Gaming machine

By designing a box-shaped structure on the game console and precisely controlling the angle of the wires, the entertainment value and smoothness of the game console are enhanced, solving the shortcomings of traditional game consoles in this regard.

JP7835637B2Active Publication Date: 2026-03-25SAMMY CORPORATION
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-22
Publication Date
2026-03-25

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Abstract

To provide a game machine capable of improving the amusement of games.SOLUTION: A game machine is provided, including: reels; a start lever; reel control means for controlling the spinning of reels; freeze control means for controlling a shift to a freeze state that delays the progress of games; image display means capable of displaying presentation moving images; and presentation control means for controlling presentations regarding games. When the freeze state is brought about by the freeze control means while reels are being stopped, the reel control means can spin the reels in response to an operation of the start lever and the presentation control means displays the presentation moving images indicating the movement corresponding to the spinning of the reels.SELECTED DRAWING: Figure 149
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

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

[0007] The gaming machine according to the present invention comprises a main body member formed in the shape of a box having an opening, a door member attached to the main body member so as to be openable and closable using a hinge mechanism, and a predetermined circuit board having a first surface on which a plurality of types of parts are arranged and a second surface on which the lead wires of the plurality of types of parts are soldered, wherein 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 different performance from the first part, and a fourth part having different performance from the first part, the second part, and the third part, and the first part is The first component has lead wires 1a and 1b, the second component has lead wires 2a and 2b, the third component has lead wires 3a and 3b, the fourth component has a plurality of lead wires 4, the lead wire 1a of the first component is inserted into the through-hole 1c of the predetermined substrate from the first surface side, the lead wire 1b of the first component is inserted into the through-hole 1d of the predetermined substrate from the first surface side, a virtual line segment connecting the through-hole 1c and the through-hole 1d is defined as a predetermined virtual line segment 1, and the lead wire 1a protruding from the second surface is, When the predetermined substrate is in a predetermined orientation and the second surface is viewed from above, the angle with respect to the predetermined virtual line segment 1 is n1 degrees, and the lead wire 1b protruding from the second surface is n2 degrees when the predetermined substrate is in a predetermined orientation and the second surface is viewed from above, the lead wire 2a of the second component is inserted into the through-hole 2c of the predetermined substrate from the first surface side, and the lead wire 2b of the second component is inserted into the through-hole 2d of the predetermined substrate from the first surface side, and the through-hole 2c The virtual line segment connecting the through-hole 2d is defined as a predetermined virtual line segment 2, the lead wire 2a protruding from the second surface portion has an angle of n3 degrees with respect to the predetermined virtual line segment 2 when the second surface portion is viewed from above with the predetermined substrate in a predetermined orientation, the lead wire 2b protruding from the second surface portion has an angle of n4 degrees with respect to the predetermined virtual line segment 2 when the second surface portion is viewed from above with the predetermined substrate in a predetermined orientation, and the lead wire 3a of the third component is inserted into the through-hole 3c of the predetermined substrate from the first surface portion side.The lead wire 3b of the third component is inserted into the through-hole 3d of the predetermined substrate from the first surface side, and the virtual line segment connecting the through-hole 3c and the through-hole 3d is defined as the predetermined virtual line segment 3, and the lead wire 3a protruding from the second surface is at an angle of n5 degrees with respect to the predetermined virtual line segment 3 when the second surface is viewed from above with the predetermined substrate in a predetermined orientation. The lead wire 3b protruding from the second surface is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 3 is n6 degrees. The angles n1 and n3 are approximately the same, the angles n2 and n4 are approximately the same, and the angles n1 and n5 are different. The aforementioned n2 degrees and the aforementioned n6 degrees are different angles. The first surface has predetermined component information printed on it, and 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 writing manner with characters arranged from left to right or from bottom to top, and the plurality of lead wires 4 of the fourth component are inserted into a plurality of through holes of the predetermined substrate from the first surface side, and the height of the plurality of lead wires 4 protruding from the second surface is higher than the height of the lead wires 1a, 1b, 2a, and 2b protruding from the second surface. [Effects of the Invention]

[0008] The gaming machine with the above configuration can enhance the enjoyment of the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of a slot machine according to the first embodiment of the present invention. [Figure 2] This is a block diagram illustrating the configuration of the slot machine described above. [Figure 3] This is a front view showing the slot machine with the front door removed. [Figure 4] This diagram shows the arrangement of symbols on the reels of the slot machine described above. [Figure 5] This figure shows symbol combination 1 in the slot machine described above. [Figure 6] This figure shows symbol combination 2 in the slot machine described above. [Figure 7] This figure shows symbol combination 3 in the slot machine described above. [Figure 8] This figure shows symbol combination 4 in the slot machine described above. [Figure 9] This is a block diagram conceptually illustrating the functions of the slot machine described above. [Figure 10] This diagram shows the relationship between each RT (Replay Time) state in the slot machine described above. [Figure 11] This diagram shows the relationships between the different game modes in the slot machine described above. [Figure 12] This figure shows the variables used to control the slot machine described above. [Figure 13] The diagram above shows the contents of the following draws in the slot machine: (A) is the advantageous period transition lottery, (B) is the chance mode 1 lottery, (C) is the chance mode 2 lottery-1, (D) is the chance mode 2 lottery-2, and (E) is the chance game 3 lottery. [Figure 14] The diagram above shows the contents of (A) for the chance game count lottery, (B) for the chance cycle lottery, (C) for the EX1 mode lottery, (D) for the EX2 mode lottery, (E) for the AT mode lottery-1, (F) for the AT mode lottery-2, and (G) for the AT mode lottery-3 in the slot machine described above. [Figure 15] The diagram above shows the contents of the following slot machine draws: (A) for Seven 1 draw, (B) for Seven 2 draw, (C) for AT mode rewrite draw, (D) for Seven Loop draw, (E) for Gold Seven Loop draw, (F) for Gold Seven Loop rewrite draw, and (G) for Bonus Mode draw. [Figure 16] The diagram above shows the contents of the following draws in the slot machine: (A) for the bell count switching draw, (B) for the Seven Stock 1 draw, (C) for the Seven Stock 2 draw, and (D) for the performance lever weight draw. [Figure 17](A) in the above slot machine is a diagram showing the content of AT cycle extraction - 1, (B) is a diagram showing the content of AT cycle extraction - 2, (C) is a diagram showing the content of pull - back 1 extraction - 1, and (D) is a diagram showing the content of pull - back 1 extraction - 2. [Figure 18] (A) in the above slot machine is a diagram showing the content of pull - back 1 extraction - 3, (B) is a diagram showing the content of pull - back 2 extraction, and (C) is a diagram showing the content of AT cycle preferential game number extraction. [Figure 19] (A) in the above slot machine is a diagram showing the content of seven - table 1 extraction, and (B) is a diagram showing the content of seven - table 2 extraction. [Figure 20] (A) in the above slot machine is a diagram showing the content of bell count 1 extraction - 1, (B) is a diagram showing the content of bell count 1 extraction - 2, (C) is a diagram showing the content of bell count 2 extraction, and (D) is a diagram showing the content of bell count 3 extraction. [Figure 21] (A) in the above slot machine shows the correspondence between the bonus condition device and the production group A number, and (B) is a diagram showing the correspondence between the winning replay condition device and the production group B number. [Figure 22] It is a diagram showing the correspondence between the production group number and the condition device group number in the above slot machine. [Figure 23] It is a diagram showing the winning placement numbers assigned to each condition device in the above slot machine. [Figure 24] (A) in the above slot machine shows the bonus condition device, and (B) is a diagram showing the winning replay condition device (1). [Figure 25] It is a diagram showing the winning replay condition device (2) in the above slot machine. [Figure 26] It is a diagram showing the winning replay condition device (3) in the above slot machine. [Figure 27] It is a diagram showing the winning replay condition device (4) in the above slot machine. [Figure 28] It is a diagram showing the winning replay condition device (5) in the above slot machine. [Figure 29] It is a diagram showing the winning replay condition device (6) in the above slot machine. [Figure 30] The flowchart above shows the flow of the slot machine, where (A) is the setting change process, (B) is the game progress control process, and (C) is the game start waiting process. [Figure 31] In the slot machine described above, (A) is a flowchart showing the internal lottery process, and (B) is a flowchart showing the group number setting process. [Figure 32] This flowchart shows the flow of lever processing for managing section type numbers in the above slot machine. [Figure 33] This flowchart shows the continuation of the section type number management lever process described above. [Figure 34] In the above slot machine, (A) is a flowchart showing the process of transitioning to the advantageous period, and (B) is a flowchart showing the process of drawing the number of chance games. [Figure 35] This flowchart shows the processing flow when an AT (Automatic Trigger) is won in the above slot machine. [Figure 36] The flowchart above shows the flow of the slot machine, where (A) is the seven number correction process, (B) is the correction counter process, and (C) is the arrival flag process. [Figure 37] This flowchart shows the lever operation process when entering AT mode in the above slot machine. [Figure 38] The flowchart above shows the flow of (A) loop CU rank set processing, (B) seven loop lottery processing, and (C) gold seven loop lottery correction processing in the slot machine described above. [Figure 39] This flowchart shows the process of correcting the bell count counter in the slot machine described above. [Figure 40] This flowchart shows the lever movement weight processing flow in the above slot machine. [Figure 41] The flowchart above shows the flow of the main game state number 1 lever processing in the slot machine, the chance mode number determination processing in (A), and the main game state numbers 2 and 5 lever processing in (B). [Figure 42]This flowchart shows the lever operation process after winning an AT (Automatic Trigger) in the above slot machine. [Figure 43] In the above slot machine, (A) is a flowchart showing the main game state number 3 lever processing, and (B) is a flowchart showing 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 count lottery process. [Figure 45] The flowchart above shows the flow of the standby animation process in the slot machine described above. [Figure 46] This flowchart shows the flow of the game termination process for section type number management in the above slot machine. [Figure 47] This flowchart shows the cumulative counter processing flow in the slot machine described above. [Figure 48] This flowchart shows the process for completely shutting down the main game state number 0 in the slot machine described above. [Figure 49] This flowchart shows the process of ending the AT (Attack Time) mode in the slot machine described above. [Figure 50] This flowchart shows the subsequent steps after the AT (Automatic Transmission) entry and termination process described above. [Figure 51] (A) is a flowchart showing the process of stopping all main game state numbers 1 and (B) is a flowchart showing the process of stopping all main game state numbers 2 and 5 in the slot machine described above. [Figure 52] This flowchart shows the process for handling all operations in main game state number 3 of the slot machine described above. [Figure 53] This flowchart shows the subsequent steps following the main game state number 3 complete shutdown process described above. [Figure 54] This flowchart shows another continuation of the process for the main game state number 3 complete shutdown mentioned above. [Figure 55] This flowchart shows the process for handling all gameplay state number 4 in the above slot machine. [Figure 56] (A) is a flowchart showing the process of stopping all games in main game state number 6, and (B) is a flowchart showing the process of stopping all games in main game state number 7, in the slot machine described above. [Figure 57] The flowchart above shows the flow of the advantageous period clear counter management process for the slot machine described above. [Figure 58] This flowchart shows the flow of timer interrupt processing in the slot machine described above. [Figure 59] This diagram shows the LED circuit boards arranged around the display screen of the slot machine shown above. [Figure 60] In the slot machine shown above, (A) is a diagram showing a modified version of the LED board, and (B) is a diagram showing another modified version of the LED board. [Figure 61] This figure shows the light-emitting components in the slot machine described above. [Figure 62] In the slot machine shown above, (A) is a diagram showing a modified version of the light-emitting component, and (B) is a diagram showing another modified version of the light-emitting component. [Figure 63] In the slot machine shown above, (A) is a diagram showing one example of the installation position of the light-emitting component, (B) is a diagram showing another example of the installation position of the light-emitting component, and (C) is a diagram showing yet another example of the installation position of the light-emitting component. [Figure 64] The above diagram illustrates the bias state of the red LED element in the light-emitting component of the slot machine. (A) shows an example of a state where the red LED element is biased to the right, and (B) shows an example of a state where the red LED element is biased downward. [Figure 65] In the above slot machine, (A) is a diagram showing a state in which an LED element of another 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 another color is installed between the red LED elements of two light-emitting components arranged in the up-down direction. [Figure 66]In the above slot machine, (A) is a diagram showing a state where no LED element of another 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 where an LED element of another color from another light-emitting component is installed between the red LED elements of two light-emitting components arranged in the left-right direction. [Figure 67] This is a perspective view of a pachinko game machine to which the above-mentioned light-emitting component can be applied. [Figure 68] This is a rear view of a pachinko machine to which the above-mentioned light-emitting component can be applied. [Figure 69] This is a rear-view perspective of the circuit board case unit in the above-mentioned pachinko game machine. [Figure 70] This figure shows the main control board housed inside the circuit board case unit of the above-mentioned pachinko game machine. [Figure 71] This is a view of the circuit board case unit of the above-mentioned pachinko game machine, seen from the front. [Figure 72] This is a rear view of the circuit board case unit in the above-mentioned pachinko game machine. [Figure 73] In the above-mentioned pachinko game machine, (A) is a diagram showing the case where all LED segments of the LED indicator light constituting the setting value display monitor are not lit, (B) is a diagram showing the case where all LED segments of the LED indicator light are lit, and (C) is a diagram showing the case where some of the LED segments of the LED indicator light are lit. [Figure 74] In the above-mentioned pachinko game machine, (A) is a diagram showing the case where all LED segments of the LED indicator light constituting the performance display monitor are not lit, (B) is a diagram showing the case where all LED segments of the LED indicator light are lit, and (C) is a diagram showing the case where some of the LED segments of the LED indicator light are lit. [Figure 75] This diagram shows the relationship between the crimping member of the circuit board case unit and the height of the CPU in the above-mentioned pachinko game machine. [Figure 76]The above diagram shows a stepped portion formed on the circuit board case of the pachinko game machine, where (A) shows the shape of the stepped portion, (B) shows the stepped portion viewed from the right edge of the circuit board case, and (C) shows the stepped portion with a colored sealing material attached. [Figure 77] This diagram shows the relationship between screws and connectors on the main control board of the pachinko game machine described above. [Figure 78] This figure shows the arrangement of symbols on each reel in the gaming machine of the second embodiment. [Figure 79] This is a diagram showing the symbol combinations in the gaming machine of the second embodiment. [Figure 80] This is a diagram showing the symbol combinations in the gaming machine of the second embodiment. [Figure 81] This is a diagram showing the symbol combinations in the gaming machine of the second embodiment. [Figure 82] This is a diagram showing the symbol combinations in the gaming machine of the second embodiment. [Figure 83] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 84] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 85] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 86] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 87] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 88] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 89] This figure shows the types of condition devices in the gaming machine of the second embodiment. [Figure 90] This figure shows a table of placements corresponding to the probability of winning a prize in the game machine of the second embodiment. [Figure 91] This figure shows a table of placements corresponding to the probability of winning a prize in the game machine of the second embodiment. [Figure 92]This is an explanatory diagram illustrating the transitions in the game state in the second embodiment of the gaming machine. [Figure 93] This is an explanatory diagram for illustrating the content displayed on the image display device during AT gameplay in the gaming machine of the second embodiment. [Figure 94] This flowchart shows the contents of the game progress control process that controls the progress of the game in the game machine of the second embodiment. [Figure 95] This flowchart shows the contents of the normal lever processing that is executed when the start lever is operated during normal operation of the gaming machine of the second embodiment. [Figure 96] This flowchart shows the contents of the normal-time full reel stop process that is executed when all reels stop during normal operation of the gaming machine of the second embodiment. [Figure 97] This flowchart shows the contents of the sub-bonus lever processing that is executed when the start lever is operated during a sub-bonus in the gaming machine of the second embodiment. [Figure 98] This flowchart shows the details of the sub-bonus stop process that is executed when all reels stop during a sub-bonus in the gaming machine of the second embodiment. [Figure 99] This flowchart shows the contents of the lever processing during AT gameplay, which is performed in response to the operation of the start lever, in the AT gameplay of the gaming machine of the second embodiment. [Figure 100] This flowchart shows the contents of the AT game stop process that is executed when all reels stop during AT gameplay of the gaming machine of the second embodiment. [Figure 101] This flowchart shows the contents of the lever processing during a continuation chance in the second embodiment of the gaming machine, which is executed when the start lever is operated. [Figure 102] This flowchart shows the details of the continuation chance all-reels stop process that is executed when all reels stop during a continuation chance of the gaming machine in the second embodiment. [Figure 103]This is an explanatory diagram for illustrating the content of a push-button navigation display image that shows the order in which to press the stop switch to obtain a favorable game result in the gaming machine of the third embodiment. [Figure 104] This is an explanatory diagram for illustrating the content of a successful action performed when the stop switch is operated according to the button press sequence shown in the button press navigation image in the third embodiment of the gaming machine. [Figure 105] This is an explanatory diagram for illustrating the content of a failure action that is performed when the stop switch is operated in a different order than the order shown in the push-order navigation image of the third embodiment of the gaming machine. [Figure 106] This is an explanatory diagram for illustrating the display content when the power is restored after an interruption in a gaming machine of the third embodiment by operating the stop switch according to the button press sequence shown in the button press sequence navigation image. [Figure 107] This is an explanatory diagram for illustrating the display content when the power is restored after an interruption in a gaming machine of the third embodiment, when the stop switch is operated in a different order than the order shown in the push-order navigation display image. [Figure 108] This is an explanatory diagram for illustrating the display content when the power is restored after an interruption in a gaming machine of the third embodiment by operating the stop switch according to the button press sequence shown in the button press sequence navigation image. [Figure 109] This is an explanatory diagram for illustrating the display content when the power is restored after an interruption in a gaming machine of the third embodiment by operating the stop switch according to the button press sequence shown in the button press sequence navigation image. [Figure 110] This is an explanatory diagram for illustrating the display content when the power is restored after an interruption in a gaming machine of the third embodiment, when the stop switch is operated in a different order than the order shown in the push-order navigation display image. [Figure 111] This is an explanatory diagram for illustrating the display content when an error that occurred during the display of a push-button navigation image in the gaming machine of the third embodiment is resolved. [Figure 112] This is an explanatory diagram for explaining the display content when the power is interrupted and restored in a gaming machine of the third embodiment while the machine is notifying the winner of a rare role using a push-order navigation image. [Figure 113] This is an explanatory diagram illustrating the situation when, in the gaming machine of the third embodiment, 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. [Figure 114] This is an explanatory diagram illustrating the situation when the MAX-BET switch is operated after the power is turned on while the settlement switch is pressed, in the gaming machine of the third embodiment. [Figure 115] This is an explanatory diagram illustrating the situation in the third embodiment of the gaming machine when the power is turned on while one stop switch is pressed, and then another stop switch is operated. [Figure 116] This is an explanatory diagram illustrating the situation when one stop switch is pressed while another stop switch is operated in the gaming machine of the third embodiment. [Figure 117] This is an explanatory diagram illustrating a switch that is deactivated when the reset switch is pressed in the gaming machine of the third embodiment. [Figure 118] This is an explanatory diagram illustrating the content of the stage change animation that is performed when the stage changes in the stage animation of the gaming machine according to the third embodiment. [Figure 119] This is an explanatory diagram illustrating the timing of the end of the stage change animation and the change in volume when the game is played for the minimum playing time in the third embodiment of the gaming machine. [Figure 120] This is a front view of the slot machine according to the fourth embodiment. [Figure 121] This is a perspective view of the slot machine according to the fourth embodiment. [Figure 122] This is a front view showing the internal structure of the slot machine according to the fourth embodiment. [Figure 123] This is a front view showing the main control unit installed inside the housing of the slot machine according to the fourth embodiment. [Figure 124] This is a front view of the slot machine according to the fourth embodiment, showing the front door in an open state. [Figure 125]This is a perspective view of the main control device of a slot machine according to the fourth embodiment. [Figure 126] This is an exploded perspective view of the main control device of the slot machine according to the fourth embodiment. [Figure 127] This is a cross-sectional view of the main control device of a slot machine according to the fourth embodiment. [Figure 128] This is a perspective view of the case body of the slot machine according to the fourth embodiment. [Figure 129] This is a front view of the circuit board case mounting mechanism in a slot machine according to the fourth embodiment. [Figure 130] This is a perspective view of the circuit board case mounting mechanism in the slot machine of the fourth embodiment. [Figure 131] This is a front view of the main control board in a slot machine according to the fourth embodiment. [Figure 132] This is a front view showing a modified example of the main control board in a slot machine according to the fourth embodiment. [Figure 133] This diagram shows multiple types of electrical elements mounted on a predetermined area of ​​the surface of another main control board in a slot machine of the fourth embodiment, as viewed from the surface side of the board. [Figure 134] This diagram shows the lead wires of multiple types of electrical elements mounted in the predetermined area of ​​the other main control board in the fourth embodiment, as viewed from the back side of the board. [Figure 135] This diagram shows multiple types of electrical elements mounted on a different predetermined area on the surface of another main control board in the fourth embodiment, as viewed from the surface side of the board. [Figure 136] This diagram shows the lead wires of multiple types of electrical elements mounted in a separate predetermined area on the back surface of the separate main control board in the fourth embodiment, as viewed from the back surface of the board. [Figure 137] This figure shows the relationship between the interconducting distance of the other main control board and the thickness of the game token in the fourth embodiment. [Figure 138] This figure shows the state in which a game token is in contact with the edge of the other main control board in the fourth embodiment. [Figure 139]This figure shows the state in which a pachinko ball is in contact with the edge of the other main control board in the fourth embodiment. [Figure 140] This figure shows the relationship between the protruding heights of the lead wires of multiple types of electronic components mounted on the above-mentioned main control board in the fourth embodiment. [Figure 141] This figure shows how the other predetermined area of ​​the other main control board in the fourth embodiment looks when viewed from the front. [Figure 142] This figure shows 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] This figure shows an example of the configuration of the component name printed on the surface of the other main control board in the fourth embodiment. [Figure 144] This figure shows an example of the configuration of component border lines printed on the surface of the other main control board in the fourth embodiment. [Figure 145] This figure shows the relationship between the height of the information display lamp and the LED element mounted on the surface of the other main control board in the fourth embodiment. [Figure 146] This figure shows a table of placements corresponding to the winning probability of the prize draw in the slot machine of the fifth embodiment. [Figure 147] This is an explanatory diagram illustrating the flow of the aerial combat sequence performed in the slot machine of the fifth embodiment. [Figure 148] This flowchart shows the contents of the aerial combat sequence processing required to execute the above-mentioned aerial combat sequence. [Figure 149] This flowchart shows the contents of the combat animation process that is executed in the aerial combat animation process described above. [Figure 150] This is an explanatory diagram illustrating the transition control to the ending section performed in the slot machine of the fifth embodiment. [Figure 151] This flowchart shows an example of the process for controlling the transition to the ending section described above. [Figure 152]This is an explanatory diagram illustrating the control for notifying the correct button press order during the advantageous period, which is performed in a slot machine according to the fifth embodiment. [Figure 153] This flowchart shows an example of the process for executing the correct button press order notification control during the advantageous period described above. [Modes for carrying out the invention]

[0010] Embodiments of the present invention will be described below with reference to the above drawings. In the following explanation, "role determination process" refers to a selection process, such as a lottery, performed using electronic devices, to randomly select one or more role determination result numbers (winning items) from a set of pre-set role determination result numbers (consisting of one or more winning roles or losing outcomes (except when no losing outcomes are set)). This process is also referred to as "role determination." Here, a role determination result number is used in the game in which the role determination result number is determined (selected). This defines one or more winning combinations (also called "acceptable combinations" or "winning combinations") or losses that are permitted to occur. The determination of a winning combination is also called "internal drawing" or "winning combination drawing," and the "selection" in drawing or winning is also called "lottery" or "draw."

[0011] Furthermore, when we write "a winning combination is formed" or "a winning combination is formed," the term "formed" refers to the concept that the combination of symbols (corresponding symbols) that constitute the winning combination (regardless of whether it is a winning combination that pays out game tokens (a minor win) or a winning combination that does not pay out (a replay winning combination or a special win)) corresponding to the determined winning combination result number is displayed in a predetermined stopping pattern (for example, the pattern in which they are lined up on the active line as described below). However, the timing of formation can be any appropriate timing, such as the time when the reel stop operation is performed at a time when it is possible to stop and display the corresponding symbols of the winning combination on the active line, the time when the corresponding symbols of the winning combination are stopped and displayed on the active line, the time when the slot machine identifies that the corresponding symbols of the winning combination have been stopped and displayed on the active line, or the time when the result of the identification is stored in the memory area.

[0012] Furthermore, in the following explanation, the operation by the player of inserting game tokens into the token slot 21 described later (the operation of inserting tokens) and the operation of pressing the 1-BET switch 22 or MAX-BET switch 23 to make available the prescribed number of game tokens necessary for playing the game from the credited (stored) game tokens will be collectively referred to as the betting operation. Furthermore, this betting operation, along with the operation by the player of pressing the settlement switch 24 described later, the tilting operation of the start lever (also called the "start switch") 25, and the pressing operations of the stop switches (also called "stop buttons") 26a, 26b, and 26c will be collectively referred to as the game operation.

[0013] Generally, the term "inserting" in the context of slot machines can mean either "putting game tokens into the slot machine" or "using game tokens for gameplay." In the following explanation, we will primarily use the term "inserting" in the former sense and "betting" in the latter sense. The "object used for gameplay" is also called a "game medium," which may be an object such as a pachinko ball, a magnetic card or contact / contactless IC card, or a value (game value) necessary for playing the game, electromagnetically recorded on a storage device such as a server accessible by personal authentication. This game value may be represented by a conceptual game token with the same value as a real game token, or by a fictional or real currency unit, or by points that do not have any particular meaning.

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

[0015] Furthermore, the "number of game tokens dispensed" (also referred to as "number of tokens dispensed") refers to the number of game tokens awarded to a player in a single game. The act of dispensing game tokens can be divided into two parts: the act of actually dispensing game tokens from the slot machine to the outside (also referred to as "actual payout") and the act of increasing the number of game tokens stored electromagnetically within the slot machine (also referred to as "stored token addition payout").

[0016] Furthermore, the "number of game tokens acquired" (also referred to as "number of tokens acquired") refers to the total number of game tokens acquired (paid out to the player) during a predetermined period (which can be set arbitrarily, for example, during the AT period or bonus period). Furthermore, the "difference in tokens" (also called "difference") refers to the value obtained by subtracting the total number of tokens bet from the total number of tokens dispensed during a specified period (this can be a negative value). While the "number of tokens acquired" and the "difference in tokens" can be used as different concepts, they will be treated as synonymous below.

[0017] Furthermore, "freeze" (also referred to as "freeze effect") refers to a delay in the execution of predetermined control processes related to the progress of the game for a certain period of time. As freezes, there can be two types: a freeze set when the operation of the start lever 25 is accepted (also referred to as "reel rotation start freeze") and a freeze set after all reels have stopped rotating (also referred to as "reel rotation stop freeze"). During the freeze period, the game cannot be effectively accepted by the player. In addition, a reel effect (also referred to as "reel effect") may be performed during the freeze period. A reel effect is an effect in which the reels 3a, 3b, and 3c, described later, are rotated and a combination of symbols is stopped and displayed, regardless of the player's game operation.

[0018] In the following explanation, "push navigation" refers to the process (action) of notifying the player of the order and position of pressing buttons in order to assist in the establishment of a game combination selected by the role determination. Among push navigations, those that assist in the establishment of a replay combination are called "RP navigation" (RP stands for replay), those that assist in the establishment of a winning combination (minor combination) are called "winning navigation," and those that assist in the position of pressing buttons that can stop a specific symbol on the active line are called "eye-press navigation" (mainly performed by the sub-control means). Assisting the position of pressing buttons can also be seen from another perspective as assisting the player in determining the timing at which they should operate the stop switch. Furthermore, when it is necessary to distinguish between push navigation performed on the main control means and push navigation performed on the sub-control means, the former may be called "main-side push navigation" ("main-side RP navigation", "main-side prize navigation", "main-side timing navigation"), and the latter may be called "sub-side push navigation" ("sub-side RP navigation", "sub-side prize navigation", "sub-side timing navigation"), or "push navigation effect" ("RP navigation effect", "prize navigation effect", "timing navigation effect"). In addition, the former and the latter may be collectively referred to as stop switch operation mode notification effects.

[0019] Furthermore, in the following explanations and diagrams, numerical values ​​may be expressed in binary or hexadecimal in addition to decimal. To distinguish between these, a "B" will be appended to the end of the number when it is expressed in binary, and an "H" will be appended to the end of the number when it is expressed in hexadecimal. No appending will be made to the end of the number when it is expressed in decimal.

[0020] [First Embodiment] Figure 1 shows a slot machine (referred to as "Slot Machine 1") as a first embodiment of the gaming machine according to the present invention. The basic configuration of this Slot Machine 1 will be described below with reference to Figures 1 to 8. ≪Appearance of the slot machine≫ The slot machine 1 comprises a box-shaped casing 5 (main body component) with an open front, and a front door 2 that is attached to the front opening of the casing 5 so as to be openable and closable. In a front view, the front door 2 is attached to the front opening of the casing 5 so as to be able to open and close sideways using hinge mechanisms 6a to 6c located on the front of the left side panel 5a of the casing 5. As shown in Figure 1(A), the front of the front door 2 is fitted with, from top to bottom, an upper panel assembly 10, a middle panel assembly 20, a lower panel assembly 30, and a tray assembly 40.

[0021] In the center of the upper panel assembly 10, the display screen 11a (also referred to as the "image display unit DP") of the image display device (also referred to as the "liquid crystal display device") 11 (see Figure 2), which is located on its back side, is positioned to face forward, and the first indicator lamp 12, the second indicator lamps 13a, 13b, and the third indicator lamps 14a, 14b are positioned around it. A pair of fourth-stage indicator lamps 16a and 16b are positioned on the left and right sides of screen 11a. Furthermore, an upper speaker 15a is positioned between the third-stage indicator lamp 14a and the fourth-stage indicator lamp 16a, and an upper speaker 15b is positioned between the third-stage indicator lamp 14b and the fourth-stage indicator lamp 16b.

[0022] In the center of the middle panel assembly 20 is a display window W that faces the surfaces of three reels 3a, 3b, and 3c arranged horizontally inside the main casing. Below this display window W are a coin slot 21 for inserting game tokens (game media), a 1-BET switch 22 for betting one game token within the credited range, a MAX-BET switch 23 for betting the maximum number of game tokens allowed (also called the "specified number," for example, 3 tokens) at once, and a payout mechanism for dispensing the bet and / or credited game tokens. The machine is equipped with a calculation switch 24, a start lever 25 which is operated to start the rotation of all reels 3a, 3b, and 3c (reels are also called "spinning bodies"), three stop switches 26a, 26b, and 26c for individually stopping the rotation of each reel 3a, 3b, and 3c (the stop switch 26a on the left in the diagram corresponds to reel 3a, the stop switch 26b in the center corresponds to reel 3b, and the stop switch 26c on the right corresponds to reel 3c), and a reject switch 27 for returning game tokens that have been inserted into the token slot 21 and remain in place.

[0023] Each stop switch has a button-shaped input that retracts when pressed by the player and returns to its original position due to spring force when released. When this input is pressed (pressed by hand), the contacts in the electrical circuit close, switching from the OFF state to the ON state. When the press is released (the hand is released), the contacts open, switching from the ON state to the OFF state.

[0024] Between the medal slot 21 and the MAX-BET switch 23, there are selection buttons (also called "direction buttons" or "cross keys") 54 and a confirmation button (also called "menu buttons" or "PUSH buttons") 55 for the player to input information to the slot machine 1. Hereafter, the selection buttons 54 and the confirmation button 55 will be collectively referred to as "sub-buttons". As shown in Figure 1(B), the selection buttons 54 consist of four buttons: an up button 54U, a down button 54D, a left button 54L, and a right button 54R, which specify the up, down, left, and right directions. Depending on the button operated by the player, one of the following directions will be specified: up, down, left, or right. The confirmation button 55 is made of a light-transmitting material and has a light source such as an LED inside. When the operation of the confirmation button 55 is disabled, the light source inside the switch turns off, and when it is enabled, it blinks (or stays lit).

[0025] When the sub-button is pressed (by hand), the contacts in the electrical circuit close, switching from the off state to the on state. When the press is released (the hand is removed), the contacts open, switching from the on state to the off state. When the sub-button is effectively operated, the sub-control means 200, described later, may execute a predetermined performance process corresponding to that operation. In addition, a performance process may be performed to prompt the player to operate the sub-button. Furthermore, by operating the sub-button in a predetermined procedure, it is possible to display an adjustment screen for adjusting the brightness of the image display device 11 screen and the volume of the speaker.

[0026] Here, the upper button 54U, lower button 54D, left button 54L, and right button 54R that constitute the selection button 54 may be individually turned on / off, or a cross-shaped keytop (directional pad) may be provided so that the button corresponding to the direction in which the directional pad is tilted is turned on. The upper button 54U, lower button 54D, left button 54 If the L and right button 54R can be turned on / off, 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 inside of the medal slot 21 is branched into a receiving passage (leading to the hopper 50 described later) through which inserted game medals pass when they are effectively accepted, and a return passage (leading to the game medal payout outlet 41 described later) through which inserted game medals pass when they are not accepted. A blocker 48 (see Figure 2) is provided at this branching point. This blocker 48 is configured to selectively open one of the receiving passage and close the other, so that during periods when inserted game medals are effectively accepted, it guides the game medals inserted into the medal slot 21 to the receiving passage, and during other periods, it guides the game medals inserted into the medal slot 21 to the return passage. In the following description, the state in which the blocker 48 is ON indicates a state in which game tokens inserted into the token slot 21 are guided to the receiving passage (game token acceptance state), and the state in which the blocker 48 is OFF indicates a state in which game tokens inserted into the token slot 21 are guided to the return passage (game token acceptance non-state).

[0028] Furthermore, three coin insertion sensors 28a, 28b, and 28c (see Figure 2) are provided inside the coin insertion slot 21 to detect game tokens. Coin insertion sensor 28a detects when game tokens have been inserted into the coin insertion slot 21 and is installed upstream of the blocker 48 on the passage through which the inserted game tokens flow. Coin insertion sensor 28b detects when game tokens inserted into the coin insertion slot 21 have been guided into the receiving passage and successfully received and is located downstream of the blocker 48 (closer to the hopper 50, which will be described later). Coin insertion sensor 28c detects when game tokens inserted into the coin insertion slot 21 have passed through the branching point between the receiving passage and the return passage and is located near the branching point (slightly closer to coin insertion sensor 28b than the blocker 48).

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

[0030] The display window W is configured so that when all three reels 3a to 3c have stopped, three symbols for each reel, for a total of nine symbols, are displayed in a way that is visible to the player. The winning lines 29, which horizontally connect the middle symbol display areas of reels 3a, 3b, and 3c, are winning lines that are activated when a specified number of game tokens are bet. The system is configured so that whether or not a winning combination has been achieved can be determined by the combination of symbols that stop and are displayed on the activated winning lines. The activated winning lines are also called "effective lines". Separately from the winning lines 29, the lines that horizontally connect the upper symbol display areas of reels 3a, 3b, and 3c are called upper lines, and the lines that horizontally connect the lower symbol display areas of reels 3a, 3b, and 3c are called lower lines. Furthermore, the line connecting the symbol display areas of the upper section of reel 3a, the middle section of reel 3b, and the lower section of reel 3c is called the downward-sloping line, and the line connecting the symbol display areas of the lower section of reel 3a, the middle section of reel 3b, and the upper section of reel 3c is called the upward-sloping line.

[0031] Furthermore, the slot machine 1 is equipped 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 payout indicator lamp 46c, a game start indicator lamp 46d, a re-game indicator lamp 46e, a status indicator lamp 46f, a spin count indicator lamp 46g, a stored coins indicator lamp 46h, a payout indicator lamp 46j, and stop operation acceptance lamps 46ka, 46kb, and 46kc. These indicator lamps are configured to be controlled by the main control board 60 (main control means 100), which will be described later.

[0032] The MAX-BET switch indicator lamp 46a is illuminated when it is possible to bet game tokens, and is located inside the MAX-BET switch 23. When illuminated, it partially or entirely illuminates the MAX-BET switch 23. The left stop operation reception lamp 46ka is located inside the left stop switch 26a, the middle stop operation reception lamp 46kb is located inside the middle stop switch 26b, and the right stop operation reception lamp 46kc is located inside the right stop switch 26c. When each of these lamps is illuminated, it partially or entirely illuminates the MAX-BET switch 23. Other indicator lamps are located on the side or below the display 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 game tokens bet, and consists of a 1-BET indicator lamp 46bC that lights up when one or more game tokens are bet, a 2-BET indicator lamp 46bB that lights up when two or more are bet, and a MAX-BET indicator lamp 46bA that lights up when three are bet. The insertable indicator lamp 46c lights up when game tokens can be inserted, and the start of game indicator lamp 46d lights up when the game can be started by operating the start lever 25. The re-play indicator lamp 46e lights up when a re-play combination described later is established in any game and game tokens are automatically bet by the automatic betting process described later.

[0034] The status indicator lamp 46f lights up when the stored (credited) game tokens are settled, and the count indicator lamp 46g displays the number of times push navigations can be performed (deducted by 1 each time a push navigation is performed, and may also increase due to a lottery, etc.) when, for example, AT is set. The stored token count indicator lamp 46h (hereinafter also referred to as "CRE lamp 46h") displays the number of stored game tokens incrementing by 1, and the payout indicator lamp 46j displays the number of game tokens that are paid out when a minor role described later is achieved, incrementing by 1. The stored token count indicator lamp 46h and the payout indicator lamp 46j are each composed of two 7-segment displays (consisting of 7 segment lamps to represent numbers and 1 segment lamp to represent the decimal point (dot)) to display the higher and lower digits of the number.

[0035] Furthermore, the payout indicator lamp 46j is configured to display letters (alphabetical characters) or numbers (hereinafter also referred to as "error codes") indicating the type of error when some kind of abnormality (error) occurs in the slot machine 1. Errors set in this embodiment include HP errors, HE errors, H0 errors, CE errors, CP errors, CH errors, C0 errors, C1 errors, FE errors, E1 errors, E5 errors, E6 errors, E7 errors, etc. An HP error occurs when it is determined that game tokens have become stuck at the token payout port of the hopper 50, which will be described later. An HE error occurs when it is determined that the hopper 50 is empty of game tokens (hopper empty error). An H0 error occurs when it is determined that game tokens have abnormally passed through the payout sensor. A CE error occurs when it is determined that game tokens have become stuck by the inserted token sensor (game token stuck error). A CP error occurs when it is determined that inserted game tokens have passed through illegally. The C0 error occurs when it is determined that there is an abnormal input to the coin insertion sensor, and the C1 error occurs when it is determined that there is an abnormality in the passage of coins through the coin insertion sensor. The FE error occurs when it is determined that the auxiliary storage compartment 85, described later, is full (full error), the E1 error occurs when the contents of the memory device (RAM) are not normal when the power is turned on (RAM error), the E5 error occurs when the combination of symbols at the time of all reel stops is abnormal (the corresponding symbols that make up a role other than the allowed role are displayed as stopped) (reel stop error), the E6 error occurs when the value of the setting value (setting value), described later, which determines the probability of determining the role, is outside the range (setting value error), and the E7 error occurs when an abnormality in the update state of the built-in random number used in each lottery is detected (built-in random number error). Errors E1, E5, E6, and E7 (collectively referred to as "E-series errors") can be cleared by changing the settings as described below, while other errors can be cleared by operating the reset switch 82 as described below.

[0036] Furthermore, the payout indicator lamp 46j also has the function of displaying the navigation number, which indicates the order of operation (press order) of stop switches 26a to 26c, as described later. When the payout indicator lamp 46j displays the navigation number, it is also called the "main side press order indicator." In addition, the payout indicator lamp 46j also has the function of displaying the setting value, as described later, when confirming or changing settings. When the payout indicator lamp 46j displays the setting value, it is also called the "setting value indicator." The stop operation acceptance lamps 46ka, 46kb, and 46kc light up when the stop operation of the corresponding stop switch is valid, and turn 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 and 32b are positioned at both the left and right ends. A translucent lower panel base and a lower panel light (neither of which are shown) with a predetermined pattern are attached to the back side of the lower panel cover 31, and by turning on this lower panel light, the pattern on the lower panel base is illuminated from the rear side.

[0038] The tray assembly 40 has a game token dispensing port 41 for dispensing game tokens, and a game token storage tray 42 for storing game tokens facing the game token dispensing port 41. An ashtray 43 is provided to the left of the game token storage tray 42. In addition, on the left and right sides of the game token dispensing port 41, speaker openings 45a and 45b, consisting of numerous small holes, are formed facing the front of a pair of lower speakers 44a and 44b (see Figure 2) located on the rear side of the tray assembly 40.

[0039] Furthermore, the main unit 5 is equipped with a hopper 50 (see Figure 2) for dispensing game tokens that are won when a predetermined winning pattern is achieved as a result of the game. This hopper 50 is equipped with a token detection unit 51 (see Figure 2) for detecting game tokens. The hopper 50 also has the function of physically storing the game tokens that are inserted and effectively received. In addition, an auxiliary storage compartment 85 (see Figure 2) is provided near the hopper 50 for storing game tokens that overflow from the hopper 50, and a fullness detection unit 86 (see Figure 2) is provided to detect whether or not the auxiliary storage compartment 85 is full (a state in which game tokens may overflow from the auxiliary storage compartment 85).

[0040] <<Connection between the control board and each device>> In this embodiment, the main control boards for controlling the slot machine 1 are three control boards as shown in Figure 2: a main control board 60, a sub-main control board 70A, and a sub-sub control board 70B (the sub-main control board 70A and the sub-sub control board 70B are collectively referred to as the sub-control board 70). The main control related to the progress of the game (including drive control of reels 3a to 3c and role determination processing, etc.) is performed by a control circuit arranged on the main control board 60, and backrun Lighting control using lamps such as 38a to 38c is performed by a control circuit located on the sub-main control board 70A. Furthermore, control of the display of performance images by the image display device 11 and the generation of sound from speakers such as the upper speakers 15a and 15b are mainly performed by a control circuit located on the sub-sub control board 70B. In addition, information transmission 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 information transmission between the sub-main control board 70A and the sub-sub control board 70B is bidirectional.

[0041] <Configuration of the main control board 60> The main control board 60 is equipped with a main CPU 61 that performs various calculations related to the game, a ROM 62 which is a read-only memory device that stores control programs and the like, and a RAM 63 (RAM is also referred to as RWM) which is a memory device that can write and read information. The main CPU 61 controls each drive circuit and the like according to the control program stored in the ROM 62, thereby controlling the progress of the game in the slot machine 1. The ROM 62 and RAM 63 are non-volatile memory devices and are configured to retain the information they store 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 roles, etc., based on the clock pulses (or divided clock pulses), and a random number acquisition circuit 67 for acquiring the random numbers generated by the random number generator 66. The clock pulse generator 64 consists of two oscillators (not shown), and each oscillator outputs asynchronous clock signals. Hereinafter, the clock signal of a predetermined frequency output from one oscillator will be called the internal clock, and the clock signal of a predetermined frequency (different from the internal clock, but may be the same) output from the other oscillator will be called the external clock. For example, the internal clock is used as the operating clock of the main CPU 61 and as the update clock for random numbers used in predetermined draws other than determining roles, and the external clock is used as the update clock for random numbers used in determining roles. Alternatively, the main CPU 61, ROM 62, RAM 63, frequency divider 65, random number generator 66, random number acquisition 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, indicator lamp control circuit 47, hopper drive circuit 52, and sub-control board 70 via the interface circuit 68, and to receive signals from the reel position detection circuits 37a, 37b, 37c, payout detection signal circuit 53, and storage status signal circuit 87.

[0043] The motor drive circuit 36 ​​is a circuit for controlling the rotation and stopping of stepping motors 35a, 35b, and 35c that rotate reels 3a, 3b, and 3c respectively, and the indicator lamp control circuit 47 is a circuit for controlling the various indicator lamps mentioned above. The reel position detection circuits 37a, 37b, and 37c are circuits that transmit detection signals from reel sensors (not shown) installed on each of the reels 3a, 3b, and 3c to the main control board 60 (detection circuit 37a corresponds to reel 3a, detection circuit 37b corresponds to reel 3b, and detection circuit 37c corresponds to reel 3c). The hopper drive circuit 52 is a circuit that drives the hopper 50 to dispense game tokens when a small win occurs, and the payout detection signal circuit 53 is a circuit that transmits a payout detection signal to the main control board 60 when the token detection unit 51 detects that game tokens have been dispensed from the hopper 50. The storage status signal circuit 87 is a circuit that transmits a storage status signal to the main control board 60, indicating whether or not the auxiliary storage compartment 85 is full, according to the detection result of the fullness detection unit 86.

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

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

[0046] With the front door 2 open (also referred to as the "door open state") and power supplied to the slot machine 1 (power switch 81 is ON), operating the setting key type switch 83 to the ON position transitions to the setting confirmation mode, allowing setting confirmation. Furthermore, with the door open and power not supplied to the slot machine 1 (power switch 81 is OFF), operating the setting key type switch 83 to the ON position, and then operating the power switch 81 to the ON position while it is still ON (power is supplied to the slot machine 1), transitions to the setting change mode, allowing setting changes. In addition, each time the setting change switch 84 is operated in this state, the setting value can be updated by one step. Furthermore, after updating the setting value, tilting the start lever 25 confirms the updated setting value, and after confirmation, operating the setting key type switch 83 to the OFF position completes the setting change process.

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

[0048] Power from the power supply unit 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 unit 80 to the sub-main control board 70A and the sub-sub-control board 70B). A supply voltage monitoring circuit (not shown) is provided on the circuit that supplies power from the power supply unit 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, to monitor the voltage supply status. Each supply voltage monitoring circuit determines that a power outage has occurred when the supply voltage drops to a predetermined voltage value and outputs a power outage detection signal to the main CPU 61 and the sub-main CPU 71 described later. In addition, each supply voltage monitoring circuit determines that power has been turned on when the supply voltage returns to a predetermined voltage value (a value different from the voltage value used for power outage determination (for example, a higher value), but it may be the same value), and outputs a power on detection signal to the main CPU 61 and the sub-main CPU 71. The output is sent to the CPU 71. The voltage value used when detecting a power outage on the main control board 60 is set to a higher value than the voltage value used when detecting a power outage on the sub-main control board 70A, so that the main control board 60 performs the programmed processing (power outage processing) to be executed when the power is lost before the sub-main control board 70A (the same may be applied to power on).

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

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

[0051] Although not shown in the diagram, the main CPU 61 determines a predetermined game state (for example, AT state). When the game enters a state (such as a bonus state), a predetermined signal (also called an "external signal") is output to the data counter, hall computer, etc., via an external connection terminal board. This external signal allows for the management of the number of times a predetermined game state has been set, etc., and to display this information to the player.

[0052] <Configuration of the sub-control board 70> The sub-control board 70 consists 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 that performs various calculations mainly related to the management of effects, a ROM 72 which is a read-only memory device that stores control programs, etc., and a RAM 73 which is a memory device that can write and read information. By operating each drive circuit etc. according to the control program stored in the ROM 72, control related to the management of image and sound effects, control related to lamp effects, etc., in the slot machine 1 is performed. The ROM 72 and RAM 73 are non-volatile memory devices and are configured to retain the stored information even when power is not supplied. In addition, a clock pulse generator and a frequency divider (not shown) are connected to the sub-main CPU 71, and predetermined processing is performed according to the clock signal generated by the clock pulse generator and frequency divider.

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

[0054] The sub-main CPU 71 communicates with the sub-sub control board 70 via the interface circuit 74. The system is configured to transmit various signals to B 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 (notification 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 equipped with a sub-sub CPU 75 that performs various calculations mainly related to the control of image and sound effects, a ROM 76 which is a read-only memory device that stores control programs, and a RAM 77 which is a memory device that can write and read information. By operating the various drive circuits etc. according to the control program stored in the ROM 76, control related to image and sound effects is performed. The ROM 76 and RAM 77 are non-volatile memory devices and are configured to retain the stored information even when power is not supplied.

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

[0057] <<Internal Configuration of the Main Unit>> Next, the internal configuration of the main enclosure 5 will be described with reference to Figure 3. As shown in Figure 3, a hopper 50, an auxiliary storage compartment 85, and a power supply unit 80 are provided in the lower part of the main enclosure 5 (on the bottom plate 5d). In the central part of the main enclosure 5, a middle plate 5f is provided so as to span across 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. In the upper part of the main enclosure 5 (the upper inner surface of the back plate 5e), a main control board case unit 160 having a main control board 60 (see Figure 2) is provided so as to be able to swing in the front-rear direction via a board case holding bracket mechanism 170. In addition, a sub-control board case unit (not shown) having a sub-control board 70 (see Figure 2) is provided on the rear part of the front door 2.

[0058] <Reel> Each reel 3a, 3b, and 3c is configured to rotate by the drive of a stepping motor 35a, 35b, and 35c, respectively. Each reel 3a, 3b, and 3c is made of a translucent cylindrical member, and a translucent reel tape with multiple types of patterns shown in Figure 4 is attached to its outer surface. Backlights 38a, 38b, and 38c are provided on the inner surface of each reel 3a, 3b, and 3c. By illuminating these backlights 38a, 38b, and 38c, the area of ​​each reel 3a, 3b, and 3c facing the display window W is illuminated from the inside, or only a portion of each reel 3a, 3b, and 3c is illuminated to highlight a predetermined combination of patterns stopped and displayed on each reel 3a, 3b, and 3c (for example, patterns corresponding to game winning combinations on the active line 29 or in positions different from the active line 29).

[0059] <Reel symbol arrangement> In this embodiment, the symbols displayed by each reel 3a to 3c are arranged as shown in Figure 4(a). Here, in Figure 4(a), "left reel" refers to reel 3a, and "middle reel" refers to reel 3a. 3b, "Right Reel," and 3c respectively refer to reel 3c. Thus, each of the 10 symbols shown in Figure 4(b), "Red Seven," "Gold Seven," "Black Bar," "Blue Bar," "Blank A," "Blank B," "Bell A," "Bell B," "Watermelon," and "Replay," are arranged in predetermined numbers on each reel 3a to 3c. Each symbol on the reel tape is printed in one symbol area divided into 20 equal sections along the length of the reel tape. Hereafter, reels 3a, 3b, and 3c will also be referred to as the left reel (left spinning mechanism), middle reel (middle spinning mechanism), and right reel (right spinning mechanism), respectively. Note that the symbols shown in Figure 4 are for illustrative purposes only to explain the symbol arrangement on each of the reels 3a to 3c, and do not reflect the actual size of the symbols drawn on the reel tape (the relative ratio of the sizes of each symbol). As shown in Figure 4(a), the upper end of this reel tape is the "Bell A" design (design number 19) and the lower end is the "Replay" design (design number 0). Therefore, when the reel tape is attached to a reel, the seam of the reel tape is between the "Bell A" design (design number 19) and the "Replay" design (design number 0).

[0060] <Types of game winning combinations> In this embodiment, the symbol combinations that stop and are displayed on each reel 3a to 3c are set as shown in Figures 5 to 8, and these constitute the symbol combinations (corresponding symbols) that make up the winning combinations. In this embodiment, there are a total of 51 winning combinations, consisting of two types of special combinations, BB combinations 1 and 2 (BB combinations; BB is an abbreviation for Big Bonus, also called "Type 1 BB" or "Bonus combination"), five types of re-play combinations, 1 to 5, and 44 types of winning combinations (minor combinations), 1 to 44. The symbol combinations (corresponding symbols) required to make each winning combination, the number of game tokens paid out when a winning combination is made, etc., are as shown in Figures 5 to 8.

[0061] BB roles 1 and 2 are game roles (bonus roles) that, even if they occur, do not pay out game tokens, but rather trigger a predetermined bonus as a special feature (also referred to as "BB" in this embodiment), allowing the player to start a predetermined bonus game (also referred to as "BB game") that is executed under different conditions than normal gameplay from the next game onward, thus transitioning to a special game state (also referred to as "BB in operation") that is advantageous to the player. BB role 1 is represented by the symbol combination "blue bar, blue bar, red seven," and BB role 2 is represented by the symbol combination "black bar, black bar, red seven" (the names of the symbols that make up the game role are written in the order of reels 3a, 3b, and 3c; the same applies hereinafter). The bonus game, which can be started by the occurrence of BB role 1 or BB role 2, ends when a predetermined number of game tokens (for example, 70 tokens in this embodiment, but the number can be changed as appropriate) are acquired (as an alternative, it may end when a predetermined number of games (for example, 30 games) are played). BB roles 1 and 2 can occur in non-RT and RT1 (during BB), as described later, but they cannot occur in RT2 (during BB operation) (the "-" in Figures 5 to 8 indicates that they cannot be occurred).

[0062] In this embodiment, only the BB role is provided as a special role, but other special roles such as the RB role (RB stands for Regular Bonus) and the MB role (MB stands for Middle Bonus, also called "Two-Type BB") may be provided. Furthermore, the system may be set so that when the RB role is achieved, the RB game as a bonus game starts from the next game, and when the MB role is achieved, the MB game as a bonus game starts from the next game. In this case, the RB game may end, for example, when a predetermined number of small roles are achieved (for example, 8 times) or when a predetermined number of games (for example, 12 times) have been played, and the MB game may end, for example, when a predetermined number of game tokens (for example, more than 200) have been paid out. In addition, multiple special roles may be provided (for example, multiple types of BB roles may be provided, or both BB and MB roles may be provided).

[0063] When the re-play combinations 1-5 are achieved, no game tokens are paid out, but the player retains them. Replay symbols allow the player to play again without reducing the number of tokens they have (without inserting any new tokens). Replay symbol 1 is configured such that when its corresponding symbols "Bell A, Replay, (Blue Bar / Black Bar / Gold Seven / Red Seven)" (the " / " in parentheses means "or") stop on the active line 29, the "Replay" symbols line up on the downward sloping line in the display window W. For this reason, replay symbol 1 is also called "downward sloping replay" (replay is also written as "RP"). For similar reasons, replay symbols 2-4 are also called upward RP, upper RP, and middle RP, respectively. Replay symbol 5 is configured such that when its corresponding symbols "Bell A, (Blue Bar / Black Bar / Gold Seven / Red Seven), Bell B" stop on the active line 29, the "Watermelon" symbols line up on the upper line in the display window W. For this reason, the first re-spin win is also referred to as "Upper Watermelon RP".

[0064] As shown in Figure 4 (Reel Symbols), the "Replay" symbols on the left reel 3a, middle reel 3b, and right reel 3c, which constitute the Replay 4, are arranged in groups of no more than 5 symbols on each reel. As a result, when the Replay 4 is won, the corresponding symbols "Replay-Replay-Replay" can be stopped and displayed on the active line 29 regardless of the order or position of the button presses (this is also referred to as "pulling in"). (See the explanation of reel rotation stop control by the reel control means 134 described later.) A role like the Replay 4, which allows the corresponding symbols (or any of the sets if there are multiple) to be pulled onto the active line 29 regardless of the timing of each stop switch operation, is also called a "100% pull-in role" or a "role with no misses." Replay roles 1-3 and 5 are also 100% pull-in roles, similar to Replay role 4. Furthermore, the replay bonus combinations 1-5 can occur in non-RT and RT1 modes (described later), but they cannot occur in RT2.

[0065] Small wins 1-44 are game wins (winning wins) designed to pay out a predetermined number of game tokens when they occur. Of the small wins 1-44, small wins 1-36 can occur in any of the non-RT, RT1, and RT2 modes described later, while small wins 37-39 can only occur in RT2 (when BB is active). Also, small wins 1-23 and 40-43 are also called "1-coin wins" because the number of tokens paid out when they occur is set to 1. Similarly, small wins 24-37 are also called "15-coin wins," and small wins 38 and 39 are also called "3-coin wins." The 15-coin wins are also called "bell wins."

[0066] Small win 37 is designed so that when its corresponding symbols "Bell A, Watermelon, (Blue Bar / Black Bar / Gold Seven / Red Seven)" stop on the active line 29, the "Watermelon" symbol aligns on the downward sloping line in the display window W. For this reason, small win 37 is also called the "Watermelon small win." Small win 40 is a single-coin win with the corresponding symbols "Red Seven, Red Seven, Red Seven." For this reason, small win 40 is also called the "Red Seven Alignment Single Coin Win." Note that small wins 1-7 and 24-37 are 100% guaranteed to occur.

[0067] <Basic operations for playing the game> To play slot machine 1, the player first bets by actually inserting game tokens into the token slot 21, or by operating either the 1-BET switch 22 or the MAX-BET switch 23 to bet a specified number of game tokens within the credit limit, thereby activating the winning lines 29. In this embodiment, the specified number of game tokens required to activate the winning lines 29 is set to 3 in all of the RT states described later: non-RT, RT1, and RT2. However, the specified number is not limited to this, and can be changed as appropriate, such as by setting a different value depending on the RT state. In addition, multiple winning lines may be provided, and the number of winning lines activated may be changed according to the number of game tokens bet.

[0068] Next, when the player operates the start lever 25, the number of bets is determined (the bet tokens are put into use for the game), and the role determination process described later is performed. After it is confirmed that the minimum play time has elapsed, each reel 3a to 3c starts to rotate. Here, the minimum play time refers to the minimum time that must be ensured from when all reels start to rotate in one game until all reels start to rotate in the next game, and in this embodiment it is set at 4.1 seconds. When each reel 3a to 3c starts to rotate Multiple types of symbols displayed on the outer surface of reels 3a to 3c move up and down (usually from top to bottom) within the display window W. When the rotation of reels 3a to 3c reaches a predetermined speed and becomes constant speed rotation, each stop switch 26a to 26c is activated (making it possible to effectively accept operation of the stop switches). When the player operates stop switch 26a, the rotation of reel 3a stops; when the player operates stop switch 26b, the rotation of reel 3b stops; and when the player operates stop switch 26c, the rotation of reel 3c stops.

[0069] If it is determined that the combination of symbols displayed on the active line 29 corresponds to a predetermined winning pattern (a symbol that can win game tokens), then the number of game tokens corresponding to each winning pattern are dispensed 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 Figures 9 to 29. ≪Functional Blocks≫ As shown in Figure 9, the slot machine according to this embodiment can be described from a functional standpoint as mainly consisting of betting operations for placing game tokens (for example, inserting game tokens into the token slot 21, pressing the 1-BET switch 22 or 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 system comprises 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 the stop switches 26a, 26b, and 26c, and settlement operations for paying out bets or stored (credited) game tokens (for example, pressing the settlement switch 24); a main control means 100 (corresponding to the main control board 60) that performs major control related to the progress of the game; and a sub-control means 200 (corresponding to the sub-control board 70) that performs predetermined performance control according to the state of the game.

[0071] (1) Functional block 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 setting value control means 111, an RT state control means 112, a re-play 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 / intake means 117.

[0072] Furthermore, the game progress management means 130 includes a receiving medal management means 131, a role determination means 132, a performance group number determination means 133, a reel control means 134, a stop display symbol determination means 135, a payout 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 main communication control means 150 includes a control command transmission means 151 and an external signal transmission means 152. Note that each of the above means in the main control means 100 is hardware such as a main CPU 61, ROM 62, RAM 63, and electronic circuits arranged on the main control board 60 shown in Figure 2. This represents a functional representation of a system composed of software such as control programs stored in the M62, etc.

[0073] (1-1) Each of the means constituting the game state management means 110 The setting value control means 111 is configured to control a numerical value (also referred to as the "management setting value") for internally managing the setting value of the probability of determining a winning combination (a six-stage configuration from setting 1 to setting 6). 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 value. The data for the management setting value is stored in a predetermined memory area of ​​the RAM 63 and is referenced when confirming the setting value in the winning combination determination process, as well as when displaying the setting value on the setting value indicator (payout indicator lamp 46j) during setting confirmation or setting change. Furthermore, the management setting value is changed in accordance with setting change operations by the arcade staff. Specifically, each time the setting key type switch 83 is operated to the ON state and the setting change switch 84 is operated in that state, the setting value is updated by 1.

[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 set when the selection of either a Type 1 BB-A condition device or a Type 1 BB-B condition device (winning BB role 1 or BB role 2) is carried over (also referred to as "BB internal"). RT2 is the RT state set from the next game after BB role 1 or BB role 2 has been achieved (also referred to as "BB in operation"), and bonus games can be played during this RT2 state. In RT2, no re-play role is won, and one of the winning J~Q condition devices is selected (no misses). The transition control of each of the above RT states will be explained in detail later.

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

[0076] The bonus operation control means 114 operates from the time a bonus role (in this embodiment, BB role 1 or BB role 2) is won (when the type 1 BB-A condition device or type 1 BB-B condition device is selected) The system is configured to execute predetermined processes during the period from the occurrence of B role 1 or BB role 2 until the end of the bonus game. 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 the "Type 1 BB Winning Flag") is set in a predetermined memory area of ​​RAM 63 (for example, the value "1" is stored). Also, when BB role 1 or BB role 2 is achieved, information indicating that the BB is in operation (also referred to as the "Type 1 BB Operation Flag") is set in a predetermined memory area of ​​RAM 63 (for example, the value "1" is stored).

[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 betting operations, reel rotation start operations, reel rotation stop operations, etc.) for a predetermined time when a predetermined condition is met. In this embodiment, four types of freezes can be executed: winning wait (freeze time 2 seconds), fake wait (freeze time 5 seconds), notification wait (freeze time 2 seconds), and full stop end wait (freeze time 5 seconds).

[0078] The game mode control means 116 is configured to control the settings of eight game modes, from game mode 0 to game mode 7. A game mode refers to a game state (also called 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 the normal section or the advantageous section, which will be described later, by the section type number (which takes a value of 0 or 1). Here, section type number = 0 indicates staying in the normal section, and section type number = 1 indicates staying in the advantageous section. Furthermore, the game mode control means 116 manages whether the player has won the AT by the AT winning flag (which takes a value of 0 or 1). Here, AT winning flag = 0 indicates that the player has not won the AT, and AT winning flag = 1 indicates that the player has won the AT.

[0079] Game Mode 0 is the normal (unfavorable) game state. Game Mode 0 is the mode in which the player remains in the normal section and does not involve any lotteries related to AT gameplay (assisted gameplay). Game Mode 1 is a game state also called "Chance" that is mainly in which the section type number is 1 but the player has not won an AT. Game Mode 2 is a game state also called "After AT Win 1" that is mainly in which the section type number is 1 and the player has won an AT but has not won a BB. Game Mode 3 is an AT game state that is mainly in which the player has won an AT and has entered the game after winning a BB. In Game Mode 3, the push navigation described later is performed, making it a very favorable game state for the player.

[0080] Game Mode 4 is a game state, also called "After AT," that the player stays in after a Big Bonus (BB) is established in Game Mode 7, which will be described later. Game Mode 5 is a game state, also called "After AT Win 2," that the player stays in after an AT is won in Game Mode 4. Game Mode 6 is a game state, also called "Chance Time Internal," that the player stays in during a Big Bonus when the section type number is 1 and an AT has not been won. Game Mode 7 is a game state, also called "After AT Internal," that the player stays in after one AT has ended and the arrival flag is 0.

[0081] The eight game modes 0 to 7 mentioned above are divided into game modes belonging to the normal section (game mode 0) and game modes belonging to the advantageous section (game modes 1 to 7). The normal section is a period during which no push navigation (winning navigation, RP navigation, and timing navigation) is performed, and information that can determine the order of pushes (information such as condition device number and instruction number) is not transmitted from the main control means to the sub-control means. The normal section is also a period during which a lottery can be held to determine whether or not to transition to the advantageous section (for example, a lottery for transitioning to the advantageous section).

[0082] The advantageous section is a period during which button press navigation can be performed, and information that can determine the button press order may be transmitted from the main control means to the sub-control means. The advantageous section is also a period during which lotteries that change the performance of the advantageous section (for example, AT mode lottery) and processes that add to the number of AT games during the advantageous section (for example, Seven Stock 1 lottery, Seven Stock 2 lottery) can be performed. Furthermore, in the advantageous section, a section indicator (for example, DP segment lamps other than the 7-segment lamp among the payout number indicator lamps 46j, also called "advantageous section lamps") are lit to inform the player that they are in the advantageous section. During the advantageous section, it is also possible to perform a prize entry navigation at least once (in this case, if no prize entry navigation has been performed, it may be possible to prevent transitioning to the normal section).

[0083] Furthermore, there is an upper limit (1500 games) on the period during which one can stay continuously in the advantageous period. In addition, when the upper limit is reached and the advantageous period ends, all information related to the advantageous period (for example, information such as AT winning flag and the value of the seven stock counter) is cleared. Note that when the upper limit is reached and the advantageous period ends, it is not necessary for any winning navigation to occur during the stay in the advantageous period. Also, a lottery is held to determine whether or not to transition to the advantageous period, and the advantageous period When a lottery to change performance, etc., is conducted based on the result of determining the winning combination (condition device), it may be limited to the result of determining the winning combination that does not have a setting difference, and in particular, the lottery to change the performance, etc., of the advantageous period may be conducted based on conditions other than the result of determining the winning combination. Furthermore, in such cases, it may be conducted without referring to the setting value.

[0084] The random number generation and acquisition means 117 consists of the CPU 61, clock pulse generator 64, frequency divider 65, random number generator 66, and random number acquisition circuit 67 described above, and generates and acquires random numbers used for various lotteries. In this embodiment, there are four (4ch: ch is an abbreviation for "channel") 16-bit random number means capable of generating random number sequences in a numerical range of up to "0 to 65535", and four (4ch) 8-bit random number means capable of generating random number sequences in a numerical range of up to "0 to 255", and each can generate random number sequences independently. The random numbers generated by these 16-bit random number means or 8-bit random number means are updated based on the clock signal generated by the clock pulse generator 64, and are therefore also called hardware random numbers (hardware random numbers). Although not shown in the figures, this embodiment also includes a random number generation means separate from the random number generation and acquisition means 117. This random number generation mechanism consists of the CPU 61 and RAM 63 described above, and has a random number generation mechanism capable of generating a sequence of random numbers within a predetermined numerical range to be used for determining roles and the like. Since these random numbers are updated based on a program, they are also called software random numbers (soft random numbers).

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

[0086] RT2 is an RT state (also referred to as "BB in operation") that is set from the next game when either BB role 1 or BB role 2 is achieved, and bonus games can be played during RT2. In RT2, no re-play role is won, and one of the winning J to Q condition devices is selected (no misses). During RT2, if a predetermined number of game tokens (70 tokens) or more are acquired and the bonus game ends (also referred to as "BB operation ends"), condition P3 is satisfied, and the RT state control means 112 transitions the RT state from RT2 to non-RT.

[0087] (Control of transitions between game modes) The control of game mode transitions by the aforementioned game mode control means 116 will be explained with reference to Figures 11 and 12. As shown in Figure 11, in game mode 0, when condition Q1 is satisfied, the game transitions from game mode 0 to game mode 1; when condition Q2 is satisfied, the game transitions from game mode 0 to game mode 2; when condition Q3 is satisfied, the game transitions from game mode 0 to game mode 3; and when condition Q4 is satisfied, the game transitions from game mode 0 to game mode 6. The contents of each transition condition (conditions Q1 to Q15) are shown in a simplified manner in Figure 11, but more detailed information is provided in the flowchart described later.

[0088] In game mode 1, when condition Q5 is met, the game transitions from game mode 1 to game mode 0; when condition Q6 is met, the game transitions from game mode 1 to game mode 6; when condition Q7 is met, the game transitions from game mode 1 to game mode 2; and when condition Q8 is met, the game transitions from game mode 1 to game mode 3. This is how it works. Here, the chance game counter included in condition Q5 is a counter that manages the number of games spent in game mode 1 (it takes values ​​from 0 to 30), and when the game mode is switched to 1, the value of the chance game counter is set to 30, and thereafter it is deducted by 1 for each game (see also Figure 12). In addition, the type BB win flag included in conditions Q6 to Q8 is a flag that manages whether or not a BB was won in the role lottery in that game (it takes values ​​of 0 or 1), and a type BB win flag = 0 indicates that a BB was not won in that game, and a type BB win flag = 1 indicates that a BB was won in that game (see also Figure 12).

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

[0090] Furthermore, the Seven Number included in conditions Q11 and Q12 is a number that manages the type of AT (Red Seven or Gold Seven), where Seven Number = 1 indicates a Red Seven, and Seven Number = 2 indicates a Gold Seven (see also Figure 12). The Seven Counter is a counter that manages the number of Red Sevens in stock (takes values ​​from 0 to 26), the Cumulative Counter is a counter that manages the number of game tokens acquired (difference) in one advantageous period (takes values ​​from 0 to 2412), and the Reach Flag is a flag that adjusts when the upper limit of the number of game tokens acquired (difference) is reached (takes values ​​of 0 or 1) (see also Figure 12).

[0091] In game mode 6, the game transitions to game mode 1 when condition Q10 is met. In game mode 7, the game transitions to game mode 4 when condition Q10 is met. In game mode 4, the game transitions from game mode 4 to game mode 3 when condition Q8 is met, from game mode 4 to game mode 0 when condition Q13 is met, and from game mode 4 to game mode 7 when condition Q14 is met. Here, the AT cycle counter included in conditions Q13 and Q14 is a counter that manages the stay cycle during AT (takes values ​​from 0 to 3).

[0092] Furthermore, during game mode 4, the game transitions to game mode 5 when condition Q7 is met, and during game mode 5, the game transitions to game mode 3 when condition Q9 is met.

[0093] Furthermore, when the player is in one of the game modes 1 to 7 (i.e., the advantageous section), the game will transition to game mode 0 if condition Q15 is met. The advantageous section clear counter included in condition Q15 is a counter that manages the number of consecutive games played in the advantageous section (it takes values ​​from 0 to 1500). It is set to 1500 when the player transitions from the normal section to the advantageous section, and is deducted by 1 each time a game is played in the advantageous section (see also Figure 12). The net increase counter is a counter that manages the number of coins acquired (difference in coins) during the advantageous section (it takes values ​​from 0 to 2412). It is set to 0 when the player transitions from the normal section to the advantageous section, and is updated thereafter according to the number of coins acquired (see also Figure 12).

[0094] Thus, when transitioning from the normal section to the advantageous section, the value of the advantageous section clear counter is set to "1500," and the value of the advantageous section clear counter is deducted by 1 each time a game is played in the advantageous section. When the value of the advantageous section clear counter reaches "0," the game is forcibly returned to the normal section. The system is designed to transition to the normal section. Additionally, if the game transitions from the advantageous section to the normal section before the advantageous section clear counter reaches "0", the advantageous section clear counter is cleared (set to "0"), and when the game transitions from the normal section to the advantageous section again, the advantageous section clear counter is reset to "1500".

[0095] Furthermore, this embodiment also includes a net increase counter that counts the number of game tokens acquired (difference in tokens) during the advantageous period. This net increase counter is set to "0" at the start of the advantageous period (it may also be set to "0" at the end of the advantageous period), and thereafter, the counter value is updated with each game and according to the result of the game. When updating, if the difference in tokens is less than 0, the counter value is corrected to "0", and if the difference in tokens is a positive value, it is accumulated and updated as is (such correction may be omitted). When the accumulated difference in tokens exceeds 2400 tokens, the advantageous period ends and the system transitions to the normal period. Functionally, the cumulative counter is a counter that performs the same counting as the net increase counter. When checking the number of game tokens acquired (difference in tokens) during control processing, the value of the cumulative counter is sometimes referred to, and the value of the net increase counter is sometimes checked, depending on the processing content.

[0096] Furthermore, it is equipped with a correction counter, which is a counter that counts the number of game tokens acquired (difference in tokens) during the advantageous period. This correction counter is a counter (which takes a value of 0 to 2101) that counts the number of game tokens that can be acquired during one advantageous period (also called "expected number acquired" or "expected number of possible acquired"), which is calculated by adding the value of the AT stock number such as red sevens and gold sevens and the bell count counter to the value of the net increase counter (cumulative counter). When the value of the correction counter (expected number acquired) exceeds a predetermined value (2100), it may trigger the end of the advantageous period and a transition to the normal period at a predetermined timing.

[0097] This configuration makes it difficult for players to determine when the advantageous period ends. For example, if the end of the advantageous period is determined solely by the value of the advantageous period clear counter or the net increase counter, displaying these values ​​to the player allows them to easily understand when the advantageous period ends by checking them. However, if a correction counter is included, the advantageous period may end even if the values ​​of the advantageous period clear counter or net increase counter have not reached their upper limits, because the correction counter value has reached a predetermined value. Therefore, it becomes difficult to determine when the advantageous period ends, which can enhance the enjoyment of the game. Furthermore, by setting the predetermined value (2100) in the correction counter to a value smaller than the upper limit (2400) in the net increase counter, it is possible to reduce the possibility of the advantageous period ending during the AT (Attack Time). For example, if the value of the correction counter (estimated number of wins) exceeds the predetermined value (2100) during the AT, and the next AT can be run after the end of that AT, there is a high possibility that the net increase counter will exceed its upper limit (2400) during the execution of the next AT, causing the advantageous period to end. If the advantageous period ends during the AT (Attack Time), players may become disappointed. However, this situation can be avoided by setting the advantageous period to end when the value of the correction counter (estimated number of wins) exceeds a predetermined value (2100).

[0098] (A lottery is conducted in each game mode) Next, the various lotteries performed by the game mode control means 116 in the aforementioned game modes 0 to 7 will be explained with reference to Figures 13 to 20. The advantageous section transition lottery shown in Figure 13(A) is a lottery that determines whether or not to transition to the advantageous section, and selects either a win (1) or a loss (0) based on the condition device group A number (the condition device group number will be explained later). The number of winning positions corresponding to each condition device group A number is as shown in the figure.

[0099] The Chance Mode 1 lottery shown in Figure 13(B) is conducted using the Chance Mode number (Chance (Game This is a lottery to determine the number that controls the likelihood of winning in Mode 1), and one of the chance mode numbers 0 to 4 is selected based on the condition device group H number. The number of winning positions 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 that determines the Chance Mode number during Big Bonus (BB) activation in Chance Mode (Game Mode 1). Based on the condition device group D number, one of Chance Mode numbers 0 to 4 (actually 0 or 4) is selected. The number of winning positions 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 when the Big Bonus (BB) is not activated during Chance (Game Mode 1). Based on the condition device group B number, one of Chance Mode numbers 0 to 4 (actually 0 or 4) is selected. The number of winning positions 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 that determines a new Chance Mode number at the end of the stay cycle during Chance (Game Mode 1). Based on the current Chance Mode number 1 to 3 (no lottery if 0 is selected), one of the new Chance Mode numbers 0 to 4 (actually 0 or 4) is selected. The winning values ​​corresponding to each Chance Mode number are as shown in the figure. Note that Chance Mode number 4 indicates an AT win. The Chance Mode lotteries in Figures 13(B) to (E) are collectively referred to as the AT lottery.

[0103] The chance game count lottery shown in Figure 14(A) is a lottery that determines the number of games spent in Chance (Game Mode 1) when one of Chance Mode numbers 1 to 3 is selected in the Chance Mode 1 lottery (also referred to as "Chance Mode Win"). Based on the selected Chance Mode number 1 to 3, one of 0, 10, 20, or 30 games is selected. The number of winning games 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. Based on the chance mode numbers 1 to 3 selected in the chance mode 1 lottery, one of cycle numbers from 0 to 4 is selected. The number of winning positions 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 bonus mode number (a number that manages the stock bonus state during AT) after winning the AT. Based on the condition device group F number, one of bonus mode numbers 0 to 2 (actually 1 or 2) is selected. The number of winning positions 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, like the EX1 mode lottery, used to determine the bonus mode number after winning an AT. Specifically, it is a lottery conducted while in game mode 2 or 5, and selects one of the bonus mode numbers 0 to 2 (actually 0 or 2) based on the condition device group F number. The number of winning positions corresponding to each condition device group F number is as shown in the figure.

[0107] The AT mode lottery-1 shown in Figure 14(E) is a lottery conducted when an AT is won, in particular during game modes 0 to 2, to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during AT). Based on the condition device group J number, one of AT mode numbers 0 to 5 is selected. The number of winning positions corresponding to each condition device group J number is as shown in the figure.

[0108] The AT mode lottery-2 shown in Figure 14(F), like the AT mode lottery-1, determines the next AT mode number (a number that manages the likelihood of winning in the lottery during AT) when an AT is won. In particular, this lottery is conducted while in game modes 3 to 5, and one of AT mode numbers 0 to 5 is selected 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] The AT mode lottery-3 shown in Figure 14(G) is, like the AT mode lotteries-1 and 2, used to determine the next AT mode number (a number that manages the likelihood of winning in the lottery during AT) when an AT is won. In particular, it is a lottery that takes place after all reels have stopped (also referred to as "after all stops"), and one of AT mode numbers 0 to 5 is selected 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 conducted to determine the type of AT (Red Seven or Gold Seven), particularly during game mode 1 or 4 and after a full stop. Based on the condition device group F number, one of Seven numbers 0 to 2 is selected. The number of winning positions 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, like the Seven 1 lottery, a lottery conducted to determine the type of AT, especially when in game mode 2 or 5, and selects one of the Seven numbers 0 to 2 based on the condition device group F number. The number of winning positions 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 AT mode numbers from 0 to 5 based on the value of the advantageous section clear counter (whether it is less than 300 or 300 or more). The number of winning positions corresponding to each value of the advantageous section clear counter is as shown in the figure.

[0113] The Seven Loop lottery shown in Figure 15(D) is a lottery to determine whether or not to continue with the Red Seven, and selects either a win (1) or a loss (0) based on the loop number (a number that manages the continuation rate of the 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 determine whether or not to continue the Gold Seven, and selects either a winner (1) or a loser (0). The number of winning positions assigned to the winner (1) and loser (0) is 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 number of winning positions corresponding to each condition device group E number is as shown in the figure.

[0116] The bonus mode lottery shown in Figure 15(G) is a lottery that determines the bonus mode number during AT, selecting one of bonus mode numbers 0 to 2 (actually 1 or 2). The number of winning positions assigned to each bonus mode number is as shown in the figure.

[0117] The bell count switching lottery shown in Figure 16(A) is a lottery to rewrite the bell count, and selects either a win (1) or a loss (0) based on the value of the bell count counter. The number of winning positions corresponding to each value of the bell count counter are as shown in the figure.

[0118] The Seven Stock 1 lottery shown in Figure 16(B) determines whether or not to add to the number of AT stocks. This is a lottery, and based on the condition device group C number, either a winner (1) or a loser (0) is selected. The number of winners 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 a lottery that determines whether or not to add to the AT stock count, just like the Seven Stock 1 lottery. Based on the condition device group E number, it selects either a win (1) or a loss (0). The number of winning positions corresponding to each condition device group E number is as shown in the figure.

[0120] The performance lever weight lottery shown in Figure 16(D) is a lottery to determine whether or not to perform a fake weight as a freeze, and selects either a win (1) or a loss (0) 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.

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

[0122] The AT cycle lottery-2 shown in Figure 17(B) is, like the AT cycle lottery-1, a lottery held at the end of the AT to determine the number of cycles spent during the AT, and is particularly held when the AT mode number is 3 or 4. Based on the value of the bell count counter, it selects one of 0 to 3 (actually 1 to 3) of the number of cycles spent. The number of winning positions corresponding to each value of the bell count counter are as shown in the figure.

[0123] The pullback lottery-1 shown in Figure 17(C) is a lottery that is conducted after the AT ends to determine whether or not to win the AT again, and is especially performed when the AT mode number is 1 to 3. Based on the condition device group C number, it selects either a win (1) or a loss (0). The number of wins corresponding to each condition device group C number is as shown in the figure.

[0124] The pullback lottery 1-2 shown in Figure 17(D) is, like the pullback lottery 1-1, a lottery held when the AT mode number is 4 to determine whether or not to win the AT 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.

[0125] The pullback lottery 1-3 shown in Figure 18(A), like the pullback lotteries 1-1 and 2, is a lottery that is held when the AT mode number is 5 in particular to determine whether or not to win the AT again after the AT has ended, and it 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.

[0126] The second draw shown in Figure 18(B) is a draw that determines whether or not to win the AT again after the number of stay cycles during AT has reached zero. Based on the AT mode number, it selects either a win (1) or a loss (0). The number of wins corresponding to each AT mode number is as shown in the figure.

[0127] The AT cycle preferential game count lottery shown in Figure 18(C) is a lottery that determines the number of games set to a predetermined preferential state (also called the "preferential state game count") after the AT ends, and the AT cycle Based on the D number, one of the following is selected: 0, 10, 20, or 30 preferential game rounds. The number of winning positions corresponding to each AT mode number is as shown in the diagram.

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

[0129] The Seven Table 2 lottery shown in Figure 19(B) is a lottery to determine the Seven Table number, similar to the Seven Table 1 lottery. Based on the condition device group G number, one of the Seven Table numbers from 0 to 15 is selected. The number of winning positions corresponding to each condition device group G number is as shown in the figure.

[0130] The bell count 1 lottery-1 shown in Figure 20(A) is the first lottery to determine the number of bells, especially when the game mode is 0 to 2. Based on the CU rank number (a number that manages the ease of counting up), one of the following bell counts is selected: 0 to 4, 6, 10, 11, or 20. The number of winning positions corresponding to each CU rank number is as shown in the figure.

[0131] The Bell Count 1 Lottery-2 shown in Figure 20(B) is, like the Bell Count 1 Lottery-1, a lottery for the first time held to determine the number of bells, especially when the game mode is 4 or 5. Based on the CU rank number, one of the following bell counts is selected: 0 to 4, 6, 10, 11, or 20. The number of winning positions 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 and subsequent draws to determine the number of bells. Based on the CU rank number, one of the following bell counts is selected: 0 to 4, 6, 10, 11, or 20. The number of winning positions corresponding to each CU rank number is as shown in the figure.

[0133] The bell count 3 lottery shown in Figure 20(D) is, like the bell count 2 lottery, a lottery for the second and subsequent draws to determine the number of bells, and selects one of the following bell counts: 0, 4, 6, 10, 11, or 20. The number of winning positions assigned to each bell count is as shown in the figure.

[0134] (1-2) Each of the means constituting the game progress management means 130 Returning to Figure 9, the received medal management means 131 is configured to control whether the game medals inserted from the medal slot 21 (also referred to as "inserted game medals") that are actually accepted (game medals that are guided through the acceptance passage and detected by the inserted medal sensor 28b, also referred to as "received game medals") are to be directly bet or to be credited game medals. In this embodiment, if the number of bets has not reached the maximum bet allowance (the number of bets required to play the game (specified number "3")), the received game medals are to be directly bet, and if the number of bets has reached the maximum bet allowance and the number of credits has not reached the maximum credit allowance (for example, "50"), the received game medals are to be credited game medals.

[0135] Furthermore, the accepted medal management means 131 is configured to perform automatic betting (a process that sets the state in which the same number of game medals as the number bet in the previous game are bet without reducing the number of game medals held by the player) in a game set to the re-play activation state. Even in the re-play activation state, if the number of credits has not reached the maximum credit allowance, the inserted game medals are accepted as game medals to be credited (or they are not accepted). If the number of bets has reached the maximum bet allowance and the number of credits has reached the maximum credit allowance, the inserted game medals are not accepted. It is designed to be returned without being damaged.

[0136] The role determination means 132 is configured to perform a role determination process (internal draw) to select at least one role determination result from among multiple role determination results (condition devices) based on a preset role determination probability (number of draws) when the start lever 25 is operated (when the operation of the start lever 25 is validly accepted). This role determination process is performed using a random number generated by the 16-bit random number means described above. Specifically, when the start lever 25 is operated, the random number generated by the 16-bit random number means is captured. Then, when performing the role determination process, the captured random number is read out, a predetermined software random number is added to the read random number, and the condition device is selected using the random number after the addition. Alternatively, the condition device may be selected 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 in the diagram) that has been set in advance. The role determination table is configured such that the number of draws data corresponding to each condition device is stored in predetermined memory areas (multiple addresses) in the ROM 62 according to the set value. When one or more condition devices are selected in the role determination process, the game role corresponding to the selected condition device becomes the playable role in that game. Information on the selected condition device (winning role) is stored in a predetermined memory area of ​​the RAM 63, but if the information on the winning item stored in a game is related to the winning of a minor role or a re-play role, it is cleared (reset to "0") after the end of the game, regardless of whether these minor roles or re-play roles were achieved or not. On the other hand, information on the winning of a BB role is retained without being cleared until the BB role is achieved, even if it was selected but not achieved.

[0138] The performance group number determination means 133 is configured to associate a performance group number with the condition device selected by the role determination process. In this embodiment, as shown in Figure 21, a performance group A group number (0 or 1) is associated with the bonus condition device, and a performance group B group number (0 to 29) is associated with the prize-winning re-play condition device. For example, as shown in Figure 21(A), the 1st type BB-A condition device and the 1st type BB-B condition device are both associated with performance group A group number 1. Also, as shown in Figure 21(B), the prize-winning-A1 to A12 condition devices, which may have advantages or disadvantages in gameplay (impact on payouts) or differences in the number of game tokens paid out (acquired) depending on the order in which the buttons are pressed, are both associated with performance group B group number 13, and the prize-winning-B1 to B12 condition devices are both associated with performance group B group number 14.

[0139] In contrast, for the replay-A to L condition devices that correspond to the winning of replay roles where differences in the order of pressing the buttons do not affect the advantage or disadvantage of the game (i.e., do not affect the payout), and for the winning replay condition devices that correspond to the winning of minor roles (winning roles) where differences in the order of pressing the buttons do not result in a difference in the number of game tokens paid out (acquired), or where the number of game tokens that can be acquired is small (for example, less than the specified number of bets), a different performance group B number is assigned to each individual condition device.

[0140] Returning to Figure 9, the reel control means 134 is configured to start the rotation of reels 3a to 3c after confirming that the minimum play time has elapsed, triggered by the operation of the start lever 25 (that the operation of the start lever 25 has been successfully received), and after all the reels that have started rotating have reached a constant speed rotation state, triggered by the sequential operation of the stop switches 26a, 26b, and 26c (that each operation of the stop switches 26a to 26c has been successfully received), the corresponding reels 3a to 3c are sequentially stopped from rotating.

[0141] The rotation stop control for each reel 3a to 3c is based on each stop table (not shown) which is set according to the winning combination result selected by the winning combination determination process, and is controlled by stop switches 26a to 3c. The operation of 26c is performed according to the operation method (press order, operation timing, etc.). Each reel 3a to 3c is operated so that each reel 3a to 3c stops within a predetermined stop allowance time (for example, 190 milliseconds) from the timing when the stop switches 26a, 26b, and 26c are operated (in this embodiment, within a range of a maximum of 5 slide frames).

[0142] In other words, if a predetermined game combination is selected as an acceptable combination as a result of the combination determination process, the reels 3a to 3c are controlled to stop so that, within the allowable stopping time, the corresponding symbols for the selected game combination are displayed on the active line 29 as much as possible. If it is a miss, the reels are controlled so that the corresponding symbols for any game combination are not displayed on the active line 29. Furthermore, if there are cases where a replay combination or minor combination is won while a special combination has been won and carried over, or where a special combination and a replay combination or minor combination are won simultaneously, the reel rotation stop control may be set to prioritize the replay combination (minor combinations may have a higher priority than special combinations), in which the replay combination is given priority, followed by the special combination and then the minor combination.

[0143] The stop display symbol determination means 135 is configured to determine which symbol was stopped and displayed by the reels 3a to 3c based on the timing when the stop switches 26a to 26c are operated, and to determine whether a winning combination has been established based on the combination of symbols determined to have been stopped and displayed on the active line 29 (which may differ from the combination of symbols that were actually stopped and displayed).

[0144] The payout medal management means 136 pays out a number of game medals corresponding to the winning combination when a winning combination is achieved. If the number of credits has not reached the maximum credit allowance, it pays out by adding to the number of credits through a storage addition payout. If the number of credits has reached the maximum credit allowance, it pays out by driving the hopper 50 via the hopper drive circuit 52 through an actual payout. In addition, when a settlement operation (pressing the settlement switch 24) is successfully received, the payout medal management means 136 pays out the number of game medals that were bet or the number of game medals that were credited by driving the hopper 50.

[0145] The blocker control means 137 is configured to output a blocker signal to control the blocker 48, and to switch the blocker 48 between an ON state (game token acceptance enabled) and an OFF state (game token acceptance disabled). When the blocker 48 is in the OFF state, game tokens inserted into the token slot 21 are guided to the return passage and returned. However, the insertion of game tokens is detected by the inserted token sensor 28a.

[0146] The indicator lamp control means 138 is configured to control the lighting and extinguishing of the various indicator lamps (MAX-BET indicator lamp 46a, BET lamp 46b, payout indicator lamp 46c, game start indicator lamp 46d, re-game indicator lamp 46e, status indicator lamp 46f, count indicator lamp 46g, CRE lamp 46h, payout indicator lamp 46j) via the indicator lamp control circuit 47. When the payout indicator lamp 46j is to function as the main-side button-press order notification device, the button-press order management means 139 controls the payout indicator lamp 46j.

[0147] The button-press order management means 139 selects an instruction number (one of 0 to 6) corresponding to the button-press order to be announced, according to the role determination result (condition device) selected by the role determination process. Instruction number 0 is selected when the button-press order is not to be announced, and instruction numbers 1 to 6 are selected when the button-press order is to be announced. In this embodiment, instruction number 1 is associated with the button-press order "left, middle, right", instruction number 2 with "left, right, middle", instruction number 3 with "middle, left, right", instruction number 4 with "middle, right, left", instruction number 5 with "right, left, middle", and instruction number 6 with "right, middle, left".

[0148] Furthermore, the button press order management means 139 is configured to perform button press navigation (main side button press navigation) by having the payout number indicator lamp 46j function as a main side button press order notification device and announce the selected instruction number. This button press navigation announces the navigation number using two 7-segment lamps (hereinafter sometimes abbreviated as "7-segment") provided on the payout number indicator lamp 46j. For example, "=" is displayed on the left 7-segment and the numerical value of the instruction number (for example, "2" if the instruction number is 2) is displayed on the right 7-segment. The "=" displayed on the left 7-segment is to distinguish it from when the payout number indicator lamp 46j is displaying the payout number. If navigation number 0 is selected, the payout indicator lamp 46j will not be displayed. Alternatively, "=" 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 the condition device group number used to select winning values ​​in various lotteries, according to the performance group A group number and performance group B group number determined by the performance group number determination means 133. Specifically, the condition device group numbers are divided into 10 types, from condition device group A number to condition device group J number, and each combination of performance group A group number and performance group B group number is pre-associated with each number value from condition device group A number to condition device group J number. The specific association is shown in Figure 22. For example, for the combination of performance group A group number 1 and performance group B group number 0, the following are associated: 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. In addition, the "Remarks" column in the table in Figure 22 contains abbreviations that represent the content of each combination of production group A group number and production group B group number.

[0150] (Detailed explanation regarding the process of determining roles) The role determination process performed by the role determination means 132 is a series of processes that, once per game, involves drawing a role based on a predetermined probability (role determination probability), and then determining the combination of symbols that can be stopped and displayed on the active lines based on the winning number determined by that role drawing. More specifically, first, a role drawing is performed based on the role determination probability, and this role drawing determines one winning number from among multiple winning numbers (including losing numbers). Each winning number is pre-associated with a bonus condition device number or a prize re-play condition device number, and once a winning number is determined, the bonus condition device number or prize re-play condition device number associated with that winning number is stored in a predetermined memory area of ​​the RAM. Here, the bonus condition device number and the prize re-play condition device number are stored in different memory areas. This makes it possible to align the combination of symbols associated with the condition devices of the various condition device numbers stored in the RAM onto the active lines.

[0151] In the example described above, one winning number was associated with either the bonus condition device number or the prize re-play condition device number. However, it is also possible to associate both the bonus condition device number and the prize re-play condition device number with one winning number.

[0152] The above-mentioned probability of determining a winning combination can be set arbitrarily. Furthermore, the probability of determining a winning combination can be configured to change according to the above-mentioned setting value set by the arcade staff or other personnel. In this embodiment, there are six setting value settings, from setting 1 to 6, and there are winning numbers for which the probability of determining a winning combination differs depending on the setting value, and winning numbers for which the probability of determining a winning combination remains unchanged even if the setting value changes. Hereinafter, setting the probability of determining a winning combination to change according to the setting value will be referred to as "setting This is referred to as "setting a fixed difference." Whether or not to set a difference for each winning number can be determined arbitrarily. For example, a winning number associated with a condition device number that acts as a trigger for a lottery that affects the payout rate (the ratio of the number of payouts to the number of game tokens used for gameplay) in slot machine 1 may not have a setting difference, while a winning number associated with a condition device number that does not act as a trigger for a lottery may or may not have a setting difference.

[0153] Figure 23 shows an example of the probability of determining a winning combination in slot machine 1, illustrating the number of winning slots assigned to each winning number (total number of slots: 65536). Figure 23 does not show the winning numbers themselves, but rather the condition devices associated with each winning number. In this example, the number of winning slots in each RT state (non-RT, RT1, and RT2) is shown for three setting values: setting 1, setting 3, and setting 6. According to this example, in non-RT mode, the probability of selecting a winning number associated with either a 1-type BB-A condition device number or a 1-type BB-B condition device number is set relatively high at approximately 7 / 100. Also, in non-RT mode or RT1 mode, the probability of selecting any of the winning numbers corresponding to the winning-A1~A12 condition device numbers is set quite high at approximately 7 / 10.

[0154] The table in Figure 24(A) shows the types of bonus condition devices, the bonus condition device numbers assigned to them, and the symbol combinations associated with each condition device (labeled "winning combination" in Figure 24(A)). The tables in Figures 24(B) and 25-29 show the types of prize-winning replay condition devices, the prize-winning replay condition device numbers assigned to them, and the symbol combinations associated with each condition device (labeled "winning combination" in Figures 24(B) and 25-29). The contents of some condition devices will be explained in detail below.

[0155] In the bonus condition device shown in Figure 24(A), the Type 1 BB-A condition device is assigned bonus condition device number 1, and the Type 1 BB-B condition device is assigned bonus condition device number 2. Bonus condition device number 0 indicates that it does not correspond to either 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 during non-RT periods, as described later. If the symbol combination of BB role 1 cannot be aligned on an active line, the game transitions to RT1, described later, and the state in which the symbol combination can be aligned is carried over. On the other hand, in RT2, the state in which the symbol combination of BB role 1 can be aligned on an active line cannot be reached, and therefore, that state is not carried over (in Figure 24(A), the "-" in the "RT2 (BB in operation)" column indicates that the state in which the symbol combination can be aligned cannot be reached, and the state in which it can be aligned is not carried over). The Type 1 BB-B condition device is associated with the symbol combinations for BB role 2, and these symbol combinations can be displayed during non-RT (Replay Time) modes. If the BB role 2 symbol combination 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. In RT2, the state in which the BB role 2 symbol combination can be aligned on an active line is not possible, and therefore, that state is not carried over.

[0156] The replay-A to L condition devices shown in Figure 24(B) are each assigned a corresponding replay condition device number from 1 to 12. These condition devices are associated with replay symbol combinations, and while it may be possible to align replay symbol combinations during non-RT and RT1, this state is not possible during RT2. Furthermore, if one of the replay condition device numbers 1 to 12 in Figure 24(B) is associated with a winning number determined by the role lottery, it becomes possible to align the symbol combination shown in the "Winning Role" column corresponding to that number's condition device on an active line. For example, role lottery If winning number 1 is determined, the game will be in a state where any one of the symbol combinations of replay symbols 1 to 4 associated with the replay-A condition device of winning replay condition device number 1 can be matched. Also, if winning number 12 is determined in the draw, the game will be in a state where any one of the symbol combinations of replay symbols 2 to 5 associated with the replay-L condition device of winning replay condition device number 12 can be matched. The number 0 shown in Figure 24(B) indicates that a winning number has been determined that makes it impossible to match any winning or replay symbol combination, i.e., a loss. In this embodiment, a loss can only occur during non-RT (Replay Time) periods, but it may also occur during RT1 or RT2.

[0157] The winning condition devices A1 to A12 shown in Figures 24(B), 25, and 26 are each assigned a winning re-play condition device number from 13 to 24. These condition devices are associated with combinations of winning symbols. In addition, during non-RT and RT1, it may be possible to align the symbol combinations corresponding to the winning condition devices A1 to A12, but this state is not possible during RT2. The winning condition devices B1 to B12 shown in Figures 26 to 28 are each assigned a winning re-play condition device number from 25 to 36. These condition devices are associated with combinations of winning symbols, and during non-RT and RT1, it may be possible to align the symbol combinations corresponding to the winning condition devices B1 to B12, but this state is not possible during RT2. The winning condition devices C to E shown in Figure 29 are each assigned a winning re-play condition device number from 37 to 39. These condition devices are associated with combinations of symbols for minor roles. During non-RT and RT1, it may be possible to align symbol combinations corresponding to the winning-C~E condition devices, but the system is configured so that this state does not occur during RT2.

[0158] (Detailed explanation regarding reel control based on the results of the prize draw) Next, we will describe the reel control performed by the reel control means 134 when the reels reach a state where they can align the symbol combinations corresponding to each of the above-mentioned condition devices. (a) Reel control for Type 1 BB In non-RT mode when the player is in a state where they can align the symbol combination corresponding to the Type 1 BB-A condition device shown in Figure 24(A), or in RT1 when the state where they can align the symbol combination corresponding to the Type 1 BB-A condition device is carried over, if the player's pressing position allows them to draw the corresponding symbols for BB win 1, "Blue Bar, Blue Bar, Red Seven," onto the active line 29, then BB win 1 is achieved. Similarly, in non-RT mode when the player is in a state where they can align the symbol combination corresponding to the Type 1 BB-B condition device, or in RT1 when the state where they can align the symbol combination corresponding to the Type 1 BB-B condition device is carried over, if the player's pressing position allows them to draw the corresponding symbols for BB win 2, "Black Bar, Black Bar, Red Seven," onto the active line 29, then BB win 2 is achieved.

[0159] (b) Reel control related to replay When the symbol combinations corresponding to the replay-A to D condition devices shown in Figure 24(B) are aligned, the reel control is performed in such a way that replay win 4 (middle RP) is always achieved, regardless of the order or position of the button presses, whether in non-RT or RT1 mode. Furthermore, when the symbol combinations corresponding to the replay-E to G condition devices are aligned during non-RT or RT mode, the reel control is performed in such a way that replay win 1 or 3 is achieved. Additionally, when the symbol combinations corresponding to the replay-H to J condition devices are aligned during non-RT mode, replay win 2 (upward right RP) is always achieved, regardless of the order or position of the button presses, whereas when they are aligned during RT1, the reel control is performed in such a way that replay win 4 (middle RP) is always achieved, regardless of the order or position of the button presses. Furthermore, if the symbol combination corresponding to the replay-K,L condition device can be aligned during a non-RT (Replay Time) state, replay combination 5 (upper watermelon RP) will always be achieved regardless of the order or position of the buttons pressed. On the other hand, if the combination can be aligned during RT1, replay combination 4 (middle RP) will always be achieved regardless of the order or position of the buttons pressed. Reel control is performed.

[0160] Furthermore, if the winning numbers that result in a loss are determined during RT1, when the winning numbers that result in a loss are determined, if the button press order is a predetermined order such as reverse press (the order in which the stop switch 26c is operated first), the combination of symbols "Red Seven, Red Seven, Red Seven" (also called the "Red 7 Aligned Symbol") may be displayed in the display window W (for example, on the active line 29) depending on the button press position. This Red 7 Aligned Symbol is the same as the corresponding symbol for the small win 40 (Red 7 Aligned Small Win), but the small win 40 can only be achieved during RT2 (see Figure 8). Therefore, the Red 7 Aligned Symbol that is stopped and displayed during RT1 is always a losing symbol.

[0161] (c) Reel control related to prize winnings When the symbol combinations corresponding to the winning condition devices A1 to A12 shown in Figures 24(B), 25, and 26 can be aligned during a non-RT (Replay Time) state, a predetermined single-coin payout will always be achieved regardless of the order or position of the buttons pressed. However, when the combinations can be aligned during RT1, reel control is performed in such a way that the payout will differ depending on the order and position of the buttons pressed. For example, the winning condition device A11 shown in Figure 26 corresponds to the symbol combinations 6, 10, 15, 16, 21, and 34. When these symbol combinations can be aligned during a non-RT state, reel control is performed in such a way that the single-coin payout of small win 6 will always be achieved regardless of the order or position of the buttons pressed.

[0162] On the other hand, if a combination of symbols corresponding to the winning condition device A11 is aligned during RT1, the reel control is performed such that when the button press order is "middle-right-left", the 15-coin payout of small win 6 occurs with a probability of 1 / 1; when the button press order is "right-middle-left", the 15-coin payout of small win 34 occurs with a probability of 1 / 1; and for any other button press order ("left-middle-right", "left-right-right", "middle-left-right", "middle-right-left"), one of the 1-coin payouts of small win 10, 15, or 16 occurs with a probability of 1 / 8 each. Note that "left", "middle", and "right" refer to stop switches 26a, 26b, and 26c, and their order indicates the order in which they are operated. For example, "middle-right-left" represents the button press order in which the stop switches are operated in the order of 26b → 26c → 26a. Figures 25 to 28 show each button press order in the order of the numbers "1", "2", and "3". In the diagram, "123", "132", "213", "231", "312", and "321" correspond to the button press sequence "left-center-right", "left-right-center", "center-left-right", "center-right-left", "center-right-left", and "right-center-left", respectively.

[0163] During RT1, the state in which you can match the symbol combinations corresponding to the bonus condition device is carried over, so depending on the order and position of the button presses, BB combination 1 or BB combination 2 may be achieved. For example, in RT1, when the state in which you can match the symbol combination corresponding to the type 1 BB-B condition device (i.e., the symbol combination for BB combination 2) is carried over, if you reach the state in which you can match the symbol combination corresponding to the entry-A11 condition device, when the button press order is "middle right left" and "right middle left", small win 6 and small win 34 will always be achieved, respectively, so BB combination 2 will not be achieved. On the other hand, with other button press orders ("left middle right", "left left right middle", "middle left left", "middle right left"), if you can pull in any of the corresponding symbols for small win 10, 15, or 16 depending on the position of the button presses, BB combination 2 will not be achieved. However, if you cannot pull in these corresponding symbols, and instead can pull in the corresponding symbols for BB combination 2, "black bar / black bar / red seven", the reel control will be such that BB combination 2 will be achieved.

[0164] Let's take the "left, middle, right" button press order as an example. First, let's consider the case where the button press position on the left reel is within the range to pull in the "red seven" symbol. In this case, the reel control on the left reel will pull in the "red seven" symbol, so at that stage, there remains a possibility of either a small win 16 or a small win 21 occurring. Next, if the button press position on the second middle reel is within the range to pull in the "blue bar" symbol, the reel control on the middle reel will pull in the "blue bar" symbol, so at that stage, there is a possibility of a small win 16 occurring. If there is still a chance, and the final push position on the third right reel is within the range to pull in the "blue bar" symbol, the reel control on the right reel will pull in the "blue bar" symbol, and ultimately the small win 16 (corresponding symbols "red seven, blue bar, blue bar") will be achieved. On the other hand, if the second push position on the middle reel is within the range to pull in the "red seven" symbol, the reel control on the middle reel will pull in the "red seven" symbol, and at that stage it is confirmed that no win will be achieved (there is still a possibility that the symbol combination "red seven, red seven, red seven" will be displayed at the end), and finally, if the final push position on the third right reel is within the range to pull in the "red seven" symbol, the reel control on the right reel will pull in the "red seven" symbol, and ultimately the symbol combination "red seven, red seven, red seven" will be displayed at the end.

[0165] Next, let's explain the case where the first left reel is pressed within the range to pull in the "black bar" symbol. In this case, the reel control on the left reel is performed to pull in the "black bar" symbol, so at that stage there remains a possibility of either BB 2, minor role 10, or minor role 15 being achieved. Next, if the second middle reel is pressed within the range to pull in the "black bar" symbol, the reel control on the middle reel is performed to pull in the "black bar" symbol, so at that stage there remains a possibility of BB 2 being achieved. Finally, if the third right reel is pressed within the range to pull in the "red seven" symbol, the reel control on the right reel is performed to pull in the "red seven" symbol, so ultimately BB 2 (corresponding symbols "black bar, black bar, red seven") is achieved. In contrast, if the second middle reel is pressed within the range that allows the "gold seven" symbol to be drawn in, the middle reel will be controlled to draw in the "gold seven" symbol, leaving the possibility of a small win of 10 at that stage. Finally, if the third right reel is pressed within the range that allows the "gold seven" symbol to be drawn in, the right reel will be controlled to draw in the "gold seven" symbol, resulting in a small win of 10 (corresponding symbols "black bar, gold seven, gold seven").

[0166] The reel control is such that the winning combinations for the prize-winning condition devices B1 to B12 shown in Figures 26 to 28 differ depending on the order and position of the button presses, whether the combinations can be aligned during non-RT or RT1. For example, the prize-winning condition device B7 shown in Figure 27 is a condition device associated with the symbol combinations of minor winning combinations 4, 5, 8, 13, 18, 23, and 30. If these symbol combinations can be aligned during non-RT, the reel control is such that if the button press order is "middle first", the minor winning combination 30 (15 coins) is achieved with a probability of 1 / 1, and if the button press order is "left first" or "right first", the minor winning combination 5 (1 coin) is achieved with a probability of 1 / 1. Note that "left first" refers to the order in which stop switch 26a is operated first, "middle first" refers to the order in which stop switch 26b is operated first, and "right first" refers to the order in which stop switch 26c is operated first. In Figures 26 to 29, the button press sequences for "Left First," "Center First," and "Right First" are represented as "1·-·-," "-·2·-," and "-·-·3," respectively.

[0167] On the other hand, if a combination of symbols corresponding to the winning-B7 condition device can be matched during RT1, when the button press order is "middle left left", the single-coin payout of small win 4 or small win 5 will occur with a probability of 1 / 1; when the button press order is "right left middle", the 15-coin payout of small win 30 will occur with a probability of 1 / 1; and for any other button press order ("left middle right", "left left middle", "middle right left", "right middle left"), one of the single-coin payouts of small win 8, 13, 18, or 23 will occur with a probability of 1 / 8. Furthermore, during RT1, if a combination of symbols corresponding to the type 1 BB-A condition device (i.e., the symbol combination for BB win 1) can be matched, and a combination of symbols corresponding to the winning-B7 condition device can be matched, when the button press order is "middle left left" and "right left middle", small wins 4, 5, and small win 30 will always occur, respectively, so BB win 1 will never occur. On the other hand, with other button presses ("Left-Center-Right", "Left-Right-Center", "Center-Right-Left", "Right-Center-Left"), depending on the button position, you can draw one of the corresponding symbols for the minor role 8, 13, 18, or 23. In the case where BB win 1 is not achieved, the reels are controlled in such a way that BB win 1 is achieved if the corresponding symbols for BB win 1, "blue bar / blue bar / red seven", are not drawn in.

[0168] The symbol combinations for the winning condition devices C to E shown in Figure 29 are designed so that regardless of the order or position of the buttons pressed, a small win of 15 coins (minor win 36) is always achieved, whether the symbols are aligned during non-RT or RT1.

[0169] The prize-winning condition devices shown in Figure 29, F through Q, are configured so that the associated symbol combinations will not be able to be matched during non-RT or RT1, but will be selected during RT2. Of these, the prize-winning condition devices F, G, L, and M, when the associated symbol combinations are able to be matched during RT2, perform reel control so that a 15-coin watermelon small win (small wins 24-37) is always achieved, regardless of the order or position of the buttons pressed. The symbol combinations associated with the prize-winning condition devices I, J, K, O, P, and Q, when they are able to be matched during RT2, perform reel control so that a 1-coin win (small wins 1-23, 40-44) is achieved depending on the position of the buttons pressed. The symbol combination associated with the prize-winning condition device H, when it is able to be matched during RT2, perform reel control so that a 3-coin win (small wins 38, 39) is achieved depending on the position of the buttons pressed. The symbol combinations associated with the winning N condition device are controlled so that when they can be aligned during RT2, if the button press order is "left first" or "middle first", a single-coin payout may be achieved depending on the button press position, and if the button press order is "right first", a single-coin payout of sevens (minor payout of 40) may be achieved depending on the button press position.

[0170] (1-3) Each of the means constituting the main communication control means 150 The control command transmitting means 151 is configured to transmit a control command including various types of information related to the game at a predetermined timing. For example, as control commands transmitted before the start lever 25 is operated, there are a control command including information indicating which game mode is set (also referred to as a "game mode command"), a control command including information indicating which RT state is set (also referred to as an "RT command"), and a control command including information indicating the operating state of the replay game (also referred to as an "operating state command"). Also, as control commands transmitted upon the start lever 25 being operated, for example, there are a control command including information on the instruction number (also referred to as an "instruction number command"), and a control command including information on the effect group numbers (effect group A number and effect group B number) (also referred to as an "effect group number command"). In addition to this, control commands including information on set values, control commands including information on the values of various counters such as the bell count counter, control commands including information instructing the effect content to be executed in the sub-control means, and control commands including information to be transmitted in the bonus game described later, etc., may be transmitted before the start lever 25 is operated, upon the start lever 25 being operated, or upon other triggers.

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

[0172] In addition, upon confirmation of the elapse of the minimum gaming time, the control command transmitting means 151 transmits a control command (also referred to as the "all-reel rotation start command") including information indicating that all reels start to rotate, before all reels start to rotate. Further, upon receiving the first stop operation (operation of the stop switch for stopping the reel for the first time), the control command transmitting means 151 transmits a control command (also referred to as the "first stop reception command") including information indicating that the first stop operation has been received, and upon the first drum stop (stop of the reel corresponding to the first stop operation), the control command transmitting means 151 transmits a control command (also referred to as the "first stop command") including information on the first drum stop. Similarly, upon receiving the second stop operation (operation of the stop switch for stopping the reel next), the control command transmitting means 151 transmits a control command (also referred to as the "second stop reception command") including information indicating that the second stop operation has been received, and upon the second drum stop (stop of the reel corresponding to the second stop operation), the control command transmitting means 151 transmits a control command (also referred to as the "second stop command") including information on the second drum stop. Likewise, upon receiving the third stop operation (operation of the stop switch for stopping the reel last), the control command transmitting means 151 transmits a control command (also referred to as the "third stop reception command") including information indicating that the third stop operation has been received, and upon the third drum stop (stop of the reel corresponding to the third stop operation), the control command transmitting means 151 transmits a control command (also referred to as the "third stop command") including information on the third drum stop.

[0173] Thus, every time each stop switch effectively receives a stop operation and switches from the off state to the on state, a control command (first, second, and third stop reception commands) including information indicating that the stop operation has been received is transmitted from the control command transmitting means 151 to the sub-control means 200 (more specifically, the sub-main control means 200A) described later. Then, upon receiving these stop reception commands, the sub-control means 200 can identify that each stop switch has effectively received a stop operation (first, second, and third stop operations).

[0174] Furthermore, after each stop switch has successfully received a stop operation, when the stop operation is released and each 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 received 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 identify that the stop operation that each stop switch has successfully received has been released (that 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 transmission means 151 transmits a control command (also called the "all-stop command") containing information on the complete stop of the reels before determining the stop symbols, and a control command (also called the "payout command") containing information on the number of game tokens dispensed after determining the stop symbols. It also transmits a control command (also called the "winning combination result command") containing information on the winning combination determination result at a predetermined timing after the complete stop of the reels. Communication between the main control means 100 and the sub-control means 200 (sub-main control means 200A) is only possible in one direction, from the former to the latter.

[0176] The external signal transmitting means 152 is configured to transmit an external signal to external devices such as a data counter or hall computer when a predetermined game state is reached. In this embodiment, when the player is in game mode 3 of the advantageous section and a combination of symbols associated with the winning-A1~A12 condition device or the winning-B1~B12 condition device is matched, an external signal is output when 15 game tokens are dispensed twice (consecutively). Such a situation may occur even when the player is inside a Big Bonus (BB). This can occur even when not in a Big Bonus (BB) state. If the system were configured to output an external signal only when such a situation occurs in a BB state, then the output of the external signal would make it possible to determine that the player is in a BB state. In contrast, in this embodiment, the external signal is output if the above situation occurs, regardless of whether the player is in a BB state or not. Therefore, even if an external signal is output, it is difficult to reliably determine whether the player is in a BB state based on that alone. However, the probability of 15 game tokens being dispensed when not in a BB state is considerably lower than when in a BB state. Therefore, if an external signal is output, the probability that it was output while in a BB state is high. For this reason, even if the player checks the number of times the external signal is output using an external device and judges that number to be the number of times the player has entered a BB state, that judgment will not deviate significantly from the actual situation (reliability can be ensured when the external signal is interpreted as a signal indicating that the player has entered a BB state).

[0177] (2) Functional block of the sub-control means 200 The sub-control means 200 comprises 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 of the means constituting the sub-main control means 200A The sub-main control means 200A is broadly comprised of a performance management means 210 and a sub-main communication control means 230. The performance management means 210 comprises a game performance management means 211, a notification performance management means 212, and a lamp performance control means 213, while the sub-main communication control means 230 comprises a control command receiving means 231, a performance command transmission means 232, and a status command receiving means 233. The above-mentioned means in the sub-main control means 200A functionally represent the 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 Figure 2, and the software such as the control program stored in ROM 72.

[0179] (Each of the means constituting the production management means 210) The game presentation management means 211 is configured to manage the timing of the execution of image and sound effects (also referred to as "game effects") performed by the sub-sub control means 200B, primarily for the purpose of enhancing the enjoyment and gameplay of the game, based on control commands from the main control means 100. Examples of game effects include continuous effects, single effects, and assist effects.

[0180] A continuous performance is a performance that continues over multiple game periods, and mainly uses the image display device 11 to display images that form a continuous story over multiple game periods, or displays performance images that symbolize being in a predetermined game mode (for example, game mode 5). When performing continuous performances or the single performances described below, performances using performance lamps 12, 13a, 13b, 14a, 14b or decorative lamps 32a, 32b may be used, or performances using speakers 15a, 15b, 44a, 44b may be used in combination.

[0181] A one-off effect is an effect that is executed only once, such as when a specific situation occurs during the progression of the game. For example, an effect that displays an image on the image display device 11 that hints at the probability of winning a game combination when each reel rotates is an example of a one-off effect. Another example of a one-off effect is an effect that, when the AT game count (number of bells) is increased by the main control means 100, displays the added value of the AT game count (for example, the characters "+10") on the display screen 11a of the image display device 11.

[0182] Assist effects are effects designed to support the player. In this embodiment, the push-navigation effect is mainly performed according to the navigation number information transmitted by the navigation number command from the main control means 100. This push-navigation effect (sub-side push-navigation) is a one-time effect that uses the image display device 11 as a sub-side push-order display to show the player the correct push-order corresponding to the navigation number on the display screen 11a. In this embodiment, the RP navigation effect (sub-side RP navigation) corresponding to the RP navigation, the prize-winning navigation effect (sub-side prize-winning navigation) corresponding to the prize-winning navigation, and the eye-press navigation effect (sub-side eye-press navigation) corresponding to the eye-press navigation are executed.

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

[0184] Furthermore, if the player operates the stop switch in a different order than the displayed button press sequence, the button press navigation display may be immediately terminated. In addition, when displaying the button press sequence, the voices "middle," "left," and "right" may be output from speakers 15a, 15b, etc., corresponding to the next operation to be performed. Furthermore, the display lamps 13a, 12, and 13b may be associated with "left," "middle," and "right," respectively, and illuminate or flash in accordance with the next operation to be performed. In addition, a display unit for sub-button press navigation may be provided. For example, a display unit consisting of three 7-segment lamps arranged horizontally may be provided below the display window W, and in the case of the button press sequence "right, middle, left," 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 timing of execution of image and sound effects (hereinafter referred to as "notification effects") executed by the sub-sub control means 200B, primarily for the purpose of informing players of information related to the game, based on control commands from the main control means 100. Examples of notification effects include error notification effects that notify players of an error with text information such as "Error occurred," and effects that notify players of an image being prepared with text information such as "Image being prepared" when the power is restored. Another example of a notification effect is an effect that displays an image containing text information (also referred to as a "warning image") to draw the player's attention and prevent them from becoming excessively engrossed in the game.

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

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

[0188] The effect command transmitting means 232 is configured to transmit an effect command (for example, an effect command including image information, etc.) including various types of information related to effects to the sub-sub control means 200B based on the control command from the main control means 100. に関する各種の情報を含む演出コマンド(例えば、画像情報を含む演出コマンド等)をサブサブ制御手段200Bに送信するように構成されている。 The state command receiving means 233 is configured to receive a state command (for example, a state command including information that an error has occurred in receiving an effect command, etc.) from the sub-sub control means 200B and store it in a predetermined storage area such as the RAM 73 (for example, a command buffer for the received state command).

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

[0190] (2-2) Each means constituting the sub-sub control means 200B With respect to the sub-main control means 200A configured as described above, the sub-sub control means 200B is roughly divided into an effect execution control means 250 and a sub-sub communication control means 270. The effect execution control means 250 includes a game effect execution control means 251 and a notification effect execution control means 252, and the sub-sub communication control means 270 includes an effect command receiving means 271 and a state command transmitting means 272. Each of the above means in the sub-sub control means 200B functionally represents what is constituted by hardware such as a sub-sub CPU 75, a ROM 76, a RAM 77, an electronic circuit, etc. 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] (Each means constituting the effect execution control means 250) The game effect execution control means 251 is configured to control the image display device 11, the speakers 15a, 15b, etc. based on the effect command from the sub-main control means 200A and execute the above-described game effect.

[0192] The notification effect execution control means 252 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 to execute the above-mentioned notification effect.

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

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

[0195] The transmission of control commands from the control command transmission means 151, the transmission of performance commands from the performance command transmission means 232, and the transmission of status commands from the status command transmission means 272 are all performed using a serial communication method (although they may also be performed using a parallel communication method). Each transmission means 151, 232, and 272 has a similar configuration and is equipped with a command buffer (also called "CB") as a storage area for temporarily storing commands to be transmitted, a command processing unit that performs processing such as writing and reading commands to be transmitted, and a command transmission unit that transmits commands via serial communication.

[0196] The CB has multiple memory areas, each distinguished by its own address, and is configured to store 1 byte of command data in each memory area. The command processing unit is configured to generate the command data to be transmitted, write it to the address area indicated by the CB's write pointer, and read previously written command data from the address area indicated by the CB's read pointer, and write it to the TDR (Transmit Data Register) of the command transmission unit. The command transmission unit is configured to move the command data written to the TDR to the TSR (Transmit Shift Register), where it is serial-converted and transmitted.

[0197] In the case of parallel communication, the system is configured to read previously written command data from the address area indicated by the CB's read pointer and transmit that command data by writing it to a predetermined output port (an output port for sending to the sub-control means). In this embodiment, one command is typically a 2-byte unit (the checksum is a 1-byte unit). The communication method is asynchronous, and it has one stop bit and one parity bit (even parity) (the communication method and command configuration can be changed as appropriate).

[0198] <<Main control processes>> The following explanation will describe the control processes performed by the main control means 100 of the slot machine 1, particularly the setting change process, the game progress control process, and the timer interrupt process, with additional reference to Figures 30 to 58. A brief explanation of the variables such as counters and flags used in the following explanation is provided in the variable list table in Figure 12.

[0199] <Configuration change process> First, with reference to Figure 30(A), the basic flow of the setting change device processing will be explained. The setting change device processing is performed when a setting change is made, and it involves saving "0" to all memory areas (addresses in RAM63 that store information related to the advantageous period) that affect the performance related to the instruction function (step K1).

[0200] <Game progress control processing> Next, the basic flow of the game progress control process will be explained with reference to Figures 30(B) to 57. The game progress control process is a process that is repeatedly executed during gameplay. As shown in Figure 30(B), first, a game start waiting process is performed (step S1). In this game start waiting process, as shown in Figure 30(C), it is determined whether the total stop wait number is 0 or not (step S11). If the total stop wait number is not 0, the system waits for the waiting time corresponding to the total stop wait number (step S12) and proceeds to step S13. If the total stop wait number is 0, the system proceeds directly to step S13. Then, in step S13, 0 is saved as the total stop wait number, the game start waiting process ends, and the system returns.

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

[0202] In the group number setting process, as shown in Figure 31(B), a value corresponding to the bonus condition device number (see Figure 21(A)) is stored in the performance group A number (step S31), and a value corresponding to the prize re-play condition device number (see Figure 21(B)) is stored in the performance group B number (step S32). Next, a value corresponding to the performance group A number and the performance group B number (see Figure 22, the same applies hereafter) is stored in the condition device group A number (step S33), a value corresponding to the performance group A number and the performance group B number is stored in the condition device group D number (step S34), and a value corresponding to the performance group A number and the performance group B number is stored in the condition device group G number (step S35).

[0203] Similarly, the value corresponding to the performance group A number and performance group B number is stored in the condition device group B number (step S36), and the performance group A number and performance group B number are stored in the condition device group C number. The value corresponding to the output group B number is saved (step S37), and the values ​​corresponding to the performance group A number and performance group B number are saved to the condition device group E number (step S38). Furthermore, the values ​​corresponding to the performance group A number and performance group B number are saved to the condition device group I number (step S39), the values ​​corresponding to the performance group A number and performance group B number are saved to the condition device group F number (step S40), and the values ​​corresponding to the performance group A number and performance group B number are saved to the condition device group H number (step S41). Then, the values ​​corresponding to the performance group A number and performance group B number are saved to 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 Figure 32, first, it is determined whether the section type number is 0 (normal section) or not (step S51). If the section type number is 0, the process proceeds to step S52 to determine whether BB is not activated or not. If BB is not activated, it is determined whether BB is inside (step S53). If BB is not inside, the process proceeds directly to step S55. If BB is inside, it is determined whether the condition device group A number is 1 or not (step S54). If the condition device group A number is 1, the process proceeds to step S51. On the other hand, if BB is activated in the determination in step S52, or if the condition device group A number is not 1 in the determination in step S54, the process does not proceed to step S51, but proceeds to the standby effect processing described later.

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

[0206] Next, it is determined whether the chance mode number is 4 or not (step S79). If the chance mode number is not 4, the process proceeds to step S83 to perform the chance game number lottery. In this chance game number lottery process, as shown in Figure 34(B), the chance game number is drawn (step S91), the result is saved in the chance game number counter (step S92), and the system returns. Upon returning from the chance game number lottery process, the system proceeds to step S84 in Figure 34(A) to perform the chance cycle lottery. The result is then saved in the chance cycle counter, the advantageous section transition process is completed, and the system returns.

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

[0208] In this Seven Number Correction Process, as shown in Figure 36(A), first, a correction counter process is performed (step S121). In this correction counter process, as shown in Figure 36(B), the correction counter data (a counter that adds 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 or not the Seven Number is 2 (step S132). If the Seven Number is 2, the correction counter data is set to gold Seven Counter The value of the counter is set (step S133), and then 1 is added to the correction counter data (step S134), and the process proceeds to step S135. On the other hand, if the seven number is not 2 as determined in step S132, 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, the value calculated based on the cumulative counter, correction counter data, and bell count counter values ​​is stored 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 Figure 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 saved to the seventh number (step S123), the seventh 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 later, the processing procedure is branched depending on whether the value of the correction counter is 2101 or greater. In contrast, in this process, the decision to save 1 to the seventh number is made based on whether the value of the correction counter is 1901 or greater, and the value of the correction counter used for branching (also called the "discrimination value") is different. This is because saving 1 to the seventh number allows for at least one more AT game next time, and considering that this will increase the number of game tokens that can be obtained in the future, the discrimination value is set lower than 2101 in the arrival flag processing. In this way, by changing the discrimination value according to the situation, the number of game tokens that can be obtained in the future can be managed without unnecessarily overcounting.

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

[0211] In this arrival flag processing, as shown in Figure 36(C), first, the correction counter processing is performed (step S141). After the correction counter processing is completed, it is determined whether the correction counter is 2101 or greater (step S142). If it is 2101 or greater, 1 is saved in the arrival flag (step S143), and the arrival flag processing is completed and the system returns. On the other hand, if the correction counter is not 2101 or greater, it is determined whether the main game state number is 3 (step S144). If it is 3, the system returns as is; otherwise, 0 is saved in the arrival flag (step S145), and the system returns.

[0212] Upon return from the arrival flag processing, the process proceeds to step S108 in Figure 35, where it is determined whether the condition device group A number is 1 or not. If the condition device group A number is 1, the AT win processing 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 performed (step S109), the lottery result is saved to the EX mode number (step S110), and then the AT win processing is terminated and the process returns.

[0213] Upon returning from the AT win processing, the process proceeds to step S81 in Figure 34(A), where it is determined whether the condition device group A number is 1 or not. If the condition device group A number is not 1, the transition to the advantageous section ends and the process returns. If the condition device group A number is 1, the AT entry lever process is performed (step S82).

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

[0215] Upon return from the loop CU rank set processing, the process proceeds to step S152 in Figure 37 to determine whether the seven number is 1 or not. If the seven number is 1, the process proceeds to step S154 to perform the seven-loop lottery processing. In the seven-loop lottery processing, as shown in Figure 38(B), the seven-loop lottery is performed (step S181), the lottery result is saved to the seven counter (step S182), and the process returns. Upon return from the seven-loop lottery processing, the process proceeds to step S155 in Figure 37, where the arrival flag processing is performed and the process proceeds to step S156. On the other hand, if the value of the seven counter is not 0 as determined in step S153, the process proceeds directly to step S156. Also, if the seven number is not 1 as determined in step S152, the value of the gold seven counter is deducted by 1 (step S158), and the gold seven-loop lottery correction processing is performed (step S159).

[0216] In this gold seven loop lottery correction process, as shown in Figure 38(C), it is determined whether the arrival flag is 0 or not. If it is not 0, the gold seven loop lottery correction process is terminated and the system returns. On the other hand, if the arrival flag is 0, the correction counter process is performed (step S192), and after its completion, it is determined whether the value of the correction counter is less than 1900 (step S193). If the value of the correction counter is 1900 or greater, the gold seven loop lottery correction process is terminated and the system returns. On the other hand, if the value of the correction counter is less than 1900, the gold seven loop lottery is performed (step S194), and it is determined whether the result is 0 or not (step S195). If the result of the gold seven loop lottery is 0, the gold seven loop lottery correction process is terminated and the system 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 executed (step S197), and the system returns.

[0217] Upon returning from the gold seven loop lottery correction process, the process proceeds to step S156 in Figure 37, where an additional mode lottery is performed and the result is saved to the additional mode number (step S157). Next, a correction counter process is performed (step S160), and after its completion, a bell count 1 lottery is performed (step S161), and the result is saved to the bell count counter (step S162). Then, the bell count counter correction process is performed (step S163).

[0218] In this bell count counter correction process, as shown in Figure 39, first, the allowable bell count value (the number of bell counts allowed before the correction counter reaches its upper limit) calculated based on the difference between the upper limit of the correction counter (2100) and the current value is stored in the correction counter (step S201). Next, it is determined whether the arrival flag is 0 or not (step S202). If it is not 0, the process proceeds to step S203. If it is 0, it is determined whether the value of the correction counter is smaller than the value of the bell count counter (step S206). If it is smaller, the process proceeds to step S203. In step S203, 7 is stored in the bell count counter, and after storage, the bell count counter correction process ends and the system returns. Upon returning from the bell count counter correction process, the process proceeds to step S164 in Figure 37, where the arrival flag process is executed, the AT entry lever process ends, and the system returns. Upon the return from the lever operation when entering AT mode, the advantageous section transition process shown in Figure 34(A) is also completed and the system returns, proceeding to step S56 in Figure 32, where the lever wait process is executed.

[0219] In this lever-time weight processing, as shown in Figure 40, first, it is determined whether the condition device group A number is 1 or not (step S211). Here, the condition device group A number is If the value is 1, it is determined whether the AT winning flag is 0 or not (step S212). If the AT winning flag is 0, 2 is stored in the lever weight number (step S213). If it is not 0, 1 is stored in the lever weight number (step S214). After saving, the lever weight processing is terminated and the system returns. On the other hand, if the condition device group A number is not 1 as determined in step S211, the system proceeds to step S215 to determine whether the main game state number is less than 2. If the main game state number is less than 2, the system proceeds directly to step S217. If the main game state number is 2 or greater, it is determined whether the main game state number is 4 or not (step S230). If it is 4, the system proceeds to step S217. On the other hand, if the main game state number is not 4, the lever weight processing is terminated and the system returns.

[0220] In step S217, it is determined whether the AT winning flag is 0 or not. If it is 0, the lever wait process ends and the system returns. On the other hand, if the AT winning flag is not 0, a performance lever wait lottery is performed (step S218). Then, it is determined whether the result is 0 or not (step S219). If it is 0, the lever wait process ends and the system returns. On the other hand, if the result of the performance lever wait lottery is not 0, the system proceeds to step S213, where 2 is saved as the lever wait number. After saving, the lever wait process ends and the system returns. Upon returning from the lever wait process, the system returns to the section type number management lever process shown in Figure 32 and proceeds to the standby performance process described later.

[0221] On the other hand, in the determination in step S51 of Figure 32, if the section type number is not 0, 0 is saved in the lever all-stop flag (step S57), and it is determined whether the condition device group A number is 1 or not (step S58). Here, if the condition device group A number is 1, 1 is saved in the Type 1 BB win flag (step S59), and if it is not 1, 0 is saved in the Type 1 BB win flag (step S60). Then, after saving, it is determined whether the prize re-play condition device number is one of 13 to 36 (step S61). Here, if the prize re-play condition device number is one of 13 to 36, a value corresponding to the prize re-play condition device number is saved in the instruction number (step S62), and then the process proceeds to step S63 of Figure 33. If the prize re-play condition device number is not one of 13 to 36, the process proceeds directly to step S63.

[0222] In step S63, the main game state number is determined, and depending on the main game state number, if the main game state number is 1, the main game state number 1 lever process is performed (step S64), if the main game state number is 2, the main game state number 2 and 5 lever processes are performed (step S65). Also, if the main game state number is 3, the main game state number 3 lever process is performed (step S66), if the main game state number is 4, the main game state number 4 lever process is performed (step S67), and if the main game state number is 5, the main game state number 2 and 5 lever processes are performed (step S68). After each lever process is performed, the process proceeds to step S56 in Figure 32. On the other hand, if the main game state number is any other number, no special processing is performed, and the process proceeds directly to step S56.

[0223] In the main game state number 1 lever processing, as shown in Figure 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 Figure 41(B), it is determined whether the result of the chance mode 2 lottery or the chance mode 3 lottery is 0 or not (step S251). If the lottery result is 0, the chance mode number determination process is terminated and the system returns; if the lottery result is not 0, the lottery result is saved to the chance mode number (step S252) and the system returns.

[0224] Upon return from the chance mode number determination process, proceed to step S243 in Figure 41(A). Next, it is determined whether the chance mode number is 4 or not. If the chance mode number is not 4, the process proceeds to step S247, where it is determined whether the flag for winning a type BB is 0 or not. If it is 0, the main game state number 1 lever process is terminated and the player returns. If it is not 0, the chance game number lottery process is performed, and after its completion, the main game state number 1 lever process is terminated and the player returns. On the other hand, if the chance mode number is 4 as determined in step S242, the process proceeds to step S244, where the AT win process is performed. After its completion, it is determined whether the flag for winning a type BB is 0 or not (step S245). If it is 0, the main game state number 1 lever process is terminated and the player returns. If it is not 0, the AT entry lever process is performed, and the player returns.

[0225] In the main game state number 2,5 lever processing, as shown in Figure 41(C), the AT win lever processing is performed first (step S261). In this AT win lever processing, as shown in Figure 42, it is first determined whether the arrival flag is 0 or not (step S271). If the arrival flag is not 0, the AT win lever processing is terminated and the player returns. If the arrival flag is 0, the player proceeds to step S272 to determine whether the EX mode number is 1 or not. 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). If the lottery result is 2, the EX mode number is saved as 2 (step S275), and the player proceeds to step S276. On the other hand, if the EX mode number is not 1 as determined in step S272, the player proceeds directly to step S276. If the result of the EX mode 2 lottery is not 2 as determined in step S274, the player proceeds directly to step S276.

[0226] In step S276, it is determined whether the Seven Table number is less than 13. If the Seven Table number is less 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, the Seven Table 2 draw is performed, and it is determined whether the draw result is 0 (step S280). If the result of the Seven Table 2 draw is 0, the process proceeds directly to step S282. If the result of the Seven Table 2 draw is not 0, the draw 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 Seven Table number is 13 or greater in the determination in step S276, if the drawn flag is not 0 in the determination in step S277, or if the condition device group G number is 0 in the determination in step S278, the process proceeds to step S283, respectively.

[0227] In step S283, it is determined whether the Seven number is 1 or not. If the Seven number is 1, a Seven 2 draw is performed (step S284), and it is determined whether the draw result is 2 or not (step S285). If the result of the Seven 2 draw is 2, the draw result is saved in the Seven number (step S286), and the 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 or not (step S288), and if it is 2, 3 is saved in the Gold Seven Counter (step S289), and the process proceeds to step S290. On the other hand, if the Seven number is not 1 in the determination in step S283, if the result of the Seven 2 draw is not 2 in the determination in step S285, or if the Seven number is not 2 in the determination in step S289, the process proceeds to step S291, respectively. In step S291, a Seven Stock 1 draw is performed, the draw result is added to the Seven Counter, and then the process proceeds to step S290. In step S290, the arrival flag processing is performed, and then the lever processing after AT win is terminated and the system returns.

[0228] After winning the AT and returning from the lever operation, the process proceeds to step S262 in Figure 41(C), where it is determined whether the flag for winning a Type 1 Big Bonus is 0. If the flag for winning a Type 1 Big Bonus is 0, the lever operation for main game state numbers 2 and 5 is terminated and the player returns. If it is not 0, the lever operation for entering the AT is performed, and then the lever operation for game state numbers 2 and 5 is terminated and the player returns.

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

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

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

[0232] Next, the standby animation process that takes place after the section type number management lever process shown in Figure 32 will be explained. In this standby animation process, as shown in Figure 45, it is first determined whether the section type number is 0 or not (step S341). If the section type number is not 0, it is determined whether the main game state number is 3 or not (step S342). If the main game state number is 3, it is further determined whether the value of the seven set counter is 1 or not (step S344). If the value of the seven set counter is 1, it is determined whether the seven table number is less than 15 or not (step S344). If it is less than 15, the process proceeds to step S345, and if it is 15 or more, the process proceeds to step S347. In step S347, it is determined whether the winning re-play condition device number is one of 1 to 12 or 37 to 39. If it is determined not to be one of these, the process proceeds to step S345. If it is determined to be one of these, the standby animation process ends and the process returns. On the other hand, if the section type number is 0 in the determination in step S341, or if the main game state number is not 3 in the determination in step S342, the process proceeds directly 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 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 standby effect process is terminated and the process returns. On the other hand, if the standby effect number is not 0, the standby effect is executed (step S349), the standby effect process is terminated, and the process returns.

[0234] Upon the return from the end of the standby animation process, the section type number management lever process in Figure 32 also ends, which in turn ends the internal lottery start process in Figure 31(A), and the process proceeds to step S4 in Figure 30(B). In step S4, it is continuously determined whether or not all reels have stopped. If all reels have stopped, game tokens are dispensed (only if a winning combination is achieved) (step S5), and count management is performed, such as updating the display on the display unit (not shown) that shows the number of game tokens acquired during AT according to the number of game tokens dispensed (step S6). After that, the section type number management game end process is performed (step S7).

[0235] In this section type number management game termination process, as shown in Figure 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 system returns. On the other hand, if the section type number is not 0, 1 is saved to the lever all-stop flag (step S362), and the cumulative counter process is performed (step S363). In the cumulative counter process, as shown in Figure 47, it is determined whether the re-play activation symbol (the symbol corresponding to the re-play role) is displayed or not (step S381). If it is displayed, the cumulative counter process is terminated and the system returns. On the other hand, if the re-play activation symbol is not displayed, the number of game tokens dispensed (including the case of 0) is added to the value of the cumulative counter (step S382), and then 3 is subtracted from the value of the cumulative counter (step S383), before the cumulative counter process is terminated and the system returns.

[0236] Upon return from the cumulative counter processing, the process proceeds to step S364 in Figure 46 to determine the main game state number. Then, depending on the main game state number, if the main game state number is 0, the process of stopping all main game state number 0 is performed (step S365); if the main game state number is 1, the process of stopping all main game state number 1 is performed (step S366); if the main game state number is 2, the process of stopping all main game state numbers 2 and 5 is performed (step S367). Also, if the main game state number is 3, the process of stopping all main game state number 3 is performed (step S3 68) If the main game state number is 4, the process of stopping all main game state number 4 is performed (step S369), and if the main game state number is 5, the process of stopping all main game state numbers 2 and 5 is performed (step S370). Furthermore, if the main game state number is 6, the process of stopping all main game state number 6 is performed (step S371), and if the main game state number is 7, the process of stopping all main game state number 7 is performed (step S372).

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

[0238] In this AT entry game termination process, as shown in Figure 49, 0 is saved to the chance mode number (step S401), 0 is saved to the chance game counter (step S402), and 0 is saved to the chance cycle counter (step S403). Then, 0 is saved to the EX mode number (step S404), 0 is saved to the AT cycle counter (step S405), and 0 is saved to the drawn flag (step S406). Furthermore, 3 is saved to the main game state number (step S407), and the advantageous section lamp is turned on (step S408).

[0239] Next, as shown in Figure 50, it is determined whether or not three "red seven" symbols are lined up and stopped on the upper line in the display window W (step S409). If they are lined up and stopped, the process proceeds to step S410; otherwise, it proceeds to step S412. In step S412, it is determined whether or not three "red seven" symbols are lined up and stopped on the active line 29 in the display window W. If they are lined up and stopped, the process proceeds to step S410; otherwise, it proceeds to step S413. In step S413, it is determined whether or not three "red seven" symbols are lined up and stopped on the lower line in the display window W. If they are lined up and stopped, the process proceeds to step S410; otherwise, it proceeds to step S414. In step S414, it is determined whether or not three "red seven" symbols are lined up and stopped on the downward sloping line in the display window W. If they are lined up and stopped, the process proceeds to step S410; otherwise, it proceeds to step S415. In step S415, it is determined whether or not three "red seven" symbols are lined up and stopped on the upward-sloping line in the display window W. If they are stopped, the process proceeds to step S410; otherwise, the process proceeds to step S416.

[0240] If the process proceeds to step S410 (when three "red seven" symbols stop and are displayed in a row within the display window W), 1 is saved as the total stop weight number, and 0 is saved as the standby performance number (step S411), and the process proceeds to step S418 in Figure 49. On the other hand, if the process proceeds to step S416 (when three "red seven" symbols do not stop and are displayed in a row within the display window W), 0 is saved as the total stop weight number, and 1 is saved as the standby performance number (step S417), and the process proceeds to step S418 in Figure 49. In step S418, it is determined whether the seven number is 2 or not. If the seven number is not 2, the process proceeds directly to AT. The game end process is completed and the system returns. If the number seven is 2, 2 is added to the standby performance number (step S419), and then the AT entry game end process is completed and the system returns. Upon returning from the AT entry game end process, the main game state number 0 full stop process shown in Figure 48 is also completed and the system returns.

[0241] In step S366 of Figure 46, during the complete stop process for main game state number 1, as shown in Figure 51(A), the chance game counter is deducted by 1 (step S431), and it is determined whether the game is a BB operation termination game (a game in which the operation of the BB game ends) (step S432). If it is not a BB operation termination game, the process proceeds directly to step S435. If it is a BB operation termination game, 0 is stored in the chance game counter (step S433), the chance cycle counter is deducted by 1 (step S434), and the process proceeds to step S435. In step S435, it is determined whether the AT winning flag is 0. If the AT winning flag is 0, it is determined whether the value of the chance game counter is 0 (step S436), and if the value of the chance game counter is 0, it is further determined whether the value of the chance cycle counter is 0 (step S437). If the value of the chance cycle counter is 0, a chance mode 3 lottery is performed (step S438), and then a chance mode number determination process is performed (step S439).

[0242] Next, it is determined whether the chance mode number is 4 or not (step S441). If the chance mode number is not 4, 1 is saved to the advantageous section counter (step S441), and the main game state number 1 full stop processing is terminated and the system returns. On the other hand, if the chance mode number is 4, the AT win processing is performed (step S445), then 2 is saved to the main game state number (step S448), and the main game state number 1 full stop processing is terminated and the system returns. Meanwhile, if the value of the chance game counter is not 0 in the determination in step S436, and if the value of the chance cycle counter is not 0 in the determination in step S437, the system proceeds to step S442 to determine whether the type 1 BB win flag is 0 or not. If the type 1 BB win flag is 0, the main game state number 1 full stop processing is terminated and the system returns. In response to this, if the flag for winning a Type 1 Big Bonus is not 0, it is determined whether or not the Type 1 Big Bonus activation symbol is hidden (step S443). If the Type 1 Big Bonus activation symbol is hidden, 6 is saved to the main game state number (step S444). If the Type 1 Big Bonus activation symbol is not hidden, the process of stopping all main game state number 1 is terminated and the system returns.

[0243] Furthermore, if the AT winning flag is not 0 as determined in step S435, the process proceeds to step S446 to determine whether the Type 1 BB winning flag is 0. If the Type 1 BB winning flag is 0, 2 is saved to the main game state number (step S448), and the process of stopping all main game state number 1 is terminated and the system returns. On the other hand, if the Type 1 BB winning flag is not 0, the game termination process upon AT entry is performed (step S447), and then the process of stopping all main game state number 1 is terminated and the system returns.

[0244] In step S367 of Figure 46, during the process of stopping all main game states 2 and 5, as shown in Figure 51(B), it is determined whether the flag for winning a type 1 Big Bonus is 0 (step S421). If the flag for winning a type 1 Big Bonus is 0, the process continues as is. If the flag for winning a type 1 Big Bonus is not 0, the process of ending the game upon entering the AT is performed (step S422), and then the process of stopping all main game states 2 and 5 is terminated and the system returns.

[0245] In step S368 of Figure 46, during the complete shutdown process for main game state number 3, as shown in Figure 52, it is first determined whether the value of the bell count counter is 0 (step S451). If the value of the bell count counter is not 0, the complete shutdown process for main game state number 3 is terminated and the system returns. If the value of the bell count counter is 0, the system proceeds to step S452. The process proceeds to determine whether the Seven number is 1. If the Seven number is 1, the process proceeds to step S452 to determine whether the value of the Seven counter is 0. 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 less than 2001. If the value of the cumulative counter is less than 2001, the process determines whether the value of the arrival flag is 0 (step S455). If the value of the arrival flag is 0, an AT mode rewrite lottery is performed (step S456). Next, the process determines whether the lottery result is 0 (step S457). If the lottery result is 0, the process proceeds directly to step S459. If the lottery result is not 0, the lottery result is saved to the AT mode number (step S458) before proceeding to step S459.

[0246] In step S459, an AT cycle lottery is performed, and the result of the lottery is saved to the AT cycle counter (step S460). Next, a Seven Table 1 lottery is performed (step S462), and the result of the lottery is stored in the Seven Table number (step S463). Then, an AT cycle preferential game count lottery is performed (step S464), after which 0 is saved to the AT winning flag (step S465), 0 is saved to the Seven number (step S466), and 0 is saved to the Seven counter (step S467). Next, 0 is saved to the gold Seven counter (step S468), 0 is saved to the Seven Set counter (step S469), and 0 is saved to the Loop number (step S470). Subsequently, 0 is saved to the CU rank number (step S471), 0 is saved to the arrival flag (step S472), and 0 is saved to the bonus mode number (step S473). Furthermore, 0 is saved to the bell count counter (step S474), and 0 is saved to the total winnings counter (step S475). Then, 7 is saved to the main game state number (step S476), and 2 is saved to the all-stop wait number (step S477), and the all-stop processing for main game state number 3 is completed and the system returns.

[0247] On the other hand, if the Seven number is not 1 as determined in step S452, and if the Seven counter is not 0 as determined in step S453, the process proceeds to step S481 in Figure 53 to determine 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), then 0 is stored in the Seven set counter (step S483), and the process proceeds to step S484. In step S484, the 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), 1 is stored in the Seven number (step S488), and the process proceeds to step S489. Conversely, if the Seven number is 1, the value of the Seven counter is subtracted by 1 (step S488), and the process proceeds to step S489.

[0248] In step S489, it is determined whether the value of the Seven Counter is 0. 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, the Seven Loop lottery process (step S491) and the arrival flag process (step S492) are performed, and then the process proceeds to step S493. On the other hand, if the value of the Seven Counter is not 0 in the determination in step S489, and if the arrival flag is not 0 in the determination in step S490, the process proceeds directly to step S493. Also, if the value of the Gold Seven Counter is not 0 in the determination in step S487, 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, the value 3 is saved in the standby performance number (step S496), and then the process proceeds to step S497. In step S497, the value of the gold seven counter is deducted by 1, and then the gold seven loop lottery process is executed (step S498), after which the process proceeds to step S493.

[0249] In step S493, a lottery for the bonus mode is performed, and the result of the lottery is saved to the bonus mode number (step S494). Then, the process proceeds to step S501 in Figure 54, where the correction counter processing is performed. Next, a lottery for switching the number of bells is performed (step S502), and it is determined whether the result of the lottery is 0 or not (step S503). If the result of the lottery for switching the number of bells is 0, a lottery for 2 bells is performed (step S504), the result of the lottery is saved to the bell counter (step S505), and the process proceeds to step S508. If the result of the lottery for switching the number of bells is not 0, a lottery for 3 bells is performed (step S506), the result of the lottery is saved to the bell counter (step S507), and the process proceeds to step S508.

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

[0251] In step S369 of Figure 46, during the full stop processing for main game state number 4, as shown in Figure 55, the value of the AT cycle preferential game count counter is deducted by 1 (step S521), and it is determined whether the game is a BB activation end game (step S522). If the game is not a BB activation end game, the process proceeds directly to step S525. If the game is a BB activation end game, 0 is stored in the AT cycle preferential game count counter (step S523), the value of the AT cycle counter is further deducted by 1 (step S524), and the process proceeds to step S525. In step S525, it is determined whether the AT win flag is 0. 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 second draw 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 saved in the advantageous section clear counter (step S529), the main game state number 4 full stop process is terminated and the system returns.

[0252] On the other hand, if the value of the AT cycle counter is not 0 as determined in step S526, the process proceeds to step S534 to determine whether the Type 1 BB win flag is 0. If the Type 1 BB win flag is 0, the process of stopping all main game state number 4 is terminated and the system returns. Conversely, if the Type 1 BB win flag is not 0, the process proceeds to step S535 to determine whether BB has not occurred. If BB has not occurred, the process of stopping all main game state number 4 is terminated and the system returns. If BB has occurred, 7 is saved to the main game state number (step S536), and then the process of stopping all main game state number 4 is terminated and the system returns.

[0253] Furthermore, if the AT winning flag is not 0 as determined in step S525, the process proceeds to step S531 to determine whether the Type 1 BB winning flag is 0. If the Type 1 BB winning flag is not 0, the process proceeds to step S532 to perform the AT entry game termination process, terminate the main game state number 4 all-stop process, and return. On the other hand, if the Type 1 BB winning flag is 0, the process proceeds to step S533 to save 5 to the main game state number, then terminate the main game state number 4 all-stop process and return. Moreover, if the result of the draw-back 2 lottery is not 0 as determined in step S528, the process proceeds to step S530 to perform the AT winning process, then save 5 to the main game state number (step S533), terminate the main game state number 4 all-stop process, and return.

[0254] In step S371 of Figure 46, during the process of stopping all main game state numbers 6, it is determined whether or not a Big Bonus (BB) has been established, as shown in Figure 56(A) (step S541). If a BB has not been established, the process of stopping all main game state numbers 6 ends and the system returns. If a BB has been established, 1 is saved to the main game state number (step S542), and then the process of stopping all main game state numbers 6 ends and the system returns.

[0255] In step S372 of Figure 46, during the full stop processing for main game state number 7, it is determined whether or not a Big Bonus (BB) has been established (step S551), as shown in Figure 56(B). If a BB has not been established, the full stop processing for main game state number 7 is terminated and the system returns. If a BB has been established, the system saves 4 to the main game state number (step S552), then terminates the full stop processing for main game state number 6 and returns.

[0256] After executing one of the full stop processes for main game state numbers 0 to 7 shown in steps S365 to S372 of Figure 46, the process proceeds to step S373 of Figure 46. Here, 0 is saved as the instruction number, the section type number management game termination process is completed, and the system returns. Upon returning from the section type number management game termination process, the system proceeds to step S8 of Figure 30(B) to perform the advantageous section clear counter management process.

[0257] In the advantageous section clear counter management process, as shown in Figure 57, the value of the advantageous section clear counter is subtracted by 1 (step S561), and it is determined whether the value of the advantageous section clear counter was 0 before the current subtraction (step S562). If the value of the advantageous section clear counter was not 0 before the current subtraction, the process proceeds to step S565, where it is determined whether the value of the advantageous section clear counter became 0 as a result of the current subtraction. If the value of the advantageous section clear counter became 0 as a result of the current subtraction, the process proceeds directly to step S566. On the other hand, if the value of the advantageous section clear counter is not 0 after the current subtraction, the process proceeds to step S567, where it is determined whether the re-play activation symbol was displayed in the game. If the re-play activation symbol was displayed in the game, the process proceeds directly to step S569. If it was not displayed, the value obtained by subtracting the number of bets from the number of game tokens paid out in the game is added to the net increase counter (step S568), and then the process proceeds to step S569.

[0258] In step S569, it is determined whether the value of the net increase counter is 2401 or greater. If the value of the net increase counter is less than 2401, the process proceeds to step S566. If it is 2401 or greater, the advantageous section clear counter management process is terminated and the system returns. In step S566, 0 is stored in all memory areas that store data values ​​affecting the performance of the instruction function, and the process proceeds to step S563. On the other hand, if the value of the advantageous section clear counter is 0 before the current subtraction, as determined in step S562, the process proceeds to step S563. In step S563, it is determined whether the section type number is 0. If the section type number is 0, the advantageous section clear counter management process is terminated and the system returns. Conversely, if the section type number is not 0, 1500 is stored in the advantageous section clear counter (step S564), and then the advantageous section clear counter management process is terminated and the system returns.

[0259] <Timer interrupt processing> Next, the timer interrupt processing will be explained with reference to Figure 58. In this embodiment, processing such as reading each game operation signal output in response to game operations such as betting operations performed by the player, detecting (checking) the signal level, sending each control command, and controlling the reel drive is performed by timer interrupt processing which is carried out at a predetermined fixed time interval (for example, 2.235 milliseconds). In this timer interrupt processing, as shown in Figure 58, first, an interrupt initial processing (register saving, interrupt disabling, etc.) is performed (step MT11), and then it is determined whether or not a power outage has been detected (step MT12). If a power outage has been detected, power outage processing is performed (step MT25). In power outage processing, register saving and stack pointer saving, The system saves the interrupt status and performs other operations. It also stores information related to the role determination result and game state (including information related to AT) in a designated memory area, and performs processes such as calculating and storing checksums.

[0260] On the other hand, if no power outage is detected, the interrupt counter value is updated (subtracted by "1") (step MT13), and then timer measurement is performed (step MT14). This timer measurement involves subtracting or adding the timer value of any timer set in the game progress control process described above. Next, the input ports are read (step MT15). This input port reading involves reading and storing the signal levels of each game operation signal input to the input ports, and determining the signal levels.

[0261] Next, reel drive control processing is performed to control the driving of reels 3a to 3c (acceleration, deceleration, constant speed maintenance, stop maintenance, etc.) (step MT16). In this reel drive control processing, depending on the reel drive state (stopped, reel rotation standby, accelerating, constant speed, deceleration, etc.), processing is performed such as updating the reel drive pulse output counter value which indicates the timing of switching the output phase (excitation phase) of the stepping motor, and acquiring, updating, and outputting reel drive pulse data that drives the stepping motor. In the next step MT17, it is determined whether or not the reel drive control processing has been performed for all reels. If it has not been performed, the process returns to step MT16 and the reel drive control processing is performed again. On the other hand, if it has been performed for all reels, port output processing is performed to provide excitation output for the reels, hoppers, blockers, etc. (step MT18), and further, control command transmission processing is performed to send 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-series errors) has occurred, the payout numbers "0 to 9" are displayed based on the number of payout game medals, or the numerical values "1 to 6" are displayed based on the set values. Further, when notifying the pressing order, the display modes "=1" to "=6" of the instruction number are displayed. Also, when an error (excluding E-series errors) has occurred, an error display is executed based on the value of the error number.

[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-series 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 etc. is performed (step MT23), and further an interrupt return process (return of registers, interrupt permission, etc.) is performed (step MT24), and then an interrupt return is made.

[0264] <LED Substrate and Light-Emitting Components> Next, referring mainly to Figures 59 to 66, we will discuss the LED substrates and light-emitting components used in each of the indicator lamps shown in Figure 1 (first indicator lamp 12, second indicator lamps 13a, 13b, third indicator lamps 14a, 14b, fourth indicator lamps 16a, 16b, decorative lamps 32a, 32b). Let me explain. Note that the uses of the LED board and light-emitting components described below are not limited to the display lamps of slot machine 1.

[0265] (Component surface shape of LED substrate and configuration of light-emitting components) The LED board 310 shown in Figure 59 is an example of an LED board used for the first indicator lamp 12 of slot machine 1. Similarly, the LED boards 320 and 330 shown in Figure 59 are examples of LED boards used for the fourth indicator lamps 16a and 16b, respectively, of slot machine SM. The LED boards 310, 320, and 330 are arranged around the display unit (in this case, the display screen 11a) that players often focus on while playing.

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

[0267] Multiple light-emitting components 340 (some numbered) are mounted on the component side 311 of the LED substrate 310, the component side 311 of the LED substrate 320, and the component side 331 of the LED substrate 330, respectively. As shown in Figure 61, the light-emitting component 340 is a surface-mount type PLCC (with molded frame) LED device having a rectangular parallelepiped-shaped lamp housing (molding frame) 341, a lead frame (electrode) 342 provided on the lamp housing 341, and three light-emitting elements installed in a cylindrical recess 343 formed in the lamp housing 341. The three light-emitting elements consist 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). The three light-emitting elements are sealed in the recess 343 of the lamp housing 341 by injecting resin.

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

[0269] Here, we have used a surface-mount type PLCC LED device as an example, but other types of LED devices, such as surface-mount type PCB (printed board) LED devices, are also explained. LED devices such as pin-insertion type (vertical) LED devices may also be used. In addition, LED devices equipped with light-emitting elements of other colors (for example, white or yellow) in addition to the red, green, and blue light-emitting elements that constitute the three primary colors of light may also be used.

[0270] (Installation orientation of light-emitting components and orientation of red LED elements) Each light-emitting component 340 mounted on the component side 311 of the LED board 310 is installed in the same orientation. Similarly, each light-emitting component 340 mounted on the component side 321 of the LED board 320 is installed in the same orientation, and each light-emitting component 340 mounted on the component side 331 of the LED board 330 is installed in the same orientation. Specifically, on the component side 311 of the LED board 310, which is positioned above the display screen 11a, as shown in Figure 63(A), each light-emitting component 340 is installed in the same orientation with the red LED element 344R facing downwards (towards the display screen 11a) (an orientation in which the red LED element 344R is biased towards the display screen 11a). The four arrows in Figure 63(A) indicate the up, down, left, and right directions relative to the component side 311 when the LED board 310 is installed in the slot machine SM.

[0271] Furthermore, on the component side 321 of the LED board 320 located to the left of the display screen 11a, as shown in Figure 63(B), each light-emitting component 340 is installed in the same orientation with the red LED element 344R facing to the right (towards the display screen 11a) (an orientation in which the red LED element 344R is biased toward the display screen 11a). In addition, on the component side 331 of the LED board 330 located to the right of the display screen 11a, as shown in Figure 63(C), each light-emitting component 340 is installed in the orientation with the red LED element 344R facing to the left (towards the display screen 11a) (an orientation in which the red LED element 344R is biased 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 board 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 board 330 is installed in the slot machine SM.

[0272] In this way, by aligning each light-emitting component mounted on the component side of a single LED board to the same orientation, the way each light-emitting component illuminates can be made uniform, thereby enhancing the lighting effect provided by each light-emitting component. Conversely, if the orientations of the light-emitting components mounted on the component side of a single LED board are inconsistent, when all light-emitting components are illuminated simultaneously in the same color, variations in the way each component illuminates may occur, potentially reducing the overall effect. While it is preferable to align all light-emitting components mounted on the component side of a single LED board to the same orientation, some light-emitting components may be installed in different orientations. Preferably, 70% or 80% or more of the light-emitting components on the component side of a single LED board should be installed in the same orientation, but a certain level of effect can be obtained if 50% or more of the light-emitting components are installed in the same orientation. The same applies to the effect of the orientation of the red LED element 344R, which will be explained 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 effects can be obtained. Specifically, the red light emitted by the red LED element 344R has a longer wavelength than green or blue light and is more easily absorbed by the human eye. Also, red is a color that attracts people's attention and is conspicuous. On the other hand, the display screen 11a is often the focus of a player's attention while playing. Therefore, by arranging each light-emitting component 340 so that the red LED element 344R faces toward the display screen 11a, the red light is more easily absorbed by the eyes of players looking at the display screen 11a. This creates a visual effect where the light from the light-emitting components 340 appears stronger, thereby enhancing the lighting effect.

[0274] Furthermore, in the light-emitting component 340, the red LED element 344R is biased toward the display screen 11a. The orientation described above preferably refers to the orientation in which the red LED element 344R is located closest to the display screen 11a than the green LED element 344G and the blue LED element 344B (as shown in Figures 63(A) to (C)), but is not limited to this. For example, consider the case where the light-emitting component 340 is installed in the orientation shown in Figure 64(A). In this case, the display screen 11a is located to the right. In this orientation, the green LED element 344G is located to the right (closer to the display screen 11a) than the red LED element 344R. However, if we set a virtual line L11 that divides the light-emitting component 340 in the left-right direction, the red LED element 344R is located in the region to the right of this virtual line L11, and in that respect, it can be said to be facing the display screen 11a. Therefore, even in this orientation of the light-emitting component 340, the orientation described above is the orientation in which the red LED element 344R is biased towards the display screen 11a (to the right).

[0275] Similarly, consider the case where the light-emitting component 340 is installed in the orientation shown in Figure 64(B). In this case, the display screen 11a is positioned below. 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 we set a virtual line L12 that divides the light-emitting component 340 in the vertical direction, the red LED element 344R is located in the region below this virtual line L11, and in that respect, it can be said to be facing the display screen 11a. Therefore, even in this orientation of the light-emitting component 340, we will assume that the red LED element 344R is biased towards the display screen 11a (downward).

[0276] (Installation density of light-emitting components) As shown in Figure 59, the component side 311 of the LED substrate 310 is divided into two regions: region AR1 and region AR2. Region AR1 is located lower down and closer to the display screen 11a than region AR2. Region AR1, which is relatively closer to the display screen 11a (for example, the distance from the center of the display screen 11a), is set to have a higher installation density (number of installations per unit area) of light-emitting components 340 than region AR2, which is relatively farther away from the display screen 11a. In other words, each light-emitting component 340 is installed such that the arrangement pitch (distance between adjacent light-emitting components 340) in region AR1 is shorter than the arrangement pitch of multiple light-emitting components 340 in region AR2.

[0277] Thus, by setting a higher installation density of the light-emitting components 340 in region AR1, which is relatively closer to the display screen 11a than in region AR2, which is relatively farther away from the display screen 11a, the following effects can be obtained. Specifically, by increasing the installation density of the light-emitting components 340 in region AR1, the intensity of light per unit area from each light-emitting component 340 in region AR1 can be increased. Also, since region AR1 is closer to the display screen 11a than region AR2, the light from the light-emitting components 340 in region AR1 is more easily seen by the player looking at the display screen 11a. Therefore, by increasing the intensity of light per unit area from each light-emitting component 340 in region AR1, it becomes possible to enhance the lighting effect.

[0278] The installation density of the light-emitting components 340 is configured similarly for the component surface 321 of the LED substrate 320 and the component surface 331 of the LED substrate 330, and the same effect can be obtained. That is, as shown in Figure 59, the component surface 321 of the LED substrate 320 is divided into five regions, from region AR11 to region R15. Region AR11 is located to the right, closer to the display screen 11a than region AR12, and the installation density of light-emitting components 340 is set higher in region AR11 than in region AR12. Region AR14 is located diagonally to the lower right, closer to the display screen 11a than region AR15, and region AR13 is located diagonally to the lower right, closer to the display screen 11a than region AR14. The installation density of light-emitting components 340 is higher in region AR14 than in region AR15, and higher in region AR13 than in region AR14. The value is set higher.

[0279] Similarly, the component side 331 of the LED substrate 330 is divided into five regions: regions AR21 to R25. Region AR21 is located to the left, closer to the display screen 11a than region AR22, and the installation density of light-emitting components 340 is set higher in region AR21 than in region AR22. Region AR24 is located to the lower left, closer to the display screen 11a than region AR25, and region AR13 is located to the lower left, closer to the display screen 11a than region AR14. The installation density of light-emitting components 340 is higher in region AR24 than in region AR25, and higher in region AR23 than in region AR24.

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

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

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

[0283] Furthermore, on the component side of a single LED substrate, if there are no LED elements of a color other than red between the red LED element 344R of one of the two closest light-emitting components and the red LED element 344R of the other light-emitting component, then those two light-emitting components are positioned with their respective red LED elements 344R in close proximity to each other.

[0284] For example, consider the case where two light-emitting components 340 are positioned closest to each other in the left-right direction on the component side of a single LED substrate, as shown in Figure 66(A). In this case, the space between the red LED element 344R of the left light-emitting component 340 in the figure and the red LED element 344R of the right light-emitting component 340 in the figure (between the two red LED elements 344R and Neither the green LED element 344G nor the blue LED element 344B is located within the vertical width of the two light-emitting components 340 (the rectangular area enclosed by the dashed-dot line in the figure). Therefore, the red LED elements 344R of these two light-emitting components 340 are positioned in close proximity to each other.

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

[0286] As described above, by arranging each light-emitting component 340 so that the red LED elements 344R are not in close proximity to each other, the following effects can be obtained. That is, as mentioned earlier, 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 in close proximity to each other, the red color may be uneven in those close areas, potentially causing color unevenness or other visual problems. By ensuring that the red LED elements 344R are not in close proximity to each other, the unevenness of the red color in those areas can be eliminated and the color can be made uniform, thereby enhancing the effect of the lighting.

[0287] On the component side of a single LED substrate, it is preferable that all light-emitting components mounted there are positioned so that their respective red LED elements are not in close proximity to each other. However, some light-emitting components may be positioned so that their respective red LED elements are in close proximity to each other. It is preferable that 70% or 80% or more of the light-emitting components positioned so that their respective red LED elements are not in close proximity to each other constitute the proportion of light-emitting components positioned so that their respective red LED elements are not in close proximity to each other. However, if 50% or more of the light-emitting components are positioned so that their respective red LED elements are not in close proximity to each other, a certain level of effectiveness can be obtained.

[0288] Here, we have described the characteristic configuration of the LED board, such as the shape of the LED board and the arrangement of the mounted light-emitting components, using the LED board 310 used in the first display lamp 12 and the LED boards 320 and 330 used in the fourth display lamps 16a and 16b, respectively, in a slot machine SM as examples. However, this is not limited to these examples, and the above characteristic configuration can be applied to any LED board and light-emitting component. Furthermore, the above-described characteristic configuration of the LED board and light-emitting component can also be applied to any LED board and light-emitting component in a pachinko game machine PM.

[0289] Furthermore, although the display screen 11a in the slot machine SM was described here as an example of a display unit, it is not limited to this, and for example, the display window W or the lower panel cover 31 may also be used as a display unit. Alternatively, the area where a specific character is displayed may also be used as a display unit. Examples of display units in a pachinko game machine PM include the game area PA, the performance image display unit provided within the game area PA, or the area where a specific character is displayed.

[0290] The LED circuit boards and light-emitting components described above can be applied not only to slot machines but also to the display lamps and decorative lamps of pachinko gaming machines. An example of a pachinko gaming machine to which they can be applied is shown below.

[0291] <Overview of the structure of a Pachinko game machine (PM)> Figures 67 and 68 show a schematic configuration of a pachinko game machine PM to which the above-mentioned LED substrate and light-emitting components can be applied. For convenience, in the following explanation, the directions indicated by the arrows in Figure 67 will be referred to as the front-to-back direction, left-to-right direction, and up-and-down direction, respectively. As shown in Figure 67, the pachinko game machine PM has an outer frame 401 which is a vertically oriented fixed holding frame configured to the size of an outer rectangular frame. A front frame 402, which is configured to be a rectangular frame and forms an opening and closing mounting frame, is attached to the opening front of the outer frame 401 which is configured to be a rectangular frame and is able to be opened and closed and attached and detached by upper and lower hinge mechanisms 403 arranged on the left front edges of each other. The front frame is always kept in a closed state, engaged and connected to the outer frame 401, using a locking device 404 called a double lock provided on the right front edge.

[0292] A rectangular glass frame 405, shaped to fit the upper front area of ​​the front frame 402, is assembled to the front frame 402 so as to be able to open and close horizontally and be attached and detached using upper and lower hinge mechanisms 403, and is kept closed at all times, covering the front of the front frame 402, using a locking device 404. The game board 410 is set and held in place on the front frame 402 so as to be able to see the game area PA in front of the game board 410 through the double-glazed glass 405a of the glass frame 405, which is kept closed at all times.

[0293] The lower part of the glass frame 405 is provided with upper and lower ball trays (upper ball tray 406a and lower ball tray 406b) for storing game balls, and a launch handle 407 for launching game balls is provided on the front right side of the lower ball tray 406b. On the front side of the glass frame 405 are provided an illuminated lamp 408 having a light-emitting element such as a light-emitting diode (LED), and a speaker 409 that generates sound effects according to the state of the game.

[0294] Although detailed illustrations are omitted in Figure 67, the game board 410 is formed using a decorative panel as its base, which is made by attaching cells printed with predetermined patterns to a rectangular laminated plywood that has been processed with a router or the like. A roughly circular game area PA is formed surrounded by upper and lower rail decorations. The game area PA is equipped with numerous game nails, a windmill, a central decoration, a performance image display unit that displays predetermined images according to the progress of the game, and various prize pockets, among other game components (all not shown). At the lower end of the game area PA, an outlet (not shown) is formed, penetrating the game board 410 from front to back, for discharging game balls that have fallen without falling into the prize pockets to the back side.

[0295] As shown in Figure 68, a rear set plate 430, which is based on a rectangular frame body that is somewhat smaller than the front frame 402 and has a central window that connects the front and rear, 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 horizontally and attached and detached. A rear set cover 430C, which is a rectangular box shape with an open front, is detachably attached to this rear set plate 430 and is normally positioned to cover the back side of the game board 410 attached to the front frame 402.

[0296] Each part of the back set board 430 is provided with a ball storage tank 431 for storing a large number of game balls, a tank rail 432 extending from the ball storage tank 431 to the right with a gentle downward slope, a ball supply passage member 433 connected to the right end of the tank rail 432 and extending downward, a prize ball dispensing unit 434 for dispensing game balls guided by the ball supply passage member 433, and a prize ball passage member 435 for guiding the game balls dispensed from the prize ball dispensing unit 434 to the upper ball tray 406.

[0297] On the back of the game board 410, a main control board case unit CU1, which has a main control board (not shown) that comprehensively controls the operation of the pachinko game machine PM, and an effect control board case unit CU2, which has an effect control board (not shown) that controls all effects such as image display, effect lighting, and sound effects according to the game progression, are mounted so as to be covered by the back set cover 430C. In contrast, on the back of the back set board 430, a payout control board case unit CU3, which has a payout control board (not shown) that controls the launching and payout of game balls, and A power supply board case unit CU4, which has a power supply board (not shown) that receives power from the amusement facility and supplies power to various control boards and electrical / electronic components, is installed. These control boards and the electrical / electronic components of each part of the pachinko game machine PM are connected by harnesses (connector cables), and the pachinko game machine PM is configured to operate.

[0298] The pachinko game machine PM has an outer frame 401 fixedly installed on a game island (installation frame) in a game facility, and the front frame 402, glass frame 405, etc. are closed and locked when the machine is put into play. The game starts when game balls are stored in the upper ball tray 406a and the launch handle 407 is rotated. 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 located on the back side of the glass frame 405, and are launched into the game area PA by the launch mechanism, after which the pachinko game unfolds.

[0299] <Circuit board case unit> Next, with reference to Figures 69 to 77, the circuit board case unit 500 shown in these figures will be described. For convenience, in the following description, this circuit board case unit 500 will be described as corresponding to the main control circuit board case unit CU1 of the pachinko game machine PM (see Figure 68), but it is not limited to this. Also, in the following description, for the sake of explanation, the directions of front, back, left, right, up, and down are defined based on the state in Figure 69 when the unit is installed on the pachinko game machine PM, and the directions of the arrows shown in Figure 69 will be referred to as front, back, left, right, up, and down, respectively.

[0300] The main control board case unit 500 mainly consists of, for example, a main control board 510 that serves as the central control unit in a pachinko game machine (PM), and a roughly rectangular container-shaped board case 560 that houses the main control board 510.

[0301] The main control board 510 is constructed using a rectangular printed circuit board as its substrate. As shown in Figure 70, the CPU 520, setting change unit 530, setting value display monitor 540, performance display monitor 550, and multiple connectors (only connectors CN1 to CN5 are numbered in the figure) are mounted on its component side (also called the "mounting side") 511. In addition, 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 positioned on the component side 511 such that its long side aligns with the long side direction of the main control board 510 (left-right direction in Figure 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 screws 513 shown in Figure 77) inserted through each of the screw insertion holes 512a to 512d.

[0302] As shown in Figure 70, the setting change unit 530 is configured to include a setting key type switch 531 and a setting change switch 536. The setting key type switch 531 is a switch operated to confirm and change the setting value that determines the degree of advantage for 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 the lottery for winning special symbols. The setting change switch 536 is a switch for changing the setting value in multiple stages (six stages in this embodiment). The setting key type switch 531 has a setting change key cylinder 532 into which a setting change key (not shown) held by a game store employee can be inserted and rotated, and the setting key type switch 531 is configured to be switched by rotating this setting change key cylinder 532. The setting change switch 536 has a setting change button 537 that is pressed by a game store employee, and is configured to be switched by pressing this setting change button 537. The setting change unit 530 (setting key type switch 531, setting change switch 536) may be provided on a board other than the main control board 510, or on a part other than a board.

[0303] The setting change unit 530 starts the setting change mode (a mode in which the setting value can be changed) when power is supplied while the main control board 510 is not powered, the setting change key is inserted into the setting change key cylinder 532 and rotated approximately 90 degrees clockwise when viewed from the rear (also referred to as the "setting change key operation direction"), and the setting change switch 536 is in the ON state (the setting change button 537 is pressed). In this setting change mode, each time the setting change switch 536 (setting change button 537) is pressed, the setting value is switched in one of six steps from 1 to 6, 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 ends, and the system returns to normal mode (a mode in which the game can be played and the setting value display monitor 540 is not lit). In addition to the above conditions, the front frame 402 must be open relative to the outer frame 401 (also referred to as "front frame open state") as a condition for activating the setting change mode. Furthermore, if the front frame is not open, the system may not transition from the setting change mode to the normal mode. When the system transitions from the setting change mode to the normal mode, a setting change sound indicating that the setting change is complete is output from a designated speaker.

[0304] Furthermore, the setting change switch 536 in the setting change unit 600 is configured to also function as a RAM clear switch. That is, when the setting change switch 536 (setting change button 537) is pressed and the power is turned on in order to start the setting change mode, the main control board 510 clears at least the information related to the game state (information such as normal state, probability change state, time reduction state, latent probability change state, etc.) from all the information stored in the RAM. At this time, the setting value is updated to the setting value that results in the lowest payout rate (for example, setting 1). Alternatively, instead of using the setting change switch 536 as a RAM clear switch, a separate dedicated RAM clear switch (RAM clear button) may be provided. 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. Alternatively, the system may be configured to have only one setting value (for example, setting 1). In that case, pressing the setting change switch 536 (setting change button 537) will not update the setting value (for example, it will remain at setting 1).

[0305] Furthermore, when the setting change unit 530 is powered off while the main control board 510 is not powered, and the setting change key is inserted into the setting change key cylinder 532 and rotated approximately 90 degrees in the direction of the setting change key operation (however, the setting change switch 536 is in the off state), when power is supplied, it starts 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, it ends the setting confirmation mode and returns to normal mode. In addition to the above conditions, the front frame must be open 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 by the setting change key after power is supplied and the setting key type switch 531 is turned on, it 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 circuit board case 560 comprises 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. An engagement coupling mechanism 570 is provided on the right edge of the case, which is aligned front to back when the top case 565 is attached to the bottom case 561 in a closed state. The bottom case 561 and the top case 565 are combined and integrated in a closed state with their openings facing each other. Both the bottom case 561 and the top case 565 are formed by molding means such as injection molding using a colorless, transparent resin material (for example, polycarbonate), and are configured so that the inside of the circuit board case 560 can be seen from the outside.

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

[0308] The engagement and connection mechanism 570 further engages and connects the integrated bottom case 561 and top case 565 using a crimping member 575, thereby restricting the top case 565 from sliding in the opening direction relative to the bottom case 561. Specifically, the engagement and connection mechanism 570 is composed of a bottom-side locking portion 571 (see Figure 71) provided on the right edge of the bottom case 561, a top-side locking portion 573 (see Figure 72) provided on the right edge of the top case 565, and a crimping member 575 (see Figure 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 Figure 69) that are formed through the front and back at positions aligned with the bottom-side locking hole in the front and back. The crimping member 575 has a shaft portion 575a that extends in the front and back directions, an operating portion 575b formed in the shape of a disc with a larger diameter than the shaft portion 575a, and a cylindrical locking pin 575c provided in a pin housing hole (not shown) recessed in the shaft portion 575b and supported so as to be able to move back and forth in a direction perpendicular to the central axis of the shaft portion 575a. The locking pin 575c is biased so that the tip of the pin protrudes outward from the shaft portion 575a by the repulsive force of a spring (not shown) provided in the pin housing hole.

[0310] In the engagement coupling mechanism 570 with this configuration, 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 overlap and face each other front to back. In this state, the shaft portion 575a of the crimping member 575 is inserted so as to straddle the bottom-side locking hole and the top-side locking hole 573a, and the crimping member 575 is engaged and coupled with the bottom-side locking portion 571 and the top-side locking portion 573, thereby making the top case 565 in a closed state and impossible to remove (cannot be opened) from the bottom case 561.

[0311] The top case 565 has connector insertion / removal openings (not shown) that penetrate from front to back, corresponding to the mounting positions of each connector (including connectors CN1 to CN5) of the main control board 510. When the main control board 510 is mounted on the top case 565, each connector of the main control board 510 is exposed to the outside through the connector insertion / removal openings (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] Furthermore, the top case 565 has a setting change section corresponding opening (not shown) that penetrates from front to back, corresponding to the mounting position of the setting change section 530 (setting key type switch 531 and setting change switch 536) of the main control board 510. When the main control board 510 is attached to the top case 565, the setting change section 530 is exposed to the outside through the setting change section corresponding opening (see Figure 69). The top case 565 is also fitted with a small door 567 (see Figure 72) that covers the setting change section 530 facing rearward from the setting change section corresponding opening, and is designed to open and close pivotably. (Not shown in Figure 69). When operating the setting change section 530 (setting key type switch 531 and setting change switch 536), this small door 567 is swung upward to expose the setting change section 530.

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

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

[0315] It should be noted that the red color of an LED segment when it is lit and the red color of an LED segment when it is not lit are not necessarily the same color. Specifically, for example, when representing a color using a 256-level RGB color system, if the red color of an LED segment when it is lit is (R,G,B)=(255,0,0), then the red color of an LED segment when it is not lit is not necessarily (R,G,B)=(255,0,0). For example, in the case of a color where the R component is "200" or more and the G and B components are "100" or less, specific examples include (R,G,B)=(237,26,61) and (R,G,B)=(241,91,91), which are also included in the category of red. The color of an LED segment when it is not lit is the color when the LED segment is illuminated with white light (including the light from indoor lighting in amusement parlors, etc.). To take into account the precise differences in color, in the following explanation, the color of the LED segment when lit will be referred to as "red," and the color of the LED segment when not lit will also be referred to as "reddish color."

[0316] Figure 73(A) shows the case where all LED segments of the LED indicator light 541 are not lit, and Figure 73(B) shows the case where all LED segments of the LED indicator light 541 are lit. Figure 73(C) shows the lit / not lit state of each LED segment when the LED indicator light 541 displays the number "6". In these figures, for convenience, the lit LED segments are shown in black (actual color is red), and the unlit LED segments are shown in gray (actual color is reddish) to distinguish between the two. Red is a conspicuous color that attracts human attention and has high visibility. Therefore, by configuring each LED segment of the LED indicator light 541 to light up in red, it is possible to improve the visibility of the LED indicator light 541 when it is lit. In addition, the LED indicator light 541 of the set value display monitor 540 is configured so that each LED segment appears red (reddish) even when it is not lit, so it is highly visible and noticeable even when it is not lit.

[0317] On the other hand, the performance display monitor 550, as shown in Figure 74, is composed of four-digit LED indicator lights (7-segment LEDs with dots) 551 to 554. LEDs 51-554 consist of seven bar-shaped LED segments arranged in a figure-eight pattern and one dot-shaped LED segment. Each LED indicator light 551-554 can display numbers from 0 to 9, alphabet letters, hyphens, etc., by selectively lighting up its eight LED segments. The upper two digits, LED indicator lights 551 and 552, display an identification symbol (e.g., "bL.") to identify the type of game performance data for a pachinko machine (PM). On the other hand, the lower two digits, LED indicator lights 553 and 554, display a numerical value (calculated value "00" to "99") indicating the calculation result of the game performance data. Furthermore, each LED indicator light 551-554 blinks when the number of samples of its counting data (cumulative number of balls played) has not reached a predetermined number, and lights up when the number of samples has reached the predetermined number. Furthermore, each of the LED indicator lights 551 to 554 of the performance display monitor 550 is configured to blink for a predetermined period (for example, 5 seconds) from the time the power is turned on, including all LED segments, including the dot-shaped LED segments. This is provided as a test pattern to make it possible to visually confirm whether all LED segments are capable of lighting up. The blinking display is performed in a pattern that alternates between lighting and turning off at predetermined time intervals (for example, an error of 0.3 seconds ± 10%; a time within the range of 0.297 seconds to 0.33 seconds), depending on the interval at which interrupt processing 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 white 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 covering the LED element are made of a white-colored translucent material. White-based colors basically refer to achromatic colors that contain R, G, and B components in equal and uniform proportions, such as white with (R,G,B)=(255,255,255) or milky white with (R,G,B)=(243,243,243), and are relatively bright (for example, lightness of 7 or higher). However, colors in which the proportions of R, G, and B components differ by about 10%, such as (R,G,B)=(250,240,230), are also included in the white-based color category. Red is a conspicuous color that attracts people's attention and has high visibility. Therefore, by configuring each LED segment of the LED indicator light 541 to light up in red, it is possible to improve the visibility of each LED indicator light 551~554 when lit. On the other hand, white-based colors are less conspicuous than red (red-based colors) and have low visibility. Therefore, the setting value display monitor 540, which is configured so that each LED segment of the LED indicator lights 551 to 554 appears white when not lit, has low visibility and is inconspicuous when not lit.

[0319] Figure 74(A) shows the case where all LED segments of LED indicator lights 551-554 are not lit, and Figure 74(B) shows the case where all LED segments of LED indicator lights 551-554 are lit. Figure 74(C) shows the lit / not lit state of each LED segment when LED indicator lights 551-554 display "bL.53". For convenience, in these figures, lit LED segments are shown in black (actual color is red), and unlit LED segments are shown in white (actual color is a whitish color) to distinguish between the two.

[0320] Both the LED indicator lights 541 on the setting value display monitor 540 and the LED indicator lights 551-554 on the performance display monitor 550 light up red (or flash red) when illuminated, so both are equally highly visible and noticeable when not illuminated. On the other hand, the LED segments of the LED indicator lights 541 on the setting value display monitor 540 are configured to appear reddish even when not illuminated, while the LED segments of the LED indicator lights 551-554 on the performance display monitor 550 are configured to appear white when not illuminated, making it easier to distinguish between the two when not illuminated. In addition, the LED indicator lights 551-554 on the performance display monitor 550 may flash when illuminated, so each LED segment may flash when not illuminated. The LEDs are configured to appear white when lit and red when lit, making it easier to distinguish between LED segments that light up intermittently during flashing and LED segments that are off. In contrast, the LED indicator light 541 of the setting value display monitor 540 does not flash when lit.

[0321] Furthermore, the LED segments of the LED indicator lights 541 on the setting value display monitor 540 may be made of white-colored translucent material so that they appear white when not lit, making them relatively less conspicuous. Conversely, the LED segments of the LED indicator lights 551-554 on the performance display monitor 550 may be made of red-colored translucent material so that they appear red when not lit, making them relatively more conspicuous. In this case, the LED indicator lights 551-554 on the performance display monitor 550 will be easier to see than the LED indicator light 541 on the setting value display monitor 540 when not lit. Also, since the LED indicator lights 551-554 on the performance display monitor 550 light up and blink more often than the LED indicator light 541 on the setting value display monitor 540, the LED indicator lights 551-554 (LED elements) on the performance display monitor 550 are more prone to deterioration over time. However, even if the luminescence intensity of the LED indicator lights 551-554 decreases due to aging or other factors, and the degree of redness weakens, this can be compensated for by the reddish color of the cover material or other components of each LED segment. Furthermore, both the LED segments of the LED indicator lights 541 on the setting value display monitor 540 and the LED segments of the LED indicator lights 551-554 on the performance display monitor 550 may be configured to appear reddish or white when not illuminated.

[0322] The setting value display monitor 540 remains unlit when powered on under predetermined conditions, whereas the performance display monitor 550 transitions from unlit to lit or blinking even when powered on under the same predetermined conditions. Powering on under predetermined conditions refers to a state where the power is turned on without any special processing or operation, for example, when the power is turned on without the setting key type switch 531 of the setting change unit 530 being rotated (also referred to as "normal power on"), or when the power is turned on while the power is off due to an error and the setting key type switch 531 is not rotated (in this case, the error state occurs after power on). However, in the case of an error state that cannot be recovered, by making the LED indicator lights 551 to 554 of the performance display monitor 550, which are not noticeable when unlit, immediately noticeable after power on, by transitioning from unlit to lit or blinking when powered on under predetermined conditions. Furthermore, the LED indicator lights 551 to 554 of the performance display monitor 550 may be configured to light up or blink even when an error is occurring or when settings are being changed. However, the performance display monitor 550 may be configured to turn off when an error occurs that cannot be recovered from.

[0323] Furthermore, the LED indicator light 541 of the setting value display monitor 540 is larger than the LED indicator lights 551-554 of the performance display monitor 550 (see Figure 70), and in this respect as well, it is more visible and noticeable than the LED indicator lights 551-554 of the performance display monitor 550. Alternatively, the LED indicator light 541 of the setting value display monitor 540 and the LED indicator lights 551-554 of the performance display monitor 550 may be configured to be the same size, or the LED indicator lights 551-554 of the performance display monitor 550 may be configured to be larger than the LED indicator light 541 of the setting value display monitor 540. Also, the LED indicator light 541 of the setting value display monitor 540 and / or the LED indicator lights 551-554 of the performance display monitor 550 may be configured as 7-segment LEDs without dots.

[0324] Here, we have explained the differences in the configuration of LED indicator lights (7-segment LEDs) using the setting value display monitor 540 and performance display monitor 550 in a pachinko game machine PM as examples. However, this is not limited to these examples, and it is possible to introduce the above-mentioned differences in configuration to any different 7-segment LEDs. The differences in the configuration of the 7-segment LEDs 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 with a configuration similar to the performance display monitor 550 (for example, a prize ratio display monitor that displays the prize ratio) and a setting value display monitor with a configuration similar to the setting value display monitor 540, and these display monitors may be given the same differences in the configuration of the 7-segment LEDs as described above. In addition, the stored coin count indicator lamp 46h and th...

Claims

[Claim 1] A main body member formed in the shape of a box having an opening, A door member is attached to the main body member so as to be openable and closable using a hinge mechanism, A predetermined substrate having a first surface on which multiple types of components are arranged and a second surface on which the lead wires of the multiple types of components are soldered, The aforementioned multiple types of parts include a first part, a second part having the same performance as the first part, a third part having different performance from the first part, and a fourth part having 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 lead wires 4, The lead wire 1a of the first component is inserted into the through-hole 1c of the predetermined substrate from the first surface side. The lead wire 1b of the first component is inserted into the through-hole 1d of the predetermined substrate from the first surface side. The 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 1a protruding from the second surface is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 1 is n1 degrees. The lead wire 1b protruding from the second surface is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 1 is n2 degrees. The lead wire 2a of the second component is inserted into the through-hole 2c of the predetermined substrate from the first surface side. The lead wire 2b of the second component is inserted into the through-hole 2d of the predetermined substrate from the first surface side. The 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 is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 2 is n3 degrees. The lead wire 2b protruding from the second surface is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 2 is n4 degrees. The lead wire 3a of the third component is inserted into the through-hole 3c of the predetermined substrate from the first surface side. The lead wire 3b of the third component is inserted into the through-hole 3d of the predetermined substrate from the first surface side. The 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 3a protruding from the second surface is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 3 is n5 degrees. The lead wire 3b protruding from the second surface is such that, when the second surface is viewed from above with the predetermined substrate in a predetermined orientation, the angle with respect to the predetermined virtual line segment 3 is n6 degrees. The aforementioned n1 degrees and n3 degrees are approximately the same angle. The aforementioned n2 degrees and n4 degrees are approximately the same angle. The aforementioned n1 degrees and the aforementioned n5 degrees are different angles. The aforementioned n2 degrees and the aforementioned n6 degrees are different angles. The first surface has predetermined part information printed on it. In a state in which the predetermined substrate is provided on the inner surface of the main body member or on the back surface of the door member, the predetermined component information is printed in a horizontal writing manner with characters arranged from left to right, or in a horizontal writing manner with characters arranged from bottom to top on the first surface. The amusement machine is characterized in that the plurality of lead wires 4 of the fourth component are inserted into a plurality of through holes of a predetermined substrate from the first surface side, and the height of the plurality of lead wires 4 protruding from the second surface is greater than the height of the lead wires 1a, 1b, 2a, and 2b protruding from the second surface.

Citation Information

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