92), and the process returns. Upon return from the chance game number lottery process, the process proceeds to step S84 in FIG. 34(A), where a chance cycle lottery is performed. Then, the lottery result is saved in the chance cycle counter, and the advantageous zone transition process is terminated and the process returns.

[0207] On the other hand, if the chance mode number is determined to be 4 in step S79, the process proceeds to step S80 to perform AT winning processing. In this AT winning processing, as shown in FIG. 35, first, 1 is saved in the AT winning flag (step S101). Next, an AT mode lottery is performed and the lottery result is saved in the AT mode number (step S102), and then a Seven 1 lottery is performed and the lottery result is saved in the Seven number (step S103). Next, a Seven number correction processing is performed (step S104).

[0208] In this seven number correction process, as shown in FIG. 36(A), first, a correction counter process is performed (step S121). In this correction counter process, as shown in FIG. 36(B), The positive counter data (a counter that adds up the value of the Gold Seven Counter and the value of the Seven Counter) is set to 0 (step S131), and it is determined whether the Seven Number is 2 (step S132). If the Seven Number is 2, the value of the Gold Seven Counter is set to the correction counter data (step S133), and 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if it is determined in step S132 that the Seven Number is not 2, the process proceeds directly to step S135. In step S135, the value of the Seven Counter is added to the correction counter data, and the process proceeds to step S136. In step S136, a value calculated based on the values ​​of the cumulative counter, correction counter data, and bell count counter is saved in the correction counter data, and the process returns from the correction counter processing.

[0209] Upon return from the correction counter processing, the process proceeds to step S122 in FIG. 36(A), where it is determined whether the value of the correction counter is 1901 or greater. If the value of the correction counter is 1901 or greater, 1 is stored in the seven number (step S123), and the seven number correction processing is terminated and the process returns. If the value of the correction counter is not 1901 or greater, the process returns as is. In the arrival flag processing described below, the processing procedure branches depending on whether the value of the correction counter is 2101 or greater. In contrast, in this processing, whether to store 1 in the seven number depends on whether the value of the correction counter is 1901 or greater, and the correction counter value (also referred to as the "discrimination value") used for the branching judgment is different. This is because storing 1 in the seven number enables at least one AT game next time, and the discrimination value is set to be less than 2101 in the arrival flag processing in consideration of the corresponding increase in the number of game medals that can be won in the future. In this way, by changing the discrimination value depending on the situation, it is possible to manage the number of game medals that can be won in the future without overcounting more than necessary.

[0210] Upon return from the seven number correction process, the process proceeds to step S105 in Fig. 35 to determine whether the seven number is 1. If the seven number is not 1, 3 is stored in the gold seven counter (step S106) and the process proceeds to step S107, and if the seven number is 1, the process proceeds directly to step S107. In this step S107, arrival flag processing is performed.

[0211] In this reach flag processing, as shown in Fig. 36(C), first, correction counter processing is performed (step S141). After the correction counter processing is completed, it is determined whether the correction counter is 2101 or more (step S142), and if it is 2101 or more, 1 is stored in the reach flag (step S143), and the reach flag processing is completed and the process returns. On the other hand, if the correction counter is not 2101 or more, it is determined whether the main game state number is 3 (step S144), and if it is 3, the process returns directly, and if it is not 3, 0 is stored in the reach flag (step S145), and the process returns.

[0212] Upon returning from the arrival flag processing, the process proceeds to step S108 in Figure 35 to determine whether the condition device group A number is 1. If the condition device group A number is 1, the AT winning processing process is terminated and the process returns. On the other hand, if the condition device group A number is not 1, an EX mode 1 lottery is conducted (step S109), the lottery result is saved in the EX mode number (step S110), and the AT winning processing process is terminated and the process returns.

[0213] When returning from the AT winning processing process, proceed to step S81 in Figure 34 (A) and determine whether the condition device group A number is 1. Here, if the condition device group A number is not 1, the advantageous zone transition is ended and the process returns, and if the condition device group A number is 1, the AT entry lever processing is performed (step S82).

[0214] In this AT entry lever processing, first, loop CU rank set processing is performed (step S151) as shown in Fig. 37. In the loop CU rank set processing, as shown in Fig. 38(A), the seven set counter is incremented by 1 (step S171), a value corresponding to the seven table number and the seven set counter is stored in the loop number (step S172), a value corresponding to the seven table number and the seven set counter is stored in the CU rank number (step S173), and the process returns.

[0215] Upon return from the loop CU rank set processing, the process proceeds to step S152 in FIG. 37, where it is determined whether the seven number is 1. If the seven number is 1, the process proceeds to step S154, where the seven loop lottery processing is performed. In the seven loop lottery processing, as shown in FIG. 38(B), a seven loop lottery is performed (step S181), the lottery result is stored in the seven counter (step S182), and the process returns. Upon return from the seven loop lottery processing, the process proceeds to step S155 in FIG. 37, where the arrival flag processing is performed and the process proceeds to step S156. On the other hand, if it is determined in the above step S153 that the value of the seven counter is not 0, the process proceeds directly from there to step S156. Furthermore, if it is determined in the above step S152 that the seven number is not 1, the value of the gold seven counter is decremented by 1 (step S158), and gold seven loop lottery correction processing is performed (step S159).

[0216] In this Gold Seven Loop lottery correction process, as shown in FIG. 38(C), it is determined whether the arrival flag is 0 or not, and if it is not 0, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the arrival flag is 0, a correction counter process is performed (step S192), and after the process is completed, it is determined whether the value of the correction counter is less than 1900 (step S193). Here, if the value of the correction counter is 1900 or more, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the value of the correction counter is less than 1900, a Gold Seven Loop lottery is performed (step S194), and it is determined whether the result is 0 or not (step S195). Here, if the result of the Gold Seven Loop lottery is 0, the Gold Seven Loop lottery correction process is terminated and the process returns. On the other hand, if the result of the Gold Seven Loop lottery is not 0, 3 is stored in the Gold Seven counter (step S196), the arrival flag process is performed (step S197), and then the process returns.

[0217] Upon return from the Gold Seven Loop lottery correction process, the process proceeds to step S156 in Figure 37, where a lottery for the additional mode is performed and the result is saved in the additional mode number (step S157). Next, a correction counter process is performed (step S160), and after completion, a lottery for the number of bells is performed (step S161), and the result is saved in the bell count counter (step S162). Next, a bell count counter correction process is performed (step S163).

[0218] In this bell count counter correction process, as shown in Fig. 39, first, the value of the allowable number of bells (the value of the number of bells allowable until the correction counter reaches the upper limit value) calculated based on the difference between the upper limit value (2100) of the correction counter and the current value is saved in the correction counter (step S201). Next, it is determined whether the reach flag is 0 (step S202), and if not, the process proceeds directly to step S203. If the reach flag is 0, it is determined whether the value of the correction counter is smaller than the value of the bell count counter (step S206), and if it is smaller, the process proceeds to step S203. In step S203, 7 is saved in the bell count counter, and after saving, the bell count counter correction process ends and returns. Upon returning from the bell count counter correction process, the process proceeds to step S164 in Fig. 37, where reach flag processing is executed, and the AT entry lever processing ends and returns. When the lever processing at the time of AT entry is returned, the advantageous zone transition processing in Figure 34 (A) is also completed and returned, and the process proceeds to step S56 in Figure 32, where the lever wait processing is executed.

[0219] In this lever-operated wait process, as shown in FIG. 40, first, it is determined whether the condition device group A number is 1 (step S211). If the condition device group A number is 1, it is determined whether the AT win flag is 0 (step S212). If the AT win flag is 0, 2 is saved in the lever weight number (step S213). If the AT win flag is not 0, 1 is saved in the lever weight number (step S214). After saving, the lever-operated wait process is terminated and the process returns. On the other hand, if the determination in step S211 above shows that the condition device group A number is not 1, the process proceeds to step S215, where it is determined whether the main gaming state number is smaller than 2. If the main gaming state number is smaller than 2, the process proceeds directly to step S217. If the main gaming state number is 2 or greater, it is determined whether the main gaming state number is 4 (step S230). If it is 4, the process proceeds to step S217. On the other hand, if the main gaming state number is not 4, the lever-operated wait process is terminated and the process returns.

[0220] In step S217, it is determined whether the AT winning flag is 0, and if it is 0, the lever time wait processing is ended and the process returns. On the other hand, if the AT winning flag is not 0, a lever effect weight lottery is performed (step S218). Then, it is determined whether the result is 0 (step S219), and if it is 0, the lever time wait processing is ended and the process returns. On the other hand, if the result of the lever effect weight lottery is not 0, the process proceeds to step S213, where 2 is saved as the lever weight number, and after saving, the lever time wait processing is ended and the process returns. Upon returning from the lever time wait processing, the process returns to the section type number management lever processing in FIG. 32, and proceeds to the standby effect processing described below.

[0221] On the other hand, if the determination in step S51 of FIG. 32 shows that the section type number is not 0, 0 is stored in the lever full stop flag (step S57), and it is determined whether or not the condition device group A number is 1 (step S58). If the condition device group A number is 1, 1 is stored in the type 1 BB win flag (step S59), and if not 1, 0 is stored in the type 1 BB win flag (step S60). After storing, it is determined whether or not the winning re-play condition device number is any of 13 to 36 (step S61). If the winning re-play condition device number is any of 13 to 36, a value corresponding to the winning re-play condition device number is stored in the instruction number (step S62), and then the process proceeds to step S63 of FIG. 33. If the winning re-play condition device number is not any of 13 to 36, the process proceeds directly to step S63.

[0222] In step S63, the main gaming state number is determined, and according to the main gaming state number, if the main gaming state number is 1, main gaming state number 1 lever processing is performed (step S64), and if the main gaming state number is 2, main gaming state number 2, 5 lever processing is performed (step S65). Also, if the main gaming state number is 3, main gaming state number 3 lever processing is performed (step S66), if the main gaming state number is 4, main gaming state number 4 lever processing is performed (step S67), and if the main gaming state number is 5, main gaming state number 2, 5 lever processing is performed (step S68). Then, after each lever processing is performed, the process proceeds to step S56 in FIG. 32. On the other hand, if the main gaming state number is any other number, no particular processing is performed and the process proceeds directly to step S56.

[0223] In the main gaming state number 1 lever process, as shown in FIG. 41(A), a chance mode 2 lottery is performed (step S241), and then a chance mode number determination process is performed (step S2421). In this chance mode number determination process, as shown in FIG. 41(B), it is determined whether the lottery result of the chance mode 2 lottery or chance mode 3 lottery is 0 (step S251). Here, if the lottery result is 0, the chance mode number determination process is terminated and returned, and if the lottery result is not 0, the chance mode The lottery result is saved in the number (step S252), and then the process returns.

[0224] Upon return from the chance mode number determination process, the process proceeds to step S243 in FIG. 41(A), where it is determined whether the chance mode number is 4. Here, if the chance mode number is not 4, the process proceeds to step S247, where it is determined whether the type 1 BB winning flag is 0. If it is 0, it ends the main gaming state number 1 lever process and returns. If it is not 0, it performs a chance game number lottery process, and after that, it ends the main gaming state number 1 lever process and returns. On the other hand, if it is determined in the above step S242 that the chance mode number is 4, the process proceeds to step S244, where it performs AT winning process. After that, it determines whether the type 1 BB winning flag is 0 (step S245), and if it is 0, it ends the main gaming state number 1 lever process and returns. If it is not 0, it performs AT entry lever process, and then returns.

[0225] In the main game state number 2, 5 lever processing, as shown in FIG. 41(C), first, the lever processing after winning the AT is performed (step S261). In this lever processing after winning the AT, as shown in FIG. 42, first, it is determined whether the arrival flag is 0 or not (step S271). Here, if the arrival flag is not 0, the lever processing after winning the AT is ended and returned, and if the arrival flag is 0, it proceeds to step S272 to determine whether the EX mode number is 1. Here, if the EX mode number is 1, an EX mode 2 lottery is performed (step S273), and it is determined whether the lottery result is 2 or not (step S274). Here, if the lottery result is 2, 2 is saved as the EX mode number (step S275), and then it proceeds to step S276. On the other hand, if it is determined in the above step S272 that the EX mode number is not 1, it proceeds directly to step S276 from there, and if it is determined in the above step S274 that the result of the EX mode 2 lottery is not 2 from there, it proceeds directly to step S276 from there.

[0226] In step S276, it is determined whether the Seven Table number is smaller than 13. If the Seven Table number is smaller than 13, it is determined whether the drawn flag is 0 (step S277). If it is 0, it is further determined whether the condition device group G number is 0 (step S278). If the condition device group G number is not 0, the process proceeds to step S279. In step S279, a Seven Table 2 drawing is performed, and it is determined whether the drawing result is 0 (step S280). If the result of the Seven Table 2 drawing is 0, the process proceeds directly to step S282; if the result of the Seven Table 2 drawing is not 0, the drawing result is saved in the Seven Table number (step S281), and then the process proceeds to step S282. In step S282, 1 is saved in the drawn flag, and the process proceeds to step S283. On the other hand, if the determination in step S276 above is that the seven table number is 13 or greater, if the determination in step S277 above is that the drawn flag is not 0, or if the determination in step S278 above is that the condition device group G number is 0, then proceed to step S283.

[0227] In step S283, it is determined whether the Seven number is 1. If the Seven number is 1, a Seven 2 lottery is conducted (step S284), and it is determined whether the result of the lottery is 2 (step S285). If the result of the Seven 2 lottery is 2, the lottery result is stored in the Seven number (step S286), and a Seven number correction process is performed (step S287). After the Seven number correction process is performed, it is determined whether the Seven number is 2 (step S288), and if it is 2, 3 is stored in the Gold Seven counter (step S289), and the process proceeds to step S290. On the other hand, if the Seven number is not 1 as determined in step S283, if the result of the Seven 2 lottery is not 2 as determined in step S285, or if the Seven number is not 2 as determined in step S289, the process proceeds to step S291. In step S291, a Seven Stock 1 lottery is conducted, and the result is The lottery result is added to the seven counter, and then the process proceeds to step S290. In this step S290, the arrival flag process is performed, and then the lever process after the AT win is completed and the process returns.

[0228] When returning from the lever processing after winning the AT, proceed to step S262 in Fig. 41(C) and determine whether the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is 0, the main game state number 2, 5 lever processing ends and returns, and if it is not 0, the AT entry lever processing is performed, and then the game state number 2, 5 lever processing ends and returns.

[0229] In the main game state number 3 lever processing, as shown in FIG. 43(A), first, it is determined whether the command number is 0 (step S301). If the command number is not 0, the value of the bell count counter is decremented by 1 (step S302) and the process proceeds to step S303. If the command number is 0, the process proceeds directly to step S303. In step S303, it is determined whether the reach flag is 0. If the reach flag is not 0, the main game state number 3 lever processing is terminated and the process returns. If the reach flag is 0, a Seven Stock 2 lottery is performed (step S304), and the result of the lottery is added to the Seven counter (step S306). Next, it is determined whether the reach flag is 0 (step S307). If the reach flag is not 0, the main game state number 3 lever processing is terminated and the process returns. If the reach flag is 0, it is determined whether the value of the Gold Seven counter is 1 or 2 (step S308). Here, if the value of the Gold Seven counter is not 1 or 2, the main game state number 3 lever processing ends and returns, and if the value of the Gold Seven counter is 1 or 2, the Gold Seven loop rewrite lottery correction processing proceeds.

[0230] In the Gold Seven Loop rewrite lottery correction process, as shown in FIG. 43(B), first, correction counter processing is performed (step S311), and then it is determined whether the value of the correction counter is less than 1900 (step S312). If the value of the correction counter is 1900 or greater, the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. If the value of the correction counter is less than 1900, the Gold Seven Loop rewrite lottery is performed (step S313), and it is determined whether the result of the lottery is 0 (step S314). If the result of the Gold Seven Loop rewrite lottery is 0, the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. If the result is not 0, 3 is stored in the Gold Seven counter (step S316). Then, the arrival flag processing is performed (step S316), and then the Gold Seven Loop rewrite lottery correction process is terminated and the process returns. Upon returning from the Gold Seven Loop rewrite lottery correction process, the main game state number 3 lever processing in FIG. 43(A) is also terminated and the process returns.

[0231] In the main gaming state number 4 lever processing, as shown in FIG. 44(A), a draw 1 lottery is performed, and it is determined whether the lottery result is 0 or not (step S321). If the result of the draw 1 lottery is not 0, an AT winning process is performed (step S323), and then it is determined whether the Type 1 BB winning flag is 0 or not (step S324). If the Type 1 BB winning flag is 0, the main gaming state number 4 lever processing is terminated and the process returns. If the Type 1 BB winning flag is not 0, the AT entry lever process is performed (step S325), and then the main gaming state number 4 lever processing is terminated and the process returns. On the other hand, if the result of the draw 1 lottery is 0 as determined in step S322, the process proceeds to step S326, and it is determined whether the Type 1 BB winning flag is 0 or not. Here, if the Type 1 BB winning flag is 0, the main game state number 4 lever processing ends and returns, and if the Type 1 BB winning flag is not 0, the AT cycle preferential game number lottery processing proceeds. In this process, as shown in Figure 44 (B), a lottery is performed for the number of AT cycle preferential games (step S331), the lottery result is saved in the AT cycle preferential game number counter (step S332), the AT cycle preferential game number lottery process is terminated and the process returns. With the return from this AT cycle preferential game number lottery process, the main game state number 4 lever process in Figure 44 (A) is also terminated and the process returns.

[0232] Next, the standby effect processing performed after the section type number management lever processing of FIG. 32 will be described. In this standby effect processing, as shown in FIG. 45, first, it is determined whether or not the section type number is 0 (step S341). If the section type number is not 0, it is determined whether or not the main gaming state number is 3 (step S342). If the main gaming state number is 3, it is further determined whether or not the value of the seven set counter is 1 (step S344). If the value of the seven set counter is 1, it is determined whether or not the seven table number is less than 15 (step S344). If it is less than 15, it proceeds to step S345. If it is 15 or greater, it proceeds to step S347. In step S347, it is determined whether or not the winning re-play condition device number is one of 1 to 12 or 37 to 39. If it is determined that it is not one of these, it proceeds to step S345. If it is determined that it is one of these, it ends the standby effect processing and returns. On the other hand, if the section type number is determined to be 0 in step S341, or if the main gaming state number is not 3 in step S342, the process directly proceeds to step S345.

[0233] In step S345, it is determined whether the lever weight number is 0. If the lever weight number is 0, the process proceeds to step S345. If the lever weight number is not 0, the process waits for a time period corresponding to the lever weight number, stores 0 in the lever weight number (step S349), and then proceeds to step S346. In step S346, it is determined whether the standby effect number is 0. If the standby effect number is 0, the process ends the standby effect processing and returns. On the other hand, if the standby effect number is not 0, the process executes a standby effect (step S349), then ends the standby effect processing and returns.

[0234] Upon returning from the end of the standby effect processing, the section type number management lever processing in Fig. 32 also ends, which also ends the internal lottery start processing in Fig. 31(A), and proceeds to step S4 in Fig. 30(B). In this step S4, it is continuously determined whether all reels have stopped, and if all reels have stopped, game medals are paid out (only if a winning combination is achieved) (step S5), and further, count management is performed to perform processing such as updating the number displayed on a display (not shown) that shows the number of game medals won during the AT according to the number of game medals paid out (step S6). Thereafter, the section type number management game end processing is performed (step S7).

[0235] In this section type number management game termination process, as shown in FIG. 46, first, it is determined whether the section type number is 0 or not (step S361). If the section type number is 0, the section type number management game termination process is terminated and the process returns. On the other hand, if the section type number is not 0, 1 is stored in the lever full stop flag (step S362), and cumulative counter processing is performed (step S363). In the cumulative counter processing, as shown in FIG. 47, it is determined whether a replay activation symbol (a symbol corresponding to a replay role) is displayed (step S381), and if it is displayed, the cumulative counter processing is terminated and the process returns. On the other hand, if a replay activation symbol is not displayed, the number of game medals paid out (including 0) is added to the cumulative counter value (step S382), and then 3 is subtracted from the cumulative counter value (step S383), and the cumulative counter processing is terminated and the process returns.

[0236] Upon return from the cumulative counter process, the process proceeds to step S364 in Figure 46, where the main gaming state number is determined. Then, depending on the main gaming state number, if the main gaming state number is 0, main gaming state number 0 full stop process is performed (step S365), and if the main gaming state number is If the main gaming state number is 1, main gaming state number 1 full stop processing is performed (step S366), and if the main gaming state number is 2, main gaming state number 2, 5 full stop processing is performed (step S367). If the main gaming state number is 3, main gaming state number 3 full stop processing is performed (step S368), if the main gaming state number is 4, main gaming state number 4 full stop processing is performed (step S369), and if the main gaming state number is 5, main gaming state number 2, 5 full stop processing is performed (step S370). Furthermore, if the main gaming state number is 6, main gaming state number 6 full stop processing is performed (step S371), and if the main gaming state number is 7, main gaming state number 7 full stop processing is performed (step S372).

[0237] In the main gaming state number 0 full stop processing in step S365 of FIG. 46, as shown in FIG. 48, first, it is determined whether the AT win flag is 0 (step S391). Here, if the AT win flag is 0, it is determined whether the condition device group A number is 1 (step S392). If the condition device group A number is 1, it is further determined whether BB is not established (step S392). Then, if BB is not established, 6 is saved in the main gaming state number (step S394), the main gaming state number 0 full stop processing is terminated and the process returns. On the other hand, if the condition device group A number is not 1 as determined in the above step S392, or if BB is established as determined in the above step S393, 0 is saved in the main gaming state number (step S396), the main gaming state number 0 full stop processing is terminated and the process returns. Also, if the AT win flag is not 0 as determined in the above step S391, the process proceeds to step S396, where it is determined whether the condition device group A number is 1. Here, if the condition device group A number is not 1, 2 is saved in the main game state number (step S398), the main game state number 0 full stop processing is terminated, and the process returns. On the other hand, if the condition device group A number is 1, the process proceeds to step S397, and the game termination processing at the time of AT entry is performed.

[0238] In this game termination process when AT is entered, as shown in Fig. 49, 0 is stored in the chance mode number (step S401), 0 is stored in the chance game number counter (step S402), and 0 is stored in the chance cycle counter (step S403). After that, 0 is stored in the EX mode number (step S404), 0 is stored in the AT cycle counter (step S405), and 0 is stored in the lottery completed flag (step S406). Furthermore, 3 is stored in the main game state number (step S407), and the advantageous zone lamp is turned on (step S408).

[0239] Next, as shown in FIG. 50, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the upper line within the display window W (step S409). If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S412. In step S412, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the active line 29 within the display window W. If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S413. In step S413, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the lower line within the display window W. If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S414. In step S414, it is determined whether or not three "Red Seven" symbols are displayed stopped in a line on the downward sloping right line within the display window W. If they are displayed stopped, the process proceeds to step S410. If they are not displayed stopped, the process proceeds to step S415. In step S415, it is determined whether or not three "red seven" symbols are displayed stopped in a line sloping upward to the right in the display window W. If they are, the process proceeds to step S410; if they are not, the process proceeds to step S416.

[0240] If the process proceeds to step S410 (when three "Red Seven" symbols are displayed stopped in a line in the display window W), 1 is stored in the wait number when all symbols are stopped, and 0 is stored in the standby effect number (step S411), and the process proceeds to step S418 in FIG. 49. On the other hand, if the process proceeds to step S416 (when three "Red Seven" symbols are not displayed stopped in a line in the display window W), If the seven number is not 2, the game termination process when the AT starts is terminated and the program returns. If the seven number is not 2, the game termination process when the AT starts is terminated and the program returns. When the seven number is 2, the game termination process when the AT starts is terminated and the program returns. When the game termination process when the AT starts is terminated, the main game state number 0 game termination process in FIG. 48 is also terminated and the program returns.

[0241] In the main game state number 1 full stop processing in step S366 of FIG. 46, as shown in FIG. 51(A), the chance game number counter is decremented by 1 (step S431), and it is determined whether or not the game is a BB operation end game (a game in which the operation of the BB game ends) (step S432). Here, if it is not a BB operation end game, the process proceeds directly to step S435. If it is a BB operation end game, 0 is saved in the chance game number counter (step S433), and the chance cycle counter is decremented by 1 (step S434), and then the process proceeds to step S435. In step S435, it is determined whether or not the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether or not the value of the chance game number counter is 0 (step S436), and if the value of the chance game number counter is 0, it is further determined whether or not the value of the chance cycle counter is 0 (step S437). Here, if the value of the chance cycle counter is 0, a chance mode 3 lottery is performed (step S438), and furthermore, a chance mode number determination process is performed (step S439).

[0242] Next, it is determined whether the chance mode number is 4 (step S441). Here, if the chance mode number is not 4, 1 is stored in the advantageous zone counter (step S441), the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the chance mode number is 4, the AT winning processing is performed (step S445), and then 2 is stored in the main gaming state number (step S448), the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the value of the chance game number counter is not 0 as determined in the above step S436, or if the value of the chance cycle counter is not 0 as determined in the above step S437, the process proceeds to step S442, where it is determined whether the type 1 BB winning flag is 0. Here, if the type 1 BB winning flag is 0, the main gaming state number 1 full stop processing is terminated, and the process returns. On the other hand, if the Type 1 BB winning flag is not 0, it is determined whether or not the Type 1 BB operating symbol is not displayed (step S443), and if the Type 1 BB operating symbol is not displayed, 6 is saved in the main game state number (step S444), and if the Type 1 BB operating symbol is not displayed, the main game state number 1 full stop processing is terminated and the process returns.

[0243] Also, if the AT winning flag is not 0 in the judgment of step S435 above, proceed to step S446 and judge whether the Type 1 BB winning flag is 0 or not. Here, if the Type 1 BB winning flag is 0, save 2 in the main game state number (step S448), end the main game state number 1 full stop processing and return. On the other hand, if the Type 1 BB winning flag is not 0, perform game end processing when entering AT (step S447), and then end the main game state number 1 full stop processing and return.

[0244] In the main game state number 2,5 full stop processing in step S367 of Figure 46, as shown in Figure 51 (B), it is determined whether the Type 1 BB winning flag is 0 or not (step S421), and if the Type 1 BB winning flag is 0, it remains as is, and if the Type 1 BB winning flag is not 0, it performs game termination processing when AT is entered (step S422), then terminates the main game state number 2,5 full stop processing and returns.

[0245] In the main gaming state number 3 full stop processing in step S368 of FIG. 46, As described above, first, it is determined whether the value of the bell count counter is 0 or not (step S451). If the value of the bell count counter is not 0, the main game state number 3 full stop processing is ended and the process returns. If the value of the bell count counter is 0, the process proceeds to step S452 to determine whether the seven number is 1 or not. If the seven number is 1, the process proceeds to step S452 to determine whether the value of the seven counter is 0 or not, and if the value of the seven counter is 0, the process proceeds to step S454 to determine whether the value of the cumulative counter is smaller than 2001. If the value of the cumulative counter is smaller than 2001, it is determined whether the value of the reach flag is 0 or not (step S455), and if the value of the reach flag is 0, an AT mode rewrite lottery is performed (step S456). Next, it is determined whether the lottery result is 0 (step S457), and if the lottery result is 0, the process proceeds directly to step S459, and if the lottery result is not 0, the lottery result is saved in the AT mode number (step S458) before proceeding to step S459.

[0246] In step S459, an AT cycle lottery is performed, and the lottery result is stored in the AT cycle counter (step S460). Furthermore, a Seven Table 1 lottery is performed (step S462), and the lottery result is stored in the Seven Table Number (step S463). Next, an AT cycle preferential game number lottery process is performed (step S464), and then 0 is stored in the AT win flag (step S465), 0 is stored in the Seven Number (step S466), and 0 is stored in the Seven Counter (step S467). Next, 0 is stored in the Gold Seven Counter (step S468), 0 is stored in the Seven Set Counter (step S469), and 0 is stored in the Loop Number (step S470). Next, 0 is stored in the CU Rank Number (step S471), 0 is stored in the Attainment Flag (step S472), and 0 is stored in the Add-On Mode Number (step S473). Furthermore, 0 is stored in the bell count counter (step S474), and 0 is stored in the total win counter (step S475). Then, 7 is stored in the main game state number (step S476), and 2 is stored in the wait number when all the symbols are stopped (step S477). The main game state number 3 all-stop processing ends and returns.

[0247] On the other hand, if the seven number is not 1 as determined in step S452 above, or if the seven counter is not 0 as determined in step S453 above, the process proceeds to step S481 in FIG. 53, where it is determined whether the value of the seven set counter is 7. If the value of the seven set counter is not 7, the process proceeds directly to step S484. If the value of the seven set counter is 7, 15 is stored in the seven table number (step S482), and 0 is stored in the seven set counter (step S483), and then the process proceeds to step S484. In step S484, a loop CU rank set process is performed, and then it is determined whether the seven number is 1 (step S485). If the seven number is not 1, it is determined whether the value of the gold seven counter is 0 (step S487), and 1 is stored in the seven number (step S488), and then the process proceeds to step S489. On the other hand, if the seven number is 1, the value of the seven counter is decremented by 1 (step S488), and then the process proceeds to step S489.

[0248] In step S489, it is determined whether the value of the Seven Counter is 0, and if the value of the Seven Counter is 0, it is determined whether the Arrival Flag is 0 (step S490). If the Arrival Flag is 0, a Seven Loop lottery process (step S491) and an Arrival Flag process (step S492) are performed, and then the process proceeds to step S493. On the other hand, if the determination in step S489 above shows that the value of the Seven Counter is not 0, or if the determination in step S490 above shows that the Arrival Flag is not 0, the process proceeds directly to step S493. If the determination in step S487 above shows that the value of the Gold Seven Counter is not 0, the process proceeds to step S495, where it is determined whether the value of the Gold Seven Counter is 3. If the value of the Gold Seven Counter is not 3, the process proceeds directly to step S497. If the value of the Gold Seven Counter is 3, 3 is saved as the standby effect number (step S496), and then the process proceeds to step S497. In step S497, the value of the Gold Seven counter is decremented by 1, and a Gold Seven loop lottery process is executed (step S498), and then the process proceeds to step S493.

[0249] In step S493, a lottery for an additional mode is conducted, and the result of the lottery is saved in the additional mode number (step S494). After that, the process proceeds to step S501 in Fig. 54, where correction counter processing is performed. Next, a lottery for switching the number of bells is conducted (step S502), and it is determined whether the result of the lottery is 0 (step S503). Here, if the result of the number of bells switching lottery is 0, a lottery for number of bells 2 is conducted (step S504), and the result of the lottery is saved in the number of bells counter (step S505), and the process proceeds to step S508. If the result of the number of bells switching lottery is not 0, a lottery for number of bells 3 is conducted (step S506), and the result of the lottery is saved in the number of bells counter (step S507), and the process proceeds to step S508.

[0250] In step S508, bell count counter correction processing is performed, and then arrival flag processing is performed (step S509). Next, 3 is stored in the lever wait number (step S510), and it is determined whether the standby effect number is 0 or not (step S511). If the standby effect number is 0, 1 is stored in the standby effect number (step S512), and the process proceeds to step S477 in FIG. 54. On the other hand, if the standby effect number is not 0, the process proceeds directly to step S477. Then, 2 is stored in the wait number when the game is stopped, and the main game state number 3 standby process is completed and the process returns.

[0251] In the main game state number 4 full stop processing in step S369 of FIG. 46, as shown in FIG. 55, the value of the AT cycle preferential game number counter is subtracted by 1 (step S521), and it is determined whether the game is a BB operation end game or not (step S522). Here, if the game is not a BB operation end game, the process proceeds directly to step S525. If the game is a BB operation end game, 0 is stored in the AT cycle preferential game number counter (step S523), and the value of the AT cycle counter is further subtracted by 1 (step S524), and then the process proceeds to step S525. In step S525, it is determined whether the AT win flag is 0. Here, if the AT win flag is 0, it is determined whether the value of the AT cycle counter is 0 (step S526), ​​and if the value of the AT cycle counter is also 0, a draw 2 is performed (step S527). Then, it is determined whether the lottery result is 0 or not (step S528), and if the lottery result is 0, 1 is stored in the advantageous zone clear counter (step S529), and the main game state number 4 full stop processing is terminated and returned.

[0252] On the other hand, if the value of the AT cycle counter is not 0 in the judgment of step S526 above, the process proceeds to step S534, where it is judged whether or not the Type 1 BB win relevant flag is 0. Here, if the Type 1 BB win relevant flag is 0, the process ends the main game state number 4 full stop processing and returns. In contrast, if the Type 1 BB win relevant flag is not 0, the process proceeds to step S535, where it is judged whether or not BB is not established. Then, if BB is not established, the process ends the main game state number 4 full stop processing and returns, and if BB is established, 7 is saved in the main game state number (step S536), and then the process ends the main game state number 4 full stop processing and returns.

[0253] Also, if the AT winning flag is not 0 in the judgment of step S525 above, the process proceeds to step S531, where it is judged whether or not the Type 1 BB winning flag is 0. Here, if the Type 1 BB winning flag is not 0, the process proceeds to step S532, where game termination processing is performed when AT is entered, main game state number 4 full stop processing is terminated, and the process returns. On the other hand, if the Type 1 BB winning flag is 0, the process proceeds to step S533, where 5 is saved in the main game state number, and then main game state number 4 full stop processing is terminated, and the process returns. Furthermore, if the result of the draw 2 is not 0 in the judgment of step S528 above, the process proceeds to step S530. The program proceeds to perform the AT winning processing, then saves 5 as the main game state number (step S533), ends the main game state number 4 full stop processing, and returns.

[0254] In the main gaming state number 6 total stop processing in step S371 of Fig. 46, as shown in Fig. 56(A), it is determined whether or not BB is established (step S541). If BB is not established, the main gaming state number 6 total stop processing is terminated and the process returns, and if BB is established, 1 is saved in the main gaming state number (step S542), and then the main gaming state number 6 total stop processing is terminated and the process returns.

[0255] In the main gaming state number 7 total stop processing in step S372 of Fig. 46, as shown in Fig. 56(B), it is determined whether or not BB is established (step S551). If BB is not established, the main gaming state number 7 total stop processing is terminated and the process returns, and if BB is established, 4 is saved in the main gaming state number (step S552), and then the main gaming state number 6 total stop processing is terminated and the process returns.

[0256] After executing any of the full stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 in Figure 46, the process proceeds to step S373 in Figure 46. Here, 0 is saved in the instruction number, the section type number management game termination process is terminated, and a return is made. Upon return from the section type number management game termination process, the process proceeds to step S8 in Figure 30(B), and advantageous zone clear counter management processing is performed.

[0257] In the advantageous zone clear counter management process, as shown in FIG. 57, the value of the advantageous zone clear counter is decremented by 1 (step S561), and it is determined whether the value of the advantageous zone clear counter is 0 since before the current decrement (step S562). If the value of the advantageous zone clear counter is not 0 before the current decrement, the process proceeds to step S565, where it is determined whether the value of the advantageous zone clear counter has become 0 as a result of the current decrement. If the value of the advantageous zone clear counter has become 0 as a result of the current decrement, the process proceeds directly to step S566. On the other hand, if the value of the advantageous zone clear counter is not 0 after the current decrement, the process proceeds to step S567, where it is determined whether a replay activation symbol has been displayed in the game. If a replay activation symbol has been displayed in the game, the process proceeds directly to step S569. If not, the process adds a value obtained by subtracting the number of bets from the number of game medals paid out in the game to the net increase counter (step S568), and then proceeds to step S569.

[0258] In step S569, it is determined whether the value of the net increase counter is 2401 or greater, and if the value of the net increase counter is below 2401, the process proceeds to step S566; if the value is 2401 or greater, the process terminates the advantageous zone clear counter management process and returns. In step S566, 0 is stored in all memory areas that store data values ​​that affect the performance of the instruction function, and the process proceeds to step S563. On the other hand, if the determination in step S562 above is that the value of the advantageous zone clear counter is 0 before the current subtraction, the process proceeds directly to step S563. In step S563, it is determined whether the zone type number is 0, and if the zone type number is 0, the process terminates the advantageous zone clear counter management process and returns. On the other hand, if the zone type number is not 0, 1500 is stored in the advantageous zone clear counter (step S564), and then the process terminates the advantageous zone clear counter management process and returns.

[0259] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to Fig. 58. In this embodiment, the processes of reading each game operation signal output in response to game operations such as betting operations performed by the player, detecting (checking) the signal level, transmitting each control command, and controlling the driving of the reels are performed by the timer interrupt process which is carried out at predetermined fixed intervals (for example, 2.235 milliseconds). In this timer interrupt process, as shown in Fig. 58, first, an interrupt initialization process (register The CPU 100 then performs the following steps (step MT11): saving registers, disabling interrupts, etc. (step MT12), and then determines whether a power outage has been detected. If a power outage has been detected, it performs power-off processing (step MT25). The power-off processing involves saving registers, saving stack pointers, saving interrupt states, etc. Additionally, the CPU 100 also performs processes such as retaining information about the hand determination results and game state (including information about AT) stored in a specified memory area, and calculating and storing checksums.

[0260] On the other hand, if a power outage is not detected, the interrupt counter value is updated (decremented by "1") (step MT13), and then a timer measurement is performed (step MT14). This timer measurement involves subtracting or adding to the timer value of any timer set in the game progress control process described above. Next, the input port is read (step MT15). This input port reading involves reading and storing the signal levels of each game operation signal input to the input port, determining the signal levels, etc.

[0261] Next, reel drive control processing is performed to control the drive of the reels 3a to 3c (e.g., acceleration, deceleration, constant speed maintenance, stopped maintenance, etc.) (step MT16). This reel drive control processing updates the reel drive pulse output counter value, which indicates the timing for switching the stepping motor's output phase (excitation phase), depending on the reel drive state (stopped, reel rotation standby, accelerating, constant speed, decelerating, etc.), and acquires, updates, and outputs reel drive pulse data for driving the stepping motor. In the next step MT17, it is determined whether the reel drive control processing has been performed for all reels. If not, the process returns to step MT16 and performs the reel drive control processing again. On the other hand, if the reel drive control processing has been performed for all reels, port output processing is performed to output excitation to the reels, hoppers, blockers, etc. (step MT18), and then control command transmission processing is performed to transmit the control commands stored in the control command buffer (CB) (step MT19).

[0262] Next, proceed to step MT20, read the outer end signal (external signal) data stored in a predetermined storage area, and output the outer end signal. Then, perform LED display to cause the above-described display lamp to execute a predetermined display (step MT21). In this LED display, for example, in the payout number display lamp 46j, the following display is executed. That is, when no error (excluding E-system errors) has occurred, the payout numbers "0 to 9" are displayed based on the number of payout game medals, or the numerical values "1 to 6" are displayed based on the set values. Further, when notifying the pressing order, the display modes "=1" to "=6" of the instruction number are displayed. Also, when an error (excluding E-system errors) has occurred, an error display is executed based on the value of the error number.

[0263] Next, proceed to step MT22 to perform error management. In this error management, first, an error check is performed. In this error check, it is determined whether an H0 error has occurred, whether a CE error has occurred, whether a CP error has occurred, whether a CH error has occurred, whether a C0 error has occurred, whether a C1 error has occurred, whether an E6 error has occurred, and whether an E7 error has occurred. Further, when an E6 error or an E7 error has occurred, an error display is caused on the payout number display lamp 46j, and processing such as stopping the execution of the game is performed. Note that when an E-system error has occurred, error recovery is possible if the above-described processing at the time of setting change is executed. After this error check, when an error has occurred, a process of setting an output request set at the time of error detection for transmitting error information to the sub-control means 200 is performed. After executing the process of this error management, a process of updating the random number used for role determination and the like is performed (step MT23), and further, an interrupt return process (return of registers, interrupt permission, etc.) is performed (step MT24), and an interrupt return is made.

[0264] <LED Substrate and Light-Emitting Components> Next, mainly with reference to Figures 59 to 66, the LED substrates and light-emitting components used for the performance lamps (first performance lamp 12, second performance lamps 13a, 13b, third performance lamps 14a, 14b, fourth performance lamps 16a, 16b, decorative lamps 32a, 32b) shown in Figure 1 will be described. Note that the use of the LED substrates and light-emitting components described below is not limited to the performance lamps of slot machine 1.

[0265] (LED board component surface shape and light-emitting component configuration) The LED board 310 shown in Fig. 59 is an example of an LED board used for the first performance lamp 12 of the slot machine 1. Similarly, the LED boards 320 and 330 shown in Fig. 59 are examples of LED boards used for the fourth performance lamps 16a and 16b of the slot machine SM, respectively. The LED boards 310, 320, and 330 are arranged around the display unit (here, the display screen 11a) that players often pay attention to during play.

[0266] The component surface 311 of the LED substrate 310, the component surface 321 of the LED substrate 320, and the component surface 331 of the LED substrate 330 are each formed in a curved shape when viewed from the front. That is, the component surface 311 of the LED substrate 310 has an upper edge 312a and a lower edge 312b that are curved overall, and the component surface 321 of the LED substrate 320 has a shape that curves overall to the right as it extends upward. Furthermore, the component surface 331 of the LED substrate 330 has a shape that curves overall to the left as it extends upward. Note that the curved shapes of the component surfaces are not limited to the shapes of the component surfaces 311, 321, and 331 described above. For example, LED substrates having a curved component surface include LED substrates 301 shown in Figure 60(A) in which a bent portion 303 or a curved portion 304 is formed on part of the side edge of the component surface 302, as shown in the figure, and LED substrates 306 shown in Figure 60(B) in which the component surface 307 has an overall shape that is bent at one or more positions.

[0267] A plurality of light-emitting components 340 (only some of which are numbered) are mounted on each of the component surfaces 311 of the LED substrate 310, 311 of the LED substrate 320, and 331 of the LED substrate 330. As shown in FIG. 61 , the light-emitting component 340 is a surface-mounted PLCC (with molding frame) type LED device having a rectangular parallelepiped lamp house (molding frame) 341, a lead frame (electrodes) 342 provided on the lamp house 341, and three light-emitting elements installed in a cylindrical recess 343 formed in the lamp house 341. The three light-emitting elements are composed of a red LED element 344R, a green LED element 344G, and a blue LED element 344B, and are connected to the lead frame 342 by bonding wires (not shown). Resin is poured into the recess 343 of the lamp house 341 to seal the three light-emitting elements.

[0268] In the light-emitting component 340, as shown in FIG. 61, three light-emitting elements (a red LED element 344R, a green LED element 344G, and a blue LED element 344B) are positioned in the shape of an equilateral triangle, and are arranged clockwise from the red LED element 344R, followed by the blue LED element 344B and the green LED element 344G. In this manner, the relative positions of the three light-emitting elements are determined. However, the arrangement of the three light-emitting elements is not limited to this. For example, as in the light-emitting component 340A shown in FIG. 62(A), the three light-emitting elements (the red LED element 344R, the green LED element 344G, and the blue LED element 344B) may be arranged linearly, or as in the light-emitting component 340B shown in FIG. 62(B), the three light-emitting elements (the red LED element 344R, the green LED element 344G, and the blue LED element 344B) may be arranged in an L-shape. Furthermore, the arrangement of the red LED element 344R, the green LED element 344G, and the blue LED element 344B may be different from that shown in the illustrated example (for example, in the illustrated example, the positions of the red LED element 344R and the green LED element 344G may be swapped, or the positions of the green LED element 344G and the blue LED element 344B may be swapped).

[0269] Although the description has been given here using a surface-mount PLCC-type LED device as an example, other types of LED devices may also be used, such as a surface-mount PCB (printed circuit board) type LED device or a pin-insertion (vertical) type LED device. Also, in addition to the red, green, and blue light-emitting elements that constitute the three primary colors of light, an LED device having light-emitting elements of other colors (for example, white or yellow) may also be used.

[0270] (Installation position of light-emitting component and direction of red LED element) Each of the light-emitting components 340 mounted on the component surface 311 of the LED board 310 is installed in the same orientation. Each of the light-emitting components 340 mounted on the component surface 321 of the LED board 320 is also installed in the same orientation, and each of the light-emitting components 340 mounted on the component surface 331 of the LED board 330 is also installed in the same orientation. Specifically, on the component surface 311 of the LED board 310 arranged above the display screen 11a, as shown in FIG. 63(A), each of the light-emitting components 340 is installed in the same orientation (the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing downward (toward the display screen 11a). The four arrows in FIG. 63(A) indicate the up, down, left, and right directions with respect to the component surface 311 when the LED board 310 is installed in the slot machine SM.

[0271] On the component surface 321 of the LED substrate 320 disposed to the left of the display screen 11a, as shown in Fig. 63(B), each light-emitting component 340 is installed in the same orientation (the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing right (toward the display screen 11a). Furthermore, on the component surface 331 of the LED substrate 330 disposed to the right of the display screen 11a, as shown in Fig. 63(C), each light-emitting component 340 is installed in the orientation (the red LED element 344R is biased toward the display screen 11a) with the red LED element 344R facing left (toward the display screen 11a). The four arrows in Figure 63(B) indicate the up, down, left and right directions relative to the component surface 321 when the LED substrate 320 is installed in the slot machine SM, and the four arrows in Figure 63(C) indicate the up, down, left and right directions relative to the component surface 331 when the LED substrate 330 is installed in the slot machine SM.

[0272] By aligning the light-emitting components mounted on the component side of an LED board in the same orientation, the lighting of each light-emitting component can be uniformed, thereby enhancing the visual effect of the lighting provided by each light-emitting component. On the other hand, if the orientations of the light-emitting components mounted on the component side of an LED board are different, there is a risk that the lighting of each light-emitting component will vary, reducing the visual effect, even when all light-emitting components are illuminated with the same color. While it is preferable to align all light-emitting components mounted on the component side of an LED board in the same orientation, some light-emitting components may be installed in different orientations. It is preferable that 70% or more of all light-emitting components on the component side of an LED board be installed in the same orientation. However, a certain degree of effectiveness can be achieved if 50% or more of the light-emitting components are installed in the same orientation. This also applies to the effect of the orientation of the red LED element 344R, as described below.

[0273] Furthermore, as described above, by arranging each light-emitting component 340 so that the red LED element 344R is biased toward the display screen 11a, the following effect can be obtained. That is, the red light emitted by the red LED element 344R has a longer wavelength than green or blue light, and is therefore more likely to reach the human eye. Red is also a color that attracts people's attention and stands out. On the other hand, the display screen 11a is often the focus of players during play. Therefore, by arranging each light-emitting component 340 so that the red LED element 344R faces the display screen 11a, the red light can more easily reach the eyes of players looking at the display screen 11a, which visually enhances the brightness of the light-emitting component 340, thereby enhancing the dramatic effect of the lighting. This becomes:

[0274] In addition, the orientation of the light-emitting component 340 in which the red LED element 344R is biased toward the display screen 11a preferably refers to an orientation in which the red LED element 344R is positioned closest to the display screen 11a relative to the green LED element 344G and the blue LED element 344B (as shown in FIGS. 63(A) to 63(C)), but is not limited thereto. For example, consider a case in which the light-emitting component 340 is installed in the orientation shown in FIG. 64(A). In this case, the display screen 11a is positioned to the right. In this orientation, the green LED element 344G is positioned to the right (closer to the display screen 11a) than the red LED element 344R. However, if an imaginary line L11 is set to divide the light-emitting component 340 in the left-right direction, the red LED element 344R is positioned in an area to the right of this imaginary line L11, and in this respect, it can be said to face the display screen 11a. Therefore, the posture of such light emitting component 340 is also set so that red LED element 344R is biased toward display screen 11a (to the right).

[0275] Similarly, consider a case where the light-emitting component 340 is installed in the orientation shown in FIG. 64(B). In this case, the display screen 11a is disposed downward. In this orientation, the blue LED element 344B is located lower (closer to the display screen 11a) than the red LED element 344R. However, if an imaginary line L12 is set to vertically bisect the light-emitting component 340, the red LED element 344R is located in the area below this imaginary line L11, and in this respect, it can be said to be facing the display screen 11a. Therefore, in this orientation of the light-emitting component 340, the red LED element 344R is biased toward (downward from) the display screen 11a.

[0276] (Installation density of light-emitting components) 59, the component surface 311 of the LED substrate 310 is divided into two regions, region AR1 and region AR2. Region AR1 is located lower and closer to the display screen 11a than region AR2. Region AR1 is located relatively closer to the display screen 11a (for example, from the center of the display screen 11a), and the installation density (number of light-emitting components 340 installed per unit area) of the light-emitting components 340 is set to be higher in region AR1, which is located relatively closer to the display screen 11a, than in region AR2, which is located relatively farther from the display screen 11a (for example, from the center of the display screen 11a). That is, the light-emitting components 340 are installed so that the arrangement pitch (the distance between adjacent light-emitting components 340) of the light-emitting components 340 in region AR1 is shorter than the arrangement pitch of the light-emitting components 340 in region AR2.

[0277] In this way, by setting the installation density of the light-emitting components 340 higher in the region AR1, which is relatively closer to the display screen 11a, than in the region AR2, which is relatively farther from the display screen 11a, the following effect can be obtained. That is, by increasing the installation density of the light-emitting components 340 in the region AR1, the light intensity per unit area of ​​each light-emitting component 340 in the region AR1 can be increased. Furthermore, because the region AR1 is closer to the display screen 11a than the region AR2, light from the light-emitting components 340 in the region AR1 is more likely to reach the eyes of a player looking at the display screen 11a. Therefore, by increasing the light intensity per unit area of ​​each light-emitting component 340 in the region AR1, it is possible to enhance the illumination effect.

[0278] The component surface 321 of the LED substrate 320 and the component surface 331 of the LED substrate 330 are configured in the same manner with regard to the installation density of the light emitting components 340, and the same effect can be obtained. That is, as shown in FIG. 59, the component surface 321 of the LED substrate 320 is divided into five areas, areas AR11 to R15. Area AR11 is disposed on the right side closer to the display screen 11a than area AR12, and the installation density of the light emitting components 340 in area AR11 is set higher than that in area AR12. Also, area AR14 is disposed on the right side closer to the display screen 11a than area AR12. The light emitting components 340 are arranged diagonally downward to the right, closer to the display screen 11a than the area AR15, and the area AR13 is arranged diagonally downward to the right, closer to the display screen 11a than the area AR14. The installation density of the light emitting components 340 is set higher in the area AR14 than in the area AR15, and higher in the area AR13 than in the area AR14.

[0279] Similarly, the component surface 331 of the LED board 330 is divided into five regions, regions AR21 to R25. Region AR21 is located on the left side closer to the display screen 11a than region AR22, and the light emitting components 340 are arranged at a higher density in region AR21 than in region AR22. Region AR24 is located diagonally downward and closer to the display screen 11a than region AR25, and region AR13 is located diagonally downward and closer to the display screen 11a than region AR14. The light emitting components 340 are arranged at a higher density in region AR24 than in region AR25, and at a higher density in region AR23 than in region AR24.

[0280] (Red LED elements should not be placed close to each other) On the component surface 311 of the LED substrate 310, the component surface 321 of the LED substrate 320, and the component surface 331 of the LED substrate 330, the light-emitting components 340 are arranged so that the red LED elements 344R are not close to each other. Here, the state in which the red LED elements 344R are not close to each other means that, of the two light-emitting components arranged closest to each other on the component surface of one LED substrate, the two light-emitting components are arranged so that an LED element of a color other than red (a green LED element 344G or a blue LED element 344B) is located between the red LED element 344R of one light-emitting component and the red LED element 344R of the other light-emitting component. This point will be described in detail below.

[0281] For example, in the region AR1 of the component surface 311, the two light-emitting components 340 that are arranged closest to each other in the horizontal direction are arranged as shown in FIG. 65(A). In this case, the green LED element 344G of the light-emitting component 340 on the left side in the figure and the blue LED element 344B of the light-emitting component 340 on the right side in the figure are located between the red LED element 344R of the light-emitting component 340 on the left side in the figure and the red LED element 344R of the light-emitting component 340 on the right side in the figure (more specifically, within the region between the two red LED elements 344R and within the vertical width of the two light-emitting components 340 (the rectangular region surrounded by the two-dot chain line in the figure)). Therefore, the two light-emitting components 340 are arranged so that their red LED elements 344R are not close to each other.

[0282] As another example, in the region AR11 of the component surface 321, the two light-emitting components 340 that are arranged closest to each other in the vertical direction are arranged as shown in FIG. 65(B). In this case, the blue LED element 344B of the light-emitting component 340 on the upper side in the figure and the green LED element 344G of the light-emitting component 340 on the lower side in the figure are located between the red LED element 344R of the light-emitting component 340 on the upper side in the figure and the red LED element 344R of the light-emitting component 340 on the lower side in the figure (more specifically, within the region between the two red LED elements 344R and within the width of the two light-emitting components 340 in the horizontal direction (the rectangular region surrounded by the two-dot chain line in the figure)). Therefore, the two light-emitting components 340 are arranged so that their red LED elements 344R are not close to each other.

[0283] In addition, if there is no LED element of a color other than red between the red LED element 344R of one of the two light-emitting components that are arranged closest to each other on the component surface of an LED substrate and the red LED element 344R of the other light-emitting component, then the two light-emitting components are arranged with their respective red LED elements 344R close to each other.

[0284] For example, on the component side of one LED board, the LEDs that are closest to each other in the left-right direction Consider a case where two light emitting components 340 are arranged as shown in Fig. 66(A). In this case, neither the green LED element 344G nor the blue LED element 344B is located between the red LED element 344R of the light emitting component 340 on the left side of the figure and the red LED element 344R of the light emitting component 340 on the right side of the figure (within the region between the two red LED elements 344R and within the vertical width of the two light emitting components 340 (the rectangular region surrounded by the two-dot chain line in the figure)). Therefore, the two light emitting components 340 are arranged with their red LED elements 344R close to each other.

[0285] Note that another light emitting component 340 may be arranged between two light emitting components 340 arranged as shown in Fig. 66(A), for example, as shown in Fig. 66(B). In this case, the green LED element 344G and blue LED element 344B of the light emitting component 340 on the lower side in the figure will be located between the red LED element 344R of the light emitting component 340 on the left side in the figure and the red LED element 344R of the light emitting component 340 on the right side in the figure (within the rectangular area surrounded by the two-dot chain line in the figure). This eliminates the situation where the red LED elements 344R are arranged close to each other.

[0286] As described above, by arranging the light-emitting components 340 so that the red LED elements 344R are not close to each other, the following effect can be achieved. As mentioned above, the red color emitted by the red LED elements 344R is a conspicuous color that attracts people's attention. Therefore, if the red LED elements 344R are close to each other, the red color may be biased in the adjacent areas, resulting in visual color unevenness. By ensuring that the red LED elements 344R are not close to each other, the partial red color bias can be eliminated and the color can be made uniform, thereby enhancing the lighting effect.

[0287] It is preferable that all light-emitting components mounted on the component side of one LED board are installed so that their red LED elements are not close to each other, but some light-emitting components may be installed so that their red LED elements are close to each other. The proportion of light-emitting components installed so that their red LED elements are not close to each other is preferably 70% or 80% or more of all light-emitting components installed on the component side of one LED board, but it is possible to obtain a certain effect if 50% or more of the light-emitting components are installed so that their red LED elements are not close to each other.

[0288] Here, the LED board 310 used for the first performance lamp 12 in the slot machine SM and the LED boards 320, 330 used for the fourth performance lamps 16a, 16b, respectively, are used as examples to explain the characteristic configurations relating to the shape of the LED boards and the arrangement of the mounted light-emitting components, but this is not limited to this and the above characteristic configurations can be applied to any LED boards and light-emitting components. Furthermore, the above characteristic configurations of the LED boards and light-emitting components can also be applied to any LED boards and light-emitting components in the pachinko game machine PM.

[0289] Also, here, the display screen 11a of the slot machine SM has been described as an example of the display unit, but it is not limited to this, and for example, the display window W or the lower panel cover 31 may also be the display unit. Also, the area where a specific character is displayed may be the display unit. Examples of the display unit in the pachinko gaming machine PM include the play area PA, an effect image display unit provided within the play area PA, or an area where a specific character is displayed.

[0290] The LED board and light emitting components described above can be applied not only to slot machines but also to performance lamps and decorative lamps in pachinko machines. Here is an example.

[0291] <<Outline of the Pachinko Machine PM>> Figures 67 and 68 show the schematic configuration of a pachinko gaming machine PM to which the above-mentioned LED board and light-emitting components can be applied. For convenience, the directions indicated by the arrows in Figure 67 will be referred to as the front-to-back direction, the left-to-right direction, and the up-to-down direction, respectively. As shown in Figure 67, the pachinko gaming machine PM has an outer frame 401, which is a vertically oriented fixed holding frame having a rectangular outer frame size. A front frame 402, which is a mounting frame having a rectangular size matching the outer frame 401, is attached to the front of the opening of the outer frame 401 so as to be able to open and close laterally and to be detachable by upper and lower hinge mechanisms 403 disposed on the left front edge of each frame. The front frame 402 is always kept in a closed state, engaged with the outer frame 401, by using a locking device 404 called a double lock disposed on the right front edge.

[0292] A rectangular glass frame 405 that fits the upper front area of ​​front frame 402 is attached to front frame 402 using upper and lower hinge mechanisms 403 so that it can be opened and closed sideways and can be attached and detached, and is normally kept closed to cover the front of front frame 402 using a locking device 404. A game board 410 is detachably set and held in front frame 402, and the game area PA in front of game board 410 can be seen through double-pane glass 405a of glass frame 405, which is normally kept closed.

[0293] Upper and lower ball trays (upper ball tray 406a and lower ball tray 406b) for storing game balls are provided below the glass frame 405, and a launch handle 407 for launching the game balls is provided on the front right side of the lower ball tray 406b. On the front side of the glass frame 405, there are provided an illuminated lamp 408 having light-emitting elements such as light-emitting diodes (LEDs), and a speaker 409 that generates sound effects according to the development of the game.

[0294] 67, the game board 410 has a base made of a decorative board formed by attaching cells printed with a predetermined design to a rectangular laminated plywood that has been subjected to router processing or the like, and a substantially circular game area PA is formed surrounded by upper and lower rail decorations. The game area PA is provided with game components (all not shown), such as numerous game nails, a windmill, a central decoration, an effect image display unit that displays predetermined images depending on the progress of the game, and various winning holes, and an outlet (not shown) is formed at the bottom end of the game area PA, penetrating the game board 410 from front to back, for ejecting game balls that fall to the back side without falling into the winning hole.

[0295] 68, on the rear side of the front frame 402, a back set board 430 is based on a base frame formed in the shape of a rectangular frame somewhat smaller than the front frame 402 and having a window communicating between the front and rear in the center, and is connected to the rear of the front frame 402 via upper and lower hinge mechanisms 403 so that it can be opened and closed sideways and can be attached and detached. A back set cover 430C in the shape of a rectangular box with an open front is detachably attached to this back set board 430, and is always disposed so as to cover the back side of the game board 410 attached to the front frame 402.

[0296] The various parts of the rear set board 430 include a ball storage tank 431 for storing a large number of game balls, a tank rail 432 that extends from the ball storage tank 431 to the right at a gentle downward slope, a ball supply passage member 433 that connects to the right end of the tank rail 432 and extends downward, a prize ball payout unit 434 that pays out game balls guided by the ball supply passage member 433, and a prize ball passage member 435 that guides game balls paid out from the prize ball payout unit 434 to the upper ball tray 406.

[0297] On the back side of the game board 410, there is a main control board case unit CU1 having a main control board (not shown) that controls the overall operation of the pachinko game machine PM, and a performance control board (not shown) that controls the overall performance such as image display, effect lighting, sound effects, etc. according to the game development. The case unit CU2 and the like are attached so as to be covered by the back set cover 430C. On the other hand, on the back side of the back set board 430, there are attached a payout control board case unit CU3 having a payout control board (not shown) that controls the launch and payout of game balls, and a power supply board case unit CU4 having a power supply board (not shown) that receives power from the gaming facility and supplies power to various control boards and electric / electronic components. These control boards and the electric / electronic components of each part of the pachinko gaming machine PM are connected by harnesses (connector cables), so that the pachinko gaming machine PM can be operated.

[0298] The pachinko gaming machine PM is provided for play with the outer frame 401 fixedly installed on the gaming island (installed frame base) of the gaming facility, and the front frame 402, glass frame 405, etc. closed and locked, and the game is started by storing game balls in the upper ball tray 406a and rotating the launch handle 407. When the launch handle 407 is rotated, the game balls stored in the upper ball tray 406a are sent one by one to the launch mechanism by a ball feeding mechanism arranged on the back side of the glass frame 405, and the balls are shot into the game area PA by the launch mechanism, and the pachinko game then unfolds.

[0299] <Board case unit> Next, the board case unit 500 shown in these figures will be described with reference to Figures 69 to 77. In the following description, for convenience, this board case unit 500 will be described as equivalent to the main control board case unit CU1 (see Figure 68) of the pachinko gaming machine PM, but is not limited to this. In addition, in the following description, for convenience, the front, back, left, right, up and down directions are defined as directions when attached to the pachinko gaming machine PM, based on the state in Figure 69, and the directions of the arrows shown in Figure 69 will be described as front, back, left, right, up and down, respectively.

[0300] The main control board case unit 500 is mainly composed of, for example, a main control board 510 which serves as the center of control in the pachinko gaming machine PM, and a board case 560 in the shape of a substantially rectangular container which houses the main control board 510 inside.

[0301] The main control board 510 is configured as a rectangular printed wiring board, and as shown in FIG. 70, a CPU 520, a setting change unit 530, a setting value display monitor 540, a performance display monitor 550, and multiple connectors (only connectors CN1 to CN5 are numbered in the figure) are mounted on its component side (also referred to as the "mounting side") 511. Although not shown in detail, electronic devices such as ROM and RAM, and electronic and electrical components such as resistors are also mounted on this component side 511. The CPU 520 is arranged on the component side 511 so that its long side is aligned with the long side direction of the main control board 510 (the left-right direction in FIG. 69). The main control board 510 has screw insertion holes 512a to 512d at its four corners, and is fixed to the inner surface of the board case 560 (top case 565 described later) by screws (see screw 513 shown in Figure 77) inserted into each of the screw insertion holes 512a to 512d.

[0302] As shown in FIG. 70, the setting change unit 530 is configured to have a setting key switch 531 and a setting change switch 536. The setting key switch 531 is a switch operated when checking or changing the setting of a setting value that determines the degree of advantage to the player, for example, the degree (rank) of the probability of winning in a predetermined win / loss lottery that affects the payout rate, such as a win / loss lottery for a special symbol, and the setting change switch 536 is a switch for changing the setting value in multiple stages (six stages in this embodiment). The setting key switch 531 has a setting change key cylinder 532 that can be turned by inserting a setting change key (not shown) held by a gaming store clerk, and the setting key switch 531 is configured to be switched by turning the setting change key cylinder 532. The setting change switch 536 has a setting change button 537 that is pressed by a gaming store clerk, and is configured to be switched by pressing the setting change button 537. The switch 531, setting change switch 536 may be provided on a board other than the main control board 510, or may be provided in a location other than the board.

[0303] When power is supplied to the setting change unit 530 in a state where power is not supplied to the main control board 510, the setting change key is inserted into the setting change key cylinder 532 and rotated approximately 90 degrees clockwise as viewed from the rear (also referred to as the "setting change key operating direction"), and the setting change switch 536 is in the on state (the setting change button 537 is pressed), the setting change unit 530 enters a setting change mode (a mode in which the setting value can be changed). In this setting change mode, the setting value is switched between six levels (1 to 6) each time the setting change switch 536 (setting change button 537) is pressed, and the switched setting value is displayed on the setting value display monitor 540. When the setting change key is returned to its original position, the setting value is confirmed, the setting change mode is terminated, and the mode shifts to the normal mode (a mode in which games can be played and the setting value display monitor 540 is unlit). In addition to the above conditions, a condition for activating the setting change mode may be that the front frame 402 is open relative to the outer frame 401 (also referred to as the "front frame open state"). Also, if the front frame is not in the open state, the transition from the setting change mode to the normal mode may not be possible. When the transition from the setting change mode to the normal mode is made, a setting change sound is output from a specified speaker to notify that the setting change has been completed.

[0304] The setting change switch 536 in the setting change unit 600 is also configured to function as a RAM clear switch. That is, when the power is turned on while the setting change switch 536 (setting change button 537) is pressed to start the setting change mode, the main control board 510 clears at least the information related to the game state (such as the normal state, the probability variable state, the time-saving state, and the latent probability variable state) from all the information stored in the RAM. At this time, the setting value is updated to the setting value with the lowest payout rate (e.g., Setting 1). Instead of using the setting change switch 536 as a RAM clear switch, a dedicated RAM clear switch (RAM clear button) may be provided separately. In this case, the setting change mode may be activated when power is supplied while the dedicated RAM clear switch is in the on state. The setting value may also be configured to have only one level (e.g., Setting 1). In this case, the setting value is not updated even when the setting change switch 536 (setting change button 537) is pressed (e.g., it remains at Setting 1).

[0305] Furthermore, when power is supplied to the setting change unit 530 while the main control board 510 is not supplied with power and the setting change key cylinder 532 is inserted and rotated approximately 90 degrees in the setting change key operation direction (however, the setting change switch 536 is in the OFF state), the setting change unit 530 enters a setting confirmation mode (a mode in which the setting value can be confirmed) and displays the current setting value on the setting value display monitor 540. When the setting change key is returned to its original position, the setting confirmation mode ends and the unit 530 transitions to the normal mode. In addition to the above conditions, a front frame open state may be added as a condition for activating the setting confirmation mode. In the pachinko game machine PM, even if the setting change key cylinder 532 is rotated with the setting change key and the setting key switch 531 is turned on after power is supplied, the unit 530 does not transition to either the setting change mode or the setting confirmation mode, and the setting value is not displayed on the setting value display monitor 540.

[0306] The base case 560 is configured with a bottom case 561 that is detachably attached to the back of the game board 20, and a top case 565 that is detachably attached to the bottom case 561, and an engagement connection mechanism 570 is provided on the right edge of the case that is aligned front to back in the closed state when the top case 565 is attached to the bottom case 561. The bottom case 561 and the top case 565 are combined and integrated in a closed state with their openings facing each other. The bottom case 561 and the top case 565 are both made of a colorless and transparent resin material (for example, polycarbonate The substrate case 560 is formed by a molding method such as injection molding using a material such as carbon dioxide, and is configured so that the inside of the substrate case 560 can be seen from the outside.

[0307] Bottom case 561 is generally formed in the shape of a rectangular box with an open rear, while top case 565 is generally formed in the shape of a rectangular box with an open front. Top case 565 is configured to be slidably mounted on bottom case 561 in the left-right direction. That is, top case 565 is slightly shifted to the left relative to bottom case 561, and the two cases 561, 565 are combined while facing each other in the front-to-rear direction. By sliding top case 565 to the right (hereinafter also referred to as the "closing direction"), bottom case 561 and top case 565 can be integrated in a closed state with their openings facing each other. On the other hand, the integrated two cases 561, 565 can be separated by sliding top case 565 a predetermined distance to the left (hereinafter also referred to as the "opening direction") relative to bottom case 561.

[0308] The engaging and connecting mechanism 570 further engages and connects the integrated bottom case 561 and top case 565 to each other using a crimping member 575, thereby restricting the top case 565 from sliding in the opening direction relative to the bottom case 561. That is, the engaging and connecting mechanism 570 is configured to include a bottom-side locking portion 571 (see FIG. 71) provided on the right edge of the bottom case 561, a top-side locking portion 573 (see FIG. 72) provided on the right edge of the top case 565, and a crimping member 575 (see FIG. 69) for engaging and connecting the bottom-side locking portion 571 and the top-side locking portion 573.

[0309] The bottom-side locking portion 571 has a bottom-side locking hole (not shown) that opens toward the rear, and the top-side locking portion 573 has upper and lower top-side locking holes 573a (see FIG. 69) that penetrate the top and bottom of the locking portion 573 and are positioned to align front-to-back with the bottom-side locking hole. The crimping member 575 has a shaft 575a that extends front-to-rear, a disk-shaped operating portion 575b with a larger diameter than the shaft 575a, and a cylindrical locking pin 575c that is provided in a pin receiving hole (not shown) recessed in the shaft 575b and supported so as to be movable back and forth in a direction perpendicular to the central axis of the shaft 575a. The tip of the locking pin 575c is biased by the repulsive force of a spring (not shown) provided in the pin receiving hole so as to protrude outward from the shaft 575a.

[0310] In the engaging and connecting mechanism 570 configured as described above, when the bottom case 561 and the top case 565 are integrated in a closed state, the bottom-side locking portion 571 and the top-side locking portion 573 are overlapped facing each other from the front to the rear. In this state, by inserting the shaft portion 575a of the crimping member 575 so as to straddle the bottom-side locking hole and the top-side locking hole 573a, and engaging and connecting the crimping member 575 to the bottom-side locking portion 571 and the top-side locking portion 573, the top case 565 becomes closed and cannot be removed (opened) from the bottom case 561.

[0311] The top case 565 is formed with connector insertion / removal ports (not shown) that penetrate the front and back corresponding to the mounting positions of each connector (including connectors CN1 to CN5) of the main control board 510, and when the main control board 510 is attached to the top case 565, each connector of the main control board 510 is exposed to the outside through the connector insertion / removal port (see Figure 69), and can be electrically connected to the performance control board, image control board, payout control board, etc. via harnesses (connector cables).

[0312] The top case 565 is also formed with a setting change unit corresponding opening (not shown) that penetrates the front and back of the main control board 510 in correspondence with the mounting position of the setting change unit 530 (setting key switch 531 and setting change switch 536). With the setting change unit 530 closed, the setting change unit 530 is exposed to the outside through the setting change unit corresponding opening (see FIG. 69). A small door 567 (see FIG. 72) that covers the setting change unit 530 facing rearward through the setting change unit corresponding opening is attached to the top case 565 so as to be able to swing open and close (not shown in FIG. 69). When operating the setting change unit 530 (setting key switch 531 and setting change switch 536), this small door 567 is swung upward to expose the setting change unit 530.

[0313] The board case unit 500 configured as described above and accommodating the main control board 510 in the board case 560 is attached to the back side of the game board 420 with the bottom case 561 facing forward and the top case 565 facing backward. When the board case unit 500 is attached to the back side of the game board 420, the right edge of the board case 560 (the side edge of the left and right side edges of the board case 560 on which the engagement coupling mechanism 570 is provided) is located on the side of the open end side edge of the front frame 402 (the side edge of the left and right side edges of the front frame 402 on which the front frame 402 opens, opposite the side edge on which the hinge mechanisms 403a and 403b are provided).

[0314] (Differences in the configuration of 7-segment LEDs) As shown in Fig. 73, the above-mentioned setting value display monitor 540 is composed of a single-digit LED indicator light (7-segment LED with dots) 541. This LED indicator light 541 is composed of seven bar-shaped LED segments arranged in a figure-eight shape and one point-shaped LED segment formed in a dot point shape. Each LED segment of the LED indicator light 541 is configured to light up in red and to appear red even when not lit (off). For example, a red-lit LED element is used as the light-emitting element of each LED segment, and the cover member (lamp cover) and diffusion sheet that cover the LED element are made of a red translucent material.

[0315] Note that the red color of an LED segment in a lit state and the red color of an LED segment in a non-lit state are not necessarily the same color. Specifically, when expressing color in a 256-level RGB color system, if the red color of an LED segment in a lit state is (R, G, B) = (255, 0, 0), the red color of the LED segment in a non-lit state is not necessarily (R, G, B) = (255, 0, 0). For example, when the R component is 200 or more and the G and B components are 100 or less, specific examples such as (R, G, B) = (237, 26, 61) or (R, G, B) = (241, 91, 91) are also considered to be red. Note that the color of an LED segment in a non-lit state is the color that the LED segment in a non-lit state has when illuminated with white light (including the light from indoor lighting in an amusement arcade). In addition, taking into consideration the exact color difference, in the following description, the color of the LED segment in the lit state will be referred to as "red," and the color of the LED segment in the unlit state will also be referred to as "reddish color."

[0316] FIG. 73(A) shows a case where all LED segments of the LED indicator light 541 are in an unlit state, and FIG. 73(B) shows a case where all LED segments of the LED indicator light 541 are in an lit state. FIG. 73(C) shows the lit / unlit state of each LED segment when the LED indicator light 541 displays the number "6." For convenience, in these figures, lit LED segments are shown in black (actually red) and unlit LED segments in gray (actually reddish) to distinguish between the two. Red is a striking color that attracts attention and has high visibility. Therefore, by configuring each LED segment of the LED indicator light 541 to light up red, the visibility of the LED indicator light 541 in the lit state can be improved. Furthermore, the LED indicator light 541 of the set value display monitor 540 is configured so that each LED segment appears red (or a reddish color) even in the unlit state, making it highly visible and easy to notice even in the unlit state.

[0317] On the other hand, as shown in FIG. 74, the performance display monitor 550 is composed of four-digit LED indicator lights (7-segment LEDs with dots) 551-554. Each digit of the LED indicator lights 551-554 is composed of seven bar-shaped LED segments arranged in a figure-eight shape and one dot-shaped LED segment formed in a dot point shape. Each of the eight LED indicator lights 551-554 can display numbers from 0 to 9, alphabetic characters, hyphens, etc. by selectively lighting up the eight LED segments. The LED indicator lights 551 and 552 of the upper two digits display, for example, an identification symbol (e.g., "bL.") to identify the type of gaming performance data of the pachinko machine PM. On the other hand, the LED indicator lights 553 and 554 of the lower two digits display a numerical value (calculated value "00" to "99") indicating the calculation result of the gaming performance data. Each LED indicator light 551-554 blinks when the number of samples (accumulated number of played balls) of the count data has not reached a preset number, and lights up when the number of samples has reached the preset number. Each LED indicator light 551-554 of the performance display monitor 550 blinks all LED segments, including the dot-shaped LED segments, for a predetermined period (e.g., 5 seconds) after power-on. This is provided as a test pattern to visually check whether all LED segments are lit. The blinking pattern alternates between on and off at predetermined intervals (e.g., 0.3 seconds ±10% tolerance; a time between 0.297 seconds and 0.33 seconds) depending on the interval at which the interrupt process is executed.

[0318] Each LED segment of the LED indicator lights 551 to 554 in the performance display monitor 550 is configured to light up in red (for example, (R, G, B) = (255, 0, 0)) and to appear whitish in the non-lighting state (light-out state). For example, red LED elements are used as the light-emitting elements of each LED segment, and the cover member (lamp cover) and diffusion sheet that cover the LED elements are made of a whitish translucent material. Note that a whitish color basically refers to achromatic, relatively bright (e.g., brightness of 7 or higher) colors containing equal amounts of R, G, and B components, such as white (R, G, B) = (255, 255, 255) or milky white (R, G, B) = (243, 243, 243). However, colors in which the proportions of R, G, and B components differ by approximately 10%, such as (R, G, B) = (250, 240, 230), are also considered whitish colors. Red is a striking color that attracts people's attention and has high visibility. Therefore, by configuring each LED segment of the LED indicator light 541 to light red, it is possible to improve the visibility of each LED indicator light 551-554 when it is lit. On the other hand, whitish colors are less noticeable than red (reddish colors) and have low visibility. Therefore, the set value display monitor 540 is configured so that the LED segments of the LED indicator lamps 551 to 554 appear whitish when not lit, and is therefore less visible and less noticeable when not lit.

[0319] Figure 74(A) shows a case where all LED segments of LED indicator lights 551 to 554 are in an unlit state, and Figure 74(B) shows a case where all LED segments of LED indicator lights 551 to 554 are in an lit state. Also, Figure 74(C) shows the lit / unlit state of each LED segment when LED indicator lights 551 to 554 display "bL.53." For convenience, in these figures, lit LED segments are shown in black (actually red) and unlit LED segments are shown in white (actually a whitish color) to distinguish between the two.

[0320] In both the LED indicator lamp 541 of the set value display monitor 540 and the LED indicator lamps 551 to 554 of the performance display monitor 550, each LED segment lights up red (or flashes red) when lit, so both have equally high visibility and are noticeable when not lit. On the other hand, while each LED segment of the LED indicator lamp 541 of the set value display monitor 540 is configured to appear reddish even when not lit, the LED indicator lamps 551 to 554 of the performance display monitor 550 Each LED segment is configured to appear whitish when unlit, making it easy to distinguish between the two when they are unlit. Also, since the LED indicator lights 551-554 of the performance display monitor 550 may flash when they are lit, each LED segment is configured to appear whitish when they are unlit and red when they are lit, making it easy to distinguish between the LED segments that light up intermittently when flashing and the LED segments that are off. In contrast, the LED indicator light 541 of the setting value display monitor 540 does not flash when it is lit.

[0321] Note that the LED segments of the LED indicator lamp 541 of the set value display monitor 540 may be made to appear whitish in the unlit state by forming cover members or the like of each segment with a light-transmitting material of a whitish color, making them relatively inconspicuous, and the LED segments of the LED indicator lamps 551 to 554 of the performance display monitor 550 may be made to appear reddish in the unlit state by forming cover members or the like of a light-transmitting material of a reddish color, making them relatively conspicuous. In this case, the LED indicator lamps 551 to 554 of the performance display monitor 550 are easier to see in the unlit state than the LED indicator lamp 541 of the set value display monitor 540. Furthermore, because the LED indicator lamps 551 to 554 of the performance display monitor 550 are lit or flashing more often than the LED indicator lamp 541 of the set value display monitor 540, the LED indicator lamps 551 to 554 (LED elements) of the performance display monitor 550 are more susceptible to deterioration over time. However, even if the light emission intensity of the LED indicator lights 551-554 decreases due to deterioration over time or the like, and the red color weakens, this can be compensated for by the reddish color of the cover members of each LED segment. Note that each LED segment of the LED indicator light 541 of the setting value display monitor 540 and each LED segment of the LED indicator lights 551-554 of the performance display monitor 550 may be configured to appear reddish or whitish in the unlit state.

[0322] When the setting value display monitor 540 is powered on under certain conditions, it remains in a non-illuminated state and does not light up. Meanwhile, the performance display monitor 550 transitions from a non-illuminated state to a lit state or a flashing state even when powered on under the same conditions. Powering on under certain conditions refers to a state in which the power is turned on without any special processing or operation, such as when the power is turned on without the key switch 531 of the setting change unit 530 being rotated (also referred to as "normal power-on"), or when the power is turned off in an error state and the power is turned on without the key switch 531 being rotated (in this case, an error state occurs after power-on). However, in the event of an irreversible error state, the LED indicators 551-554 of the performance display monitor 550, which are inconspicuous when in a non-illuminated state, can be made to stand out immediately after power-on by transitioning from a non-illuminated state to a lit state or a flashing state when powered on under certain conditions. The LED indicators 551 to 554 of the performance display monitor 550 may be configured to light up or blink even when an error occurs or when settings are being changed. However, the performance display monitor 550 may be configured to turn off when an error occurs that makes it impossible to recover from the error state.

[0323] Furthermore, the LED indicator lamp 541 of the set value display monitor 540 is configured to be larger than the LED indicator lamps 551 to 554 of the performance display monitor 550 (see FIG. 70 ), and in this respect too, it is more visible and noticeable than the LED indicator lamps 551 to 554 of the performance display monitor 550. The LED indicator lamp 541 of the set value display monitor 540 and the LED indicator lamps 551 to 554 of the performance display monitor 550 may be configured to be the same size, or the LED indicator lamps 551 to 554 of the performance display monitor 550 may be configured to be larger than the LED indicator lamp 541 of the set value display monitor 540. Furthermore, the LED indicator lamp 541 of the set value display monitor 540 and / or the LED indicator lamps 551 to 554 of the performance display monitor 550 may be configured as 7-segment LEDs without dots.

[0324] Here, the setting value display monitor 540 and the performance display monitor 5 50 as an example to explain the differences in the configuration of the LED indicator light (7-segment LED), but this is not limited thereto. When any different 7-segment LED is used, it is possible to provide the differences in the configuration as described above for the LED indicator light. Furthermore, the differences in the configuration of the 7-segment LED as described above can also be applied to the multiple LED indicator lights used in the slot machine 1. For example, the main control board 60 of the slot machine 1 may be provided with a display monitor (e.g., a feature ratio display monitor that displays the feature ratio) with a configuration similar to the performance display monitor 550 or a setting value display monitor with a configuration similar to the setting value display monitor 540, and these display monitors may be provided with the differences in the configuration of the 7-segment LED as described above. Furthermore, the differences in the configuration of the 7-segment LED as described above may also be provided for the stored coin number display lamp 46h and the payout number display lamp 46j.

[0325] (Colored caulking parts) As described above, the right edge of the board case 560 is provided with an engagement and coupling m...

Claims

[Claim 1] A box-shaped main body member having an opening; a door member attached to the main body member by a hinge mechanism so as to be openable and closable; a predetermined substrate having a first surface portion on which a plurality of types of components are arranged and a second surface portion to which lead wires of the plurality of types of components are soldered; the plurality of types of parts include a first part, a second part having the same performance as the first part, a third part having a different performance from the first part, and a fourth part having a different performance from the first part, the second part, and the third part; The first component has lead wire 1a and lead wire 1b, the second component has lead wires 2a and 2b; the third component has lead wires 3a and 3b; The fourth component has a plurality of leads 4; The lead wire 1 a of the first component is inserted into the through hole 1 c of the predetermined board from the first surface side, The lead wire 1b of the first component is inserted into the through hole 1d of the predetermined board from the first surface portion side, A virtual line segment connecting the through-hole 1c and the through-hole 1d is defined as a predetermined virtual line segment 1, the lead wire 1 a protruding from the second surface portion forms an angle of n1 degrees with respect to the predetermined imaginary line segment 1 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation; the lead wire 1b protruding from the second surface portion forms an angle of n2 degrees with respect to the predetermined imaginary line segment 1 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation; The lead wire 2 a of the second component is inserted into the through hole 2 c of the predetermined board from the first surface portion side, The lead wire 2b of the second component is inserted into the through hole 2d of the predetermined board from the first surface portion side, A virtual line segment connecting the through-hole 2c and the through-hole 2d is defined as a predetermined virtual line segment 2, the lead wire 2 a protruding from the second surface portion forms an angle of n3 degrees with respect to the predetermined imaginary line segment 2 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation; the lead wire 2b protruding from the second surface portion forms an angle of n4 degrees with respect to the predetermined imaginary line segment 2 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation; The lead wire 3 a of the third component is inserted into the through hole 3 c of the predetermined board from the first surface portion side, The lead wire 3b of the third component is inserted into the through hole 3d of the predetermined board from the first surface portion side, A virtual line segment connecting the through-hole 3c and the through-hole 3d is defined as a predetermined virtual line segment 3, the lead wire 3 a protruding from the second surface portion forms an angle of n5 degrees with respect to the predetermined imaginary line segment 3 when the second surface portion is viewed in a plan view with the predetermined substrate in a predetermined orientation; The n1 degree and the n3 degree are substantially the same angle, The n2 degrees and the n4 degrees are substantially the same angle, The n1 degree and the n5 degree are different angles, predetermined component information is printed on the first surface portion, When the predetermined substrate is provided on the inner surface of the main body member or the back surface of the door member, the predetermined component information is printed on the first surface in a horizontal format with characters arranged from left to right, or in a horizontal format with characters arranged from bottom to top, A gaming machine characterized in that the plurality of lead wires 4 of the fourth component have greater strength than the lead wires 1a, 1b, 2a and 2b.

Citation Information

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