Gaming machine

The gaming machine enhances performance by introducing multiple game states and strategic feedback mechanisms, improving player interaction and engagement through dynamic gameplay and rewards.

JP7869492B2Active Publication Date: 2026-06-03SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2025-07-18
Publication Date
2026-06-03

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements in performance and player engagement through dynamic game states and feedback mechanisms.

Method used

The gaming machine incorporates multiple game states (non-internal, internal, and special) with strategic lottery opportunities and visual cues based on player interaction, guiding optimal switch operations to enhance player experience.

Benefits of technology

Improves gaming performance by providing dynamic gameplay experiences and informed player interaction, enhancing engagement and potential rewards.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To suppress a fraudulent act that accesses a rear face of a front door and an inside of a cabinet.SOLUTION: A game machine includes a lower panel 10a provided in a lower part of a front face of a front door 12 and a lower panel lamp 21d for illuminating the lower panel 10a from a back face side of the lower panel 10a. The lower panel 10a has light transmissivity. In the case where the lower panel lamp 21d is caused to emit light in a state that the front door 12 is closed, the lower panel lamp 21d is turned off if opening of the front door 12 is detected. Thereby, visibility by the light leaking on a rear face side of the front door 12 is reduced.SELECTED DRAWING: Figure 210
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, as one type of gaming machine, a slot machine is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The problem to be solved by the present invention is to improve the performance as a gaming machine.

Means for Solving the Problems

[0005] The first invention has, as gaming states, a non-internal state, an internal state, and a special gaming state. In a game in the non-internal state, if a special combination is won and the symbol combination corresponding to the special combination does not stop displaying, the next game is a game in the internal state. If the symbol combination corresponding to the special combination stops displaying, the next game is a game in the special gaming state. In an advantageous section, a predetermined lottery related to an advantageous game favorable to the player can be executed. In a normal section, a predetermined lottery related to an advantageous game favorable to the player is not executed. The stop switch has a recommended pressing order and a non-recommended pressing order. In the first game (excluding the "first game" which is an advantageous game favorable to the player) in the advantageous section and the internal state, when the stop switch is operated in the non-recommended pressing order, a recommended image related to the recommended pressing order of the stop switch can be displayed based on the operation of the first stop switch. period in the normal section, a predetermined lottery related to an advantageous game favorable to the player period is not executed, and the stop switch has a recommended pressing order and a non-recommended pressing order. In the first game (excluding the "first game" which is an advantageous game favorable to the player) in the advantageous section and the internal state, when the stop switch is operated in the non-recommended pressing order, a recommended image related to the recommended pressing order of the stop switch can be displayed based on the operation of the first stop switch. Gaming during the period when the stop switch is operated in the non-recommended pressing order in the first game (excluding the "first game" which is an advantageous game favorable to the player) in the advantageous section and the internal state, a recommended image related to the recommended pressing order of the stop switch can be displayed based on the operation of the first stop switch. In a fourth game, which is a game played during a favorable game period that is advantageous to the player in an advantageous section and internally in a medium state, and which notifies the player of a favorable way to operate the stop switch, if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will not be displayed based on the first operation of the stop switch. In a fifth game, which is a game played during a favorable game period that is advantageous to the player in an advantageous section and internally in a medium state, and which does not notify the player of a favorable way to operate the stop switch, if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will be made available based on the first operation of the stop switch. The second game in the advantageous period and special game state ("the second game" is an advantageous game that is beneficial to the player) Gaming during the period In the case of operating the stop switch in a non-recommended order (excluding the case shown), the recommended image for the recommended stop switch order will not be displayed based on the first stop switch operation. In the third game in the normal section and in a non-internal state, if the stop switch is operated in a non-recommended order, the recommended image for the recommended stop switch order will be displayed based on the first stop switch operation. While the recommended image for the recommended stop switch order is being displayed, the display of the recommended image for the recommended stop switch order will be terminated once all reels have stopped. be It is characterized by the following: The second invention has three game states: a non-internal state, an internal state, and a special game state. In a game in the non-internal state, if a special prize is won and the symbol combination corresponding to the special prize does not stop and display, the next game is in the internal state. If the symbol combination corresponding to the special prize does stop and display, the next game is in the special game state. In the advantageous section, the game is advantageous to the player. period It is possible to perform a predetermined lottery related to this, and in the normal section, advantageous gameplay is available to the player. period The prescribed lottery is not performed, the stop switch has a recommended order and a non-recommended order, and the first game in the advantageous section and internal medium state ("the first game" is an advantageous game that is favorable to the player) Gaming during the period In cases where the stop switch is operated in a non-recommended order (excluding the first stop switch operation), a recommended image related to the recommended stop switch order will be displayed. In a fourth game, which is a game played during a favorable game period that is advantageous to the player in an advantageous section and internally in a medium state, and which notifies the player of a favorable way to operate the stop switch, if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will not be displayed based on the first operation of the stop switch. In a fifth game, which is a game played during a favorable game period that is advantageous to the player in an advantageous section and internally in a medium state, and which does not notify the player of a favorable way to operate the stop switch, if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will be made available based on the first operation of the stop switch. The second game in the advantageous period and special game state ("the second game" is an advantageous game that is beneficial to the player) Gaming during the periodIn the case of operating the stop switch in a non-recommended order (excluding the case mentioned above), the recommended image for the recommended stop switch order will not be displayed based on the first stop switch operation. In the third game in the normal section and in a non-internal state, if the stop switch is operated in a non-recommended order, the recommended image for the recommended stop switch order will be displayed based on the first stop switch operation. While the recommended image for the recommended stop switch order is being displayed, the display of the recommended image for the recommended stop switch order will be terminated based on the last stop switch operation. be It is characterized by the following: [Effects of the Invention]

[0006] According to the present invention, the performance of a gaming machine can be improved. [Brief explanation of the drawing]

[0007] [Figure 1] This is a block diagram illustrating the control of a slot machine, which is an example of a gaming machine in the first embodiment. [Figure 2] This figure shows the pattern arrangement on the reel in the first embodiment. [Figure 3] In the first embodiment, (A) is a diagram showing the positional relationship between the display window and each reel and the active lines, and (B) is a diagram showing the designations of the pattern positions. [Figure 4] This figure shows the combination of symbols and the number of payouts, etc. (1) in the first embodiment. [Figure 5] This figure shows the combination of symbols and the number of payouts, etc. (2) in the first embodiment. [Figure 6] This figure shows the combination of symbols and the number of payouts, etc. (3) in the first embodiment. [Figure 7] This figure shows the combination of symbols and the number of payouts, etc. (4) in the first embodiment. [Figure 8] This figure shows the combination of symbols and the number of payouts, etc. (5) in the first embodiment. [Figure 9]It is a diagram showing the symbol combination of roles and the number of payouts, etc. (6) in the first embodiment. [Figure 10] It is a diagram showing the symbol combination of roles and the number of payouts, etc. (7) in the first embodiment. [Figure 11] It is a diagram showing the symbol combination of roles and the number of payouts, etc. (8) in the first embodiment. [Figure 12] It is a diagram showing the RT transition in the first embodiment. [Figure 13] It is a diagram showing the non-RT setting table (1) in the first embodiment. [Figure 14] It is a diagram showing the non-RT setting table (2) in the first embodiment. [Figure 15] It is a diagram showing the RT1 setting table (1) in the first embodiment. [Figure 16] It is a diagram showing the RT1 setting table (2) in the first embodiment. [Figure 17] It is a diagram showing the setting table (1) during RB operation in the first embodiment. [Figure 18] It is a diagram showing the setting table (2) during RB operation in the first embodiment. [Figure 19] It is a diagram showing the accessory condition device, as well as the small winning combination and replay condition device (1) in the first embodiment. [Figure 20] It is a diagram showing the small winning combination and replay condition device (2) in the first embodiment. [Figure 21] It is a diagram showing the small winning combination and replay condition device (3) in the first embodiment. [Figure 22] It is a diagram showing the small winning combination and replay condition device (4) in the first embodiment. [Figure 23] It is a diagram showing the small winning combination and replay condition device (5) in the first embodiment. [Figure 24] It is a diagram showing the small winning combination and replay condition device (6) in the first embodiment. [Figure 25] It is a diagram showing the small winning combination and replay condition device (7) in the first embodiment. [Figure 26]This figure shows the minor role and replay condition device (8) in the first embodiment. [Figure 27] This figure shows the performance group numbers in the first embodiment. [Figure 28] This diagram illustrates the expected values ​​for irregular button presses and standard button presses when the performance group number is "8" in the first embodiment. [Figure 29] In the first embodiment, (a) is a flowchart showing the normal section lever processing, and (b) is a diagram showing the initial normal mode lottery. [Figure 30] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the number of normal mode draws in the first game of the advantageous section. [Figure 31] In the first embodiment, (a) is a diagram showing the types of normal modes, and (b) is a diagram showing the transition probabilities for each normal mode. [Figure 32] This flowchart shows the simulated gameplay animation for the "Red 7" combination in the first embodiment. [Figure 33] This is a flowchart showing the continuous performance during the advantageous period according to the first embodiment. [Figure 34] This figure shows the changes in the difference counter and the stop counter in the first embodiment. [Figure 35] This figure shows the relationship between the difference counter, the stop counter, and the power cut-off in the first embodiment. [Figure 36] This is a flowchart showing the flow from power-on to main processing in the first embodiment. [Figure 37] Figure 36 is a flowchart showing the error handling in step S513. [Figure 38] This is a flowchart showing the complete function calculation process in step S525 of Figure 36. [Figure 39] This figure shows an image that previews the operation of the complete function in the first embodiment. [Figure 40] This diagram shows the interval that foreshadows the activation of the complete function in the first embodiment. [Figure 41] This figure shows an example of displaying the complete function operation as an image across the entire screen in the first embodiment. [Figure 42] This figure shows an image of the complete function in operation in the first embodiment. [Figure 43] This figure shows the case in the first embodiment where the stop counter reaches "19000" during the special game state. [Figure 44] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 45] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 46] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 47] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 48] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 49] This diagram shows the relationship between the complete function and power outage in the first embodiment. [Figure 50] This figure shows an example in the first embodiment where a hopper empty error occurs during automatic settlement in a game where the complete function is activated after a payout. [Figure 51] This figure shows an example in the first embodiment where a hopper empty error occurs during automatic settlement in a game where the complete function is activated after a payout. [Figure 52] This is a flowchart showing the sub-side power restoration process in the first embodiment. [Figure 53] This diagram illustrates the configuration of the main CPU, ROM, and RWM in the second embodiment. [Figure 54] This figure shows the address, label name, number of bytes, and name of the data stored in the RWM usage area in the second embodiment. [Figure 55]This figure shows the address, label name, number of bytes, and name of the data stored outside the RWM usage area in the second embodiment. [Figure 56] This figure, following Figure 34, shows the address, label name, number of bytes, and name of data stored outside the RWM usage area in the second embodiment. [Figure 57] (A) is a diagram showing various LEDs on the display board in the second embodiment, and (B) is a diagram showing the management information display LED in the second embodiment. [Figure 58] This figure shows the relationship between digits 1 to 9 and segments A to G and P in the second embodiment. [Figure 59] This figure shows the signals output from output ports 2 to 7 in the second embodiment. [Figure 60] This figure shows the relationship between digits and segments in the second embodiment. [Figure 61] (A) is a diagram showing the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signal output from output port 3 in the second embodiment, (B) is a diagram showing the relationship between the LED display counter 2 (_SC_LED_DSP2) and the signal output from output port 6 in the second embodiment, and (C) is a diagram showing the LED display request flag (_FL_LED_DSP) in the second embodiment. [Figure 62] This is a flowchart of the program start process (M_PRG_START) in the second embodiment. [Figure 63] This is a flowchart showing the power restoration process (M_POWER_ON) in the second embodiment. [Figure 64] This is a flowchart showing the unrecoverable error handling (C_ERROR_STOP) in the second embodiment. [Figure 65] This is a flowchart showing the initialization process (M_INI_SET) in the second embodiment. [Figure 66] This is a flowchart showing the setting change confirmation process (M_RANK_CTL) in the second embodiment. [Figure 67] This is a flowchart showing the main process (M_MAIN) in the second embodiment. [Figure 68] This is a flowchart showing the interrupt handling (I_INTR) in the second embodiment. [Figure 69] This is a flowchart showing the power outage process (I_POWER_DOWN) in the second embodiment. [Figure 70] This is a flowchart showing the RWM checksumset processing (S_SUM_SET) in the second embodiment. [Figure 71] This is a flowchart showing the LED display control (I_LED_OUT) in the second embodiment. [Figure 72] This is a flowchart showing the unrecoverable error handling 2 (S_ERROR_STOP) in the second embodiment. [Figure 73] This is a flowchart showing the ratio display preparation process (S_DSP_READY) in the second embodiment. [Figure 74] This is a flowchart showing the flashing request flag generation process (S_LED_FLASH) in the second embodiment. [Figure 75] This figure shows the flashing / not applicable item determination value table (TBL_SEG_FLASH) in the second embodiment. [Figure 76] This is a flowchart showing the ratio display timer update process (S_RATE_TIME) in the second embodiment. [Figure 77] This is a flowchart showing the ratio display process (S_LED_OUT) in the second embodiment. [Figure 78] This is a flowchart showing the blink bit check count table (TBL_FLASH_CHK) in the second embodiment. [Figure 79] This is a flowchart showing the irreversible error handling 2 (S_ERROR_STOP) in a modified example of the second embodiment. [Figure 80] This figure shows the signals output from output ports 2 to 5 in a modified example of the second embodiment. [Figure 81] This figure shows the relationship between the LED display counter 1 (_CT_LED_DSP1) and the signals output from output ports 3 and 6 in a modified example of the second embodiment. [Figure 82] This figure shows a one-chip microprocessor in the third embodiment. [Figure 83] In the third embodiment, Figure 82 shows a more detailed view of the memory map within the built-in ROM. [Figure 84] In the third embodiment, Figure 82 shows a more detailed view of the memory map within the built-in RWM. [Figure 85] In the third embodiment, the diagram illustrates the interrupt initialization address, where (A) is a diagram showing the data details of the interrupt initialization address, and (B) is a diagram showing the relationship between the interrupt priority and the interrupt priority setting value. [Figure 86] In the third embodiment, the diagram illustrates the vector address value and the data value stored in the vector address, where (A) shows the vector address value, (B) shows the relationship between the interrupt factor and the automatically assigned value, and (C) shows an example of the data value of the vector address. [Figure 87] This figure shows the process from when the power is turned on until the system transitions to user mode, according to the third embodiment. [Figure 88] This figure shows an example program in the third embodiment, which starts from "0000H" in the program area of ​​the built-in ROM's usage area. [Figure 89] This figure shows an example in the third embodiment where the vector address is "00F4H". [Figure 90] In the third embodiment, the flowchart shows examples of processes called by the RST instruction, where (A), (B), and (C) represent Example 1, Example 2, and Example 3, respectively. [Figure 91] This figure shows the program code area setting address and its data value in the third embodiment. [Figure 92]In the fourth embodiment, (a) is a diagram showing the types of roles, the probability of winning, the number of payouts for each order in which the stop switch is pressed, etc., and (b) is a diagram showing the payout performance of biased roles. [Figure 93] This figure shows the sequence of events (Example 1) when the stop switch is operated in the recommended order during the advantageous period and while not in AT mode, according to the fourth embodiment. [Figure 94] In the fourth embodiment, this figure shows the sequence of events (Example 1) when the stop switch is operated in a non-recommended order during a favorable period and outside of AT. [Figure 95] In the fourth embodiment, this figure shows the sequence of events (Example 2) when the stop switch is operated in the recommended order during a favorable period and when not in AT mode. [Figure 96] In the fourth embodiment, this figure shows the sequence of events (Example 2) that occur when the stop switch is operated in a non-recommended order during a favorable period and outside of AT. [Figure 97] This figure illustrates the transition of the (image) layers when a recommended image is displayed in the fourth embodiment. [Figure 98] This figure follows Figure 97. [Figure 99] In the fourth embodiment, the image display, the status of the push button lamp, and the menu display when a bet operation and start switch operation are performed after the demo display are shown in a time chart (when a replay is not awarded), where (a) shows the recommended button press sequence and (b) shows the unrecommended button press sequence. [Figure 100] In the fourth embodiment, the image display, the status of the push button lamp, and the menu display are shown in the time chart when the start switch is operated 60 seconds after a replay is won, with (a) showing the recommended button press sequence and (b) showing the non-recommended button press sequence. [Figure 101] In the fourth embodiment, the image display, the status of the push button lamps, and the menu display are shown in the case where a bet operation is performed within 3 seconds after a complete stop and a start operation is performed 60 seconds after a complete stop, with (a) showing the recommended button press sequence and (b) showing the non-recommended button press sequence. [Figure 102]This is a flowchart showing the main processing in the fourth embodiment. [Figure 103] Figure 102 is a flowchart showing the process of setting the button press order instruction number in step S181. [Figure 104] This is a flowchart showing the process of setting the performance group number in step S182 of Figure 102. [Figure 105] This figure shows the relationship between the winning combination (biased combination) and the instruction monitor and image display in the fourth embodiment. [Figure 106] This is a flowchart showing the temporary storage process 1 in the fourth embodiment. [Figure 107] This is a flowchart following Figure 106. [Figure 108] Figure 107 shows another example flowchart. [Figure 109] This is a flowchart showing the temporary storage process 2 in the fourth embodiment. [Figure 110] This is a flowchart following Figure 109. [Figure 111] This is a side cross-sectional view of the slot machine in the fifth embodiment. [Figure 112] This is a block diagram illustrating the control of a slot machine in the fifth embodiment. [Figure 113] This is an explanatory diagram (1) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 114] This is an explanatory diagram (2) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 115] This is an explanatory diagram (3) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 116] This is an explanatory diagram (4) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 117] This is an explanatory diagram (5) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 118]This is an explanatory diagram (6) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 119] This is an explanatory diagram (7) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 120] This is an explanatory diagram (8) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 121] This is an explanatory diagram (9) of the gap between the medal selector and the chute member in the fifth embodiment. [Figure 122] This is a time chart (1) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 123] This is a time chart (2) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 124] This is a time chart (3) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 125] This is a time chart (4) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 126] This is a time chart (5) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 127] This is a time chart (6) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 128] This is a time chart (7) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 129] This is a time chart (8) showing the operation patterns when an error is detected and cleared in the fifth embodiment. [Figure 130] This is a time chart (1) showing the operation when the power is turned off during door open notification in the fifth embodiment. [Figure 131] This is a time chart (2) showing the operation when the power is turned off during door open notification in the fifth embodiment. [Figure 132]This is a time chart (3) showing the operation when the power is turned off during door opening notification in the fifth embodiment. [Figure 133] This is a time chart showing an example of error notification in the sixth embodiment. [Figure 134] This is a time chart showing example 2 of error notification in the sixth embodiment. [Figure 135] This is a time chart showing example 3 of error notification in the sixth embodiment. [Figure 136] This is a time chart showing an example (Example 4) in which a power outage occurs during the occurrence of the first error in the sixth embodiment. [Figure 137] In the sixth embodiment, this is a time cheat showing an example (R5) where a power outage occurs during the occurrence of the first error, and is a modified example of Figure 136. [Figure 138] This is a time chart showing example 6 of error notification in the sixth embodiment. [Figure 139] This is a time chart showing example 7 of error notification in the sixth embodiment. [Figure 140] This is a time chart showing example 8 of error notification in the sixth embodiment. [Figure 141] This is a time chart showing example 9 of error notification in the sixth embodiment. [Figure 142] This is an external perspective view showing a slot machine in the seventh embodiment. [Figure 143] In the seventh embodiment, the diagram shows a door key and a door key cylinder, where (a) is a front view showing the door cylinder and (b) is a side view showing the door key inserted into the door key insertion slot. [Figure 144] This is a front view showing the positional relationship between the door key insertion slot and the door key in the seventh embodiment. [Figure 145] In the seventh embodiment, (a) is a front view illustrating the various dimensions of the door key cylinder, and (b) is a top view and a side view showing the dimensions of the power plug. [Figure 146]This is a schematic diagram illustrating the locking device in the seventh embodiment, and is a front view seen from the inside of the front door towards the outside (player side). [Figure 147] In the seventh embodiment, this figure shows the state after the cam has been rotated 45 degrees counterclockwise from the state shown in Figure 146. [Figure 148] In the seventh embodiment, this figure shows the state after the cam has been rotated 45 degrees clockwise from the state shown in Figure 146. [Figure 149] This is a front view showing a structure in which the door key is locked in its position after the front door has been opened, according to the seventh embodiment. [Figure 150] In the seventh embodiment, the diagram shows a setting key and a setting key cylinder, where (a) is a side view showing the setting key inserted, and (b) is a side view showing the setting key rotated 90 degrees clockwise. [Figure 151] This figure shows the relationship between the rotation angle of the door key and the setting key and the rotational torque corresponding to the rotation angle in the seventh embodiment. [Figure 152] This figure shows the performance stage in the eighth embodiment. [Figure 153] This figure shows the types of presentations in the eighth embodiment. [Figure 154] This figure shows the event names, number of cuts, and number of branches for performance 01, performance 03, and performance 14 in the eighth embodiment. [Figure 155] This figure shows the event names, number of cuts, and number of branches for the eighth embodiment of the production 15, production 16, and production 17. [Figure 156] This figure shows the event names, number of cuts, and number of branches for performance 18, performance 20, performance 21, and performance 22 in the eighth embodiment. [Figure 157] This figure shows the event names, number of cuts, and number of branches for the eighth embodiment of the production 23, production 24, and production 25. [Figure 158] This is a block diagram showing a gaming machine (medalless gaming machine) in the ninth embodiment. [Figure 159]This is a flowchart showing the counting-related processing in the ninth embodiment. [Figure 160] This figure shows the changes in the number of icons in the pull-back zone in the tenth embodiment. [Figure 161] This flowchart shows the draw-back lottery process for the draw-back zone in the tenth embodiment. [Figure 162] In the tenth embodiment, this is a flowchart showing the determination of the continuation of the advantageous period in step S705 of Figure 161. [Figure 163] This flowchart shows the draw-back lottery process in the normal section in the 10th embodiment. [Figure 164] This flowchart shows the pullback lottery process in the transition preparation state in the 10th embodiment. [Figure 165] This is a flowchart showing the advantageous interval clear counter management process in the tenth embodiment. [Figure 166] This flowchart shows the flow of the display process for the demonstration image in the tenth embodiment. [Figure 167] This is a flowchart following Figure 166. [Figure 168] This is a flowchart showing the control process of the SP flag in the 10th embodiment. [Figure 169] This is a flowchart showing the flow of the sub-bonus transition process in the 10th embodiment. [Figure 170] In the 11th embodiment, this is a time chart showing the relationship between interrupt processing, the "1" / "0" data for the 1-3 bets, and the on / off state of the 1-3 bet indicator LEDs. [Figure 171] In the 11th embodiment, this is a time chart showing the relationship between the interrupt processing cycle "T1" and the time "T2" from the clearing of the bet count data when a replay is won until the "1" set of 1-3 bet lighting data. [Figure 172]In the 11th embodiment, this is a time chart showing the relationship between the interrupt processing period "T1" and the time "T3" from the 3-bet switch-on to the 1-bet lighting data "1" set. [Figure 173] In the 11th embodiment, this is a time chart showing the relationship between the interrupt processing period "T1" and the time "T3" from the 3-bet switch-on to the set of 1-bet lighting data "1". [Figure 174] Figure 67 is a flowchart showing the process during the main processing, specifically the medal payout (MS_WIN_PAY) in step S294 due to winning a prize. [Figure 175] In the 11th embodiment, this is a time chart showing the relationship between the interrupt processing period "T1" and the time "T6" from the payout data set to the addition of the credit count data "1". [Figure 176] Figure 67 is a flowchart showing the process in step S285 during the main processing, specifically the preparation for starting reel rotation. [Figure 177] In the 12th embodiment, this is a time chart showing the relationship between the length of the weight sound output when the start switch is operated before the minimum play time has elapsed and the length of the reel start sound output when the reels start to rotate. [Figure 178] This figure shows the relationship between the volume of the weight sound and the volume of the reel start sound in each volume setting in administrator mode and each volume setting in player mode in the 12th embodiment. [Figure 179] In the 12th embodiment, this is a time chart showing the relationship between the timing at which the bet sound output ends when the bet switch is operated and the timing at which the wait sound output starts when the start switch is operated before the minimum play time has elapsed. [Figure 180] This is a time chart showing that in the 12th embodiment, a random delay process is performed to randomize the rotation start timing of each reel when transitioning from a simulated game to the actual game, and a reel start sound is output when each reel starts rotating. [Figure 181]In the 12th embodiment, this is a time chart showing that when the start switch is operated before the shortest time elapsed before the reel starts rotating, the start of reel rotation is delayed until the shortest time has elapsed, and a weight sound is output during that time. [Figure 182] This is a perspective view of the slot machine in the 13th embodiment, as seen from the front. [Figure 183] This is a side cross-sectional view of the slot machine in the 13th embodiment. [Figure 184] This figure shows the medal selector and return member in the 13th embodiment, and is a front view of the back of the front door. [Figure 185] In the 13th embodiment, this is an explanatory diagram showing the on / off state of the passage sensor when a medal passes through the medal passage. [Figure 186] This is an explanatory diagram of the state of the movable member of the medal selector and the passage sensor in the 13th embodiment, with the left side panel of the cabinet facing downwards. [Figure 187] This is a rear view of the return member in the 13th embodiment. [Figure 188] This is a left side view of the return member in the 13th embodiment. [Figure 189] This is a rear view of the return member in the 13th embodiment, with the left side panel of the cabinet facing downwards. [Figure 190] This is a left side view of the return member in the 13th embodiment, with the back panel of the cabinet facing downwards. [Figure 191] This is a front view and an enlarged view of section A of the slot machine in the 13th embodiment. [Figure 192] This is a side cross-sectional view of a slot machine in the 13th embodiment, showing the flow of liquid introduced from the coin slot with arrows. [Figure 193] This is a block diagram illustrating the control of a slot machine in the 14th embodiment. [Figure 194] This is an external perspective view of the slot machine in the 14th embodiment. [Figure 195] This is an explanatory diagram of a roulette display with three squares in the 14th embodiment. [Figure 196] This is an explanatory diagram of a roulette display with four squares in the 14th embodiment. [Figure 197] This figure shows an example of an image display of a roulette animation with three squares in the 14th embodiment. [Figure 198] This figure shows an example of an image display of a roulette animation with four squares in the 14th embodiment. [Figure 199] In the 14th embodiment, this figure shows the relationship between the time it takes for the effect display to complete one rotation of the three squares in a roulette animation and the blinking time interval of the effect display when it stops. [Figure 200] In the 14th embodiment, this figure shows the relationship between the time it takes for the effect display to complete one rotation of the squares in a roulette animation with four squares, and the flashing time interval of the effect display when it stops. [Figure 201] This figure shows the relationship between the time required for the effect display to move one square in a roulette animation with three squares, and the blinking time interval of the effect lamp, etc., in the 14th embodiment. [Figure 202] This figure shows the relationship between the time required for the effect display to move one square in a roulette animation with four squares, and the blinking time interval of the effect lamp, etc., in the 14th embodiment. [Figure 203] In the 14th embodiment, the roulette display has three squares and is a time chart that shows the relationship between the on / off status of the effect display and the on / off status of each switch. [Figure 204] In the 14th embodiment, the roulette display has four squares and is a time chart that shows the relationship between the on / off status of the effect display and the on / off status of each switch. [Figure 205] This figure shows the types of setting values ​​and the payout rate in the 14th embodiment. [Figure 206] This figure shows a table of values ​​for the effects related to the set values ​​in the 14th embodiment. [Figure 207] This flowchart shows the setting increase confirmation process in the 14th embodiment. [Figure 208] This figure shows the types of setting values ​​and payout rates when setting 3 is eliminated and setting L is provided in the 14th embodiment. [Figure 209] This figure shows a table of placement values ​​for the presentation related to the setting values ​​in the 14th embodiment, where setting 3 is eliminated and setting L is provided. [Figure 210] This figure shows the back surface of the front door in the 14th embodiment. [Modes for carrying out the invention]

[0008] In this specification, the meanings of the terms are as follows: "Bet" means to wager tokens (game currency) in order to play the game. To bet tokens, one either inserts actual tokens into the token slot 47 or operates the bet switch 40 to bet tokens that have been credited (stored). On the other hand, "credit" (also called "storage") differs from the above "bet" and refers to the storage of tokens inside the slot machine 10. In this specification, when "credit" is used, it does not include "bet". Furthermore, "insert" means to bet or credit tokens. Also, "specified number" refers to the number of bets that can be used to start (execute) the game in question. For example, in a game with a specified number of "2" or "3", the game can be started with either a bet of "2" or "3", but it is not possible to play with a bet of "1". For convenience of explanation, "specified number" may also be referred to as "number of bets". On the other hand, "number of bets" may also refer to a number other than the "specified number". For example, in a game with a set number of bets of "2" or "3", the number of bets at the moment one token is inserted (before the game starts) is "1" (the number bet at that time).

[0009] "Insertion" refers to the player inserting tokens into the token slot 47 (described later). "Insertion bet" refers to the player placing a bet by inserting tokens into the token slot 47. "Insertion credit" refers to the player crediting (adding credits) tokens by inserting tokens into the token slot 47.

[0010] "Bet medals" refers to medals that have been bet. "Stored medals" refers to medals that are credited (stored). "Stored bet" refers to a player operating the bet switch 40 (described later) to bet some or all of the credited medals within the range that can be bet in that game in order to play the game. "Automatic bet" refers to the automatic betting of the number of medals that were bet in the previous game by the control processing of the slot machine 10 when a replay is won. Here, when a combination of symbols corresponding to a small win is displayed as stopped (meaning that it has stopped on an active line; the same applies hereinafter), it is referred to as "winning a small win". On the other hand, in the "Rules concerning the certification and type approval of gaming machines, etc." (hereinafter simply referred to as "the Rules"), when a combination of symbols corresponding to a replay is displayed as stopped, it is interpreted as the activation of a condition device related to replaying and not as "winning". However, in this application (and this specification), replays are also treated as one of the winning combinations (re-play winning combination), and the stopping display of a symbol combination corresponding to a replay may be referred to as "winning a replay." "Settlement" means paying out bet tokens and / or stored tokens to the player. In this embodiment, the settlement process is executed when the settlement switch 43 (described later) is operated.

[0011] "Payout" refers to distributing medals to the player based on winning combinations, or distributing medals based on the above settlement. When distributing medals to the player based on winning combinations, it includes both storing them as credits (adding stored medals, in other words, updating the electronic data stored in RWM53 (described later)) and actually distributing medals from the payout slot (not shown). Medal payouts are controlled to credit up to a maximum of "50" medals, and any medals exceeding the "50" credit limit are actually distributed to the player. Note that "payout" may also be referred to as "grant." Therefore, "number of payouts" may also be referred to as "number of grants."

[0012] In this embodiment, the "game medium" is a medal, but in the case of, for example, an enclosed (ECO) game machine, electronic information (electronic medals, electronic data) is used as the game medium. "Electronic information" refers to the information that, for example, when money (banknotes) is inserted into a dispensing machine, is converted into electronic information corresponding to that money, and part or all of that electronic information can be credited to the game machine as a game medium for playing games. The "game medium" may also be referred to as "game value."

[0013] Furthermore, when the game medium is electronic information, "paying out medals" means crediting (adding) the medals to the game medium credit device installed in the game machine. Therefore, "paying out medals" does not only mean actually dispensing medals from the hopper 35 (described later), but also includes the process of crediting (adding) the electronic information corresponding to the winning combination to the game medium credit device.

[0014] When a game progresses as "N-1" game, "N" game, "N+1" game, ... (where "N" is an integer greater than or equal to 2), if the current game is "N" game, the "N" game is referred to as the "current game". The "N-1" game is referred to as the "previous game". Furthermore, the "N+1" game is referred to as the "next game".

[0015] In this specification, numbers with "(B)" appended to the end (especially the 8-bit portion) represent binary numbers. Similarly, numbers with "(H)", "H", or "h" appended to the end represent hexadecimal numbers. Specifically, for example, the number "16" in decimal is written as "00010000(B)" in binary and as "10(H)", "10H", or "10h" in hexadecimal. In addition, numbers that represent decimal numbers are written as "16(D)" as needed. However, when it is clear whether a number is binary, decimal, or hexadecimal, the suffix "(B)", "(D)", "(H)", "H", or "h" may be omitted, respectively.

[0016] Furthermore, the probability that the desired symbol to be displayed on the active line can be stopped on the active line during the time from the moment the stop switch 42 is operated until the reel 31 stops (maximum number of movement frames) is called the "pull-in rate (PB)". If the stop switch 42 is not operated at the appropriate position of the reel 31 (at an operating timing that allows the target symbol to be stopped on the active line within the range of the maximum number of movement frames), it is said that the target symbol cannot be stopped on the active line (pulled in to the active line), which is referred to as "PB ≠ 1". Conversely, if the target symbol can always be stopped on the active line (pulled in) regardless of the position of the reel 31 at the moment the stop switch 42 is operated (regardless of the timing of the stop switch 42 operation), it is said that "PB = 1".

[0017] Furthermore, the "operational mode" of the stop switch 42 refers to the order in which the stop switch 42 is pressed, and / or the timing of the operation (the timing of pressing the stop switch so that the target symbol stops on an active line). Moreover, the "advantageous operational mode" of the stop switch 42 refers to an operational mode in a game where the operational mode of the stop switch 42 results in an advantage or disadvantage in the game outcome (the combination of symbols that stops on an active line), where a combination of symbols that has a payout or a large payout is stopped, where a combination of symbols that transitions to an advantageous RT (Replay Time) (upgrade) is stopped, or where a combination of symbols that does not transition to an unfavorable RT (Replay Time) is stopped. The "advantageous operational mode" is also called the correct operational mode or the correct pressing order.

[0018] "Games in which the outcome of the game is advantageous or disadvantageous depending on the operation of the stop switch 42" refers to, for example, a game in which multiple types of small wins (bells) with different payout amounts are won simultaneously (a game in which a so-called "ordered bell" is won), in which the small wins that are awarded depend on the operation of the stop switch 42 ( This corresponds to cases where the types of bells are different (the number of payouts is different). Also, for example, in games where multiple types of replays are won (when overlapping replays are won; so-called "ordered replays"), the RT (Replay Time) transitions depending on the type of replay won.

[0019] The "instruction function" refers to the function that instructs the player on how to operate the stop switch 42. In principle, the instruction function is a function that instructs the player on how to operate the stop switch 42 in a way that is advantageous to them. In other words, the "instruction function" refers to a device that makes it easier to win prizes. Furthermore, "display" means making the content of the "instruction" visible, and "notification" means informing the player of the content of the instruction. Therefore, the "instruction function" is both a "display function" and a "notification function".

[0020] Furthermore, notification of the operation mode of the stop switch 42 may not be limited to notification of the most advantageous operation mode. And, notification of the most advantageous operation mode of the stop switch 42 may be considered "activation of the instruction function," but notification of any operation mode, including the most advantageous operation mode of the stop switch 42, may also be considered "activation of the instruction function." For example, suppose that there are 6 possible order of push-button bells, and the payout when the push-button bell is won will be 1, 3, 4, 10 coins, or a miss (no win), depending on the order of push-buttons. Here, notification of the order of push-buttons to win a 10-coin payout is notification of the most advantageous operation mode of the stop switch 42, and of course, it falls under "activation of the instruction function." On the other hand, notification of the order of push-buttons to win a 1-coin payout, a 3-coin payout, or a 4-coin payout may or may not be considered "notification of an advantageous operation mode (activation of the instruction function)."

[0021] The sequence of buttons to get a 4-coin payout is not the most advantageous because it does not result in a 10-coin payout. However, since the payout is 4 for a bet of 3, the net number of coins for that game is +1, so it is an operation that increases the net number of coins and is not necessarily an unfavorable operation. Similarly, the sequence of buttons to get a 3-coin payout is not the most advantageous because it does not result in a 10-coin payout. However, since the payout is 3 for a bet of 3, it is an operation that maintains the current net number of coins (does not decrease the net number of coins), so it is not necessarily an unfavorable operation.

[0022] Furthermore, the sequence of button presses used to win a single-coin payout is not the sequence used to win a ten-coin payout, and therefore is not the most advantageous operation. Moreover, the payout is 1 for a bet of 3, which reduces the net number of coins won. However, it can also be said that this operation avoids missing out on winning combinations, so it may not be an entirely disadvantageous operation.

[0023] In this embodiment, when the push-order bell is won, the instruction function is activated to notify the operation pattern (correct push order) that results in the winning combination with the highest payout. However, for example, when the end condition of the advantageous period is approaching, when the push-order bell is won, it is conceivable to control the system so that the number of winning tokens remains approximately the same, by notifying the push order that results in, for example, a 3-coin or 4-coin combination, as described above.

[0024] Furthermore, in this embodiment, the operation of the instruction function is limited to one predetermined number. For example, suppose the predetermined number for activating the instruction function is set to "3". In this case, in a game with a predetermined number of "2" or "3" during AT, if the game is started with a bet of "3" and a push-order bell is won, the instruction function can be activated. On the other hand, if the game is started with a bet of "2", the instruction function cannot be activated even if a push-order bell is won.

[0025] The "game section" comprises a "normal section (non-advantageous section)" and an "advantageous section." While 5.9-generation machines included a "standby section" (a game section where the advantageous section lottery was won but the game had not yet transitioned to the advantageous section), current 6th-generation machine regulations do not include a "standby section," etc. However, other game sections besides the normal section and the advantageous section may also be included. The "normal section" refers to a game section that prohibits the transmission of signals related to the instruction function, specifically the push-order instruction number and the winning and replay condition device number (information that can determine the correct push order) to peripheral boards (for example, the sub-control board 80), and does not affect the performance of the instruction function in any way (does not execute processing related to the instruction function). In other words, the normal section is a game section where the operation method cannot be notified. However, in addition to the lottery for winning combinations, it can determine whether or not to transition to the advantageous section (lottery, etc.).

[0026] In normal operation, the instruction function must not be activated. Therefore, it is not possible to display button press order instruction information on a predetermined display device (such as an LED) electrically connected to the main control board 60, and since signals related to the instruction function are not transmitted to peripheral boards, it is also not possible to display (notify) advantageous operating modes on the image display device 23 electrically connected to the sub-control board 80.

[0027] On the other hand, the "advantageous section" refers to a game section that has the capability to perform instruction functions (where the instruction functions may be activated). Specifically, when the instruction functions are activated, the main control board 60 displays push-order instruction information so that the instruction content (operation method of the stop switch 42) can be identified, and only then can it transmit signals related to the instruction functions to the sub-control board 80. In other words, the advantageous section is a game section in which the instruction functions can be performed (where the instruction functions may be activated), that is, a game section in which the operation method of the stop switch 42 can be displayed (or may be displayed). However, the sub-control board 80 cannot output any effects that contradict the instructions given by the main control board 60 or the signals related to the instruction functions it has received.

[0028] Furthermore, during the advantageous period, even in games where the operation of the stop switch 42 can result in an advantageous or disadvantageous outcome, the instruction function does not need to be activated. On the other hand, during the advantageous period, in games where the operation of the stop switch 42 can result in an advantageous or disadvantageous outcome, the instruction function may always be activated to display the operation of the stop switch 42. AT (Notification Game State) is a game state in which the operation of the stop switch 42 is notified in games where the operation of the stop switch 42 can result in an advantageous or disadvantageous outcome. Therefore, AT is always during the advantageous period, and AT is never executed during the non-advantageous period.

[0029] Furthermore, in games where the operation of the stop switch 42 can result in an advantage or disadvantage to the game outcome, the AT may always (100%) notify the operation of the stop switch 42. However, in order to keep the payout rate within the range stipulated by the regulations for a predetermined period, it is also conceivable that the operation of the stop switch 42 may not be notified, even in games where the operation of the stop switch 42 can result in an advantage or disadvantage to the game outcome. For example, if the AT is approaching its termination condition, it may be conceivable that the operation of the stop switch 42 may be temporarily notified (the instruction function may not be activated) in order to extend the life of the AT.

[0030] Furthermore, the relationship between the advantageous period and the AT (Attack Time) can be set in various ways. For example, firstly, it can be set to "advantageous period = AT". In this case, winning the advantageous period and winning the AT are equivalent. The AT starts from the first game of the advantageous period. The AT also ends when the advantageous period ends.

[0031] Secondly, the setting "AT ≠ advantageous period" is also possible. In this case, simply transitioning to the advantageous period does not satisfy the conditions for starting (executing) the AT. Instead, whether or not to execute the AT is determined by lottery or other means, based on whether the player is in the advantageous period. If it is decided to execute the AT, the AT will be executed until the predetermined termination conditions for that AT are met. If the player is not in the AT state when transitioning to the advantageous period, the main game state may be set to a normal period, a pre-announcement period, a CZ (chance zone (a period in which it is easier to win the AT)), etc.

[0032] When transitioning to a pre-announcement phase after winning an AT, it is possible to always transition to a genuine pre-announcement phase, and then transition to the AT after the predetermined number of games in the genuine pre-announcement phase have ended. Alternatively, it is possible to determine whether it is a genuine pre-announcement phase or a false pre-announcement phase by lottery or other means, and if it is determined to be a genuine pre-announcement phase, the transition to the AT may occur after the genuine pre-announcement phase has ended. Furthermore, if it is determined to be a false pre-announcement phase, after the false pre-announcement phase has ended, the advantageous section may be maintained, or the transition to the normal section may occur. In addition, when the conditions for ending the AT are met, both the AT and the advantageous section may be terminated. Alternatively, if the AT ends but the conditions for ending the advantageous section are not met, the advantageous section may be continued (not AT and in the advantageous section). The same applies when the AT is started at the same time as the advantageous section.

[0033] Furthermore, the number of games to be played in the advantageous period is determined when the advantageous period begins, and no lotteries or other actions related to the advantageous period are performed during that period. Moreover, the initial number of games to be played in the advantageous period is determined when the advantageous period begins, and during the advantageous period, a decision (lottery, etc.) is made as to whether or not to add (add) the remaining number of games to the advantageous period. Furthermore, predetermined termination conditions are set for the advantageous period, and when the predetermined termination conditions for the advantageous period are met, the advantageous period ends at that point, even if there are remaining games to be played in the advantageous period (or remaining games to be played in the AT).

[0034] Here, the "predetermined termination conditions" for the advantageous period include, for example, the difference counter value (described later) exceeding "2400(D)" or the advantageous period clear counter (remaining number of plays in the advantageous period) reaching "0". When either of these conditions is met, it is determined that the termination conditions for the advantageous period have been met, and the game transitions to the normal period (non-advantageous period) from the next game. In this case, even if the last game was an AT (Attack Time), the AT also ends at the same time as the advantageous period ends.

[0035] During the advantageous period, the advantageous period indicator LED (also called the "period indicator") 77 (see, for example, Figure 58 below; segment P of digit 4 (the lower digit of the acquired number indicator LED 78)) may be lit to inform the player that they are in the advantageous period. However, the system is not limited to this, and the advantageous period indicator LED 77 may not be provided, and the player may not be informed that they are in the advantageous period. The advantageous period indicator LED 77 may be kept lit at all times during the advantageous period, or it may be lit after transitioning to the advantageous period when predetermined lighting conditions are met. Here, "predetermined lighting conditions" include, for example, when the instruction function is activated in a game state where the advantageous period is in place and the period Sim payout rate exceeds "1". Once the advantageous period indicator LED 77 is lit, it remains lit throughout the advantageous period.

[0036] Furthermore, the "Section Sim (Simulation) Payout Rate" is the payout rate assuming that the symbol combination corresponding to the winning combination will always be displayed (even when a combination with "PB≠1" is won, the symbol combination corresponding to that combination will be displayed), and that if there are multiple types of symbol combinations corresponding to the winning combination, the symbol combination that is most advantageous to the player (in the case of a push-order bell win, the high-payout bell) will be displayed. The calculation of the Section Sim Payout Rate does not include payouts (number of balls) from the activation of special features (such as 1BB activation). Also, in a game in which a replay is won, if the bet is "3", the number of payouts is counted as "0", and in a subsequent game based on the replay win (the next game after the game in which the replay was won), the bet is "0" and the payout is calculated as "x" ("x" is the number of payouts in that game). Alternatively, the number of payouts for the game in which a replay was won and the bet for the next game may not be counted. Furthermore, "a game state in which the section Sim payout rate exceeds '1'" refers to RTs or main game states that are set so that the section Sim payout rate exceeds '1'. Here, an example of an RT in which the section Sim payout rate exceeds '1' is an RT in which the probability of winning a replay is set to be high. Also, as a main game state, normally, CZ (Challenge Zone) Assuming that there are zones, ATs, and pullback zones, the main game state in which the zone Sim payout rate exceeds "1" is the AT.

[0037] When the advantageous period indicator LED 77 is lit, the advantageous period ends, more specifically, in the final game of the advantageous period, for example, during the game end check process described later, or during the game start set process for the next game after the final game of the advantageous period, the advantageous period indicator LED 77 is turned off. When the conditions for ending the advantageous period are met, the advantageous period indicator LED flag initialization process described later is executed, and the advantageous period indicator LED 77 is turned off in the subsequent interrupt process.

[0038] "Processing related to the advantageous period" includes, for example, the following processes: 1) Drawing for the (transition) of the advantageous period 2) Updating the advantageous period clear counter (subtraction, clear) 3) Updating the difference counter (calculation, clear) 4) Updating the advantageous period type flag 5) Controlling the advantageous period display LED 77 (updating the advantageous period display LED flag)

[0039] Furthermore, "processing related to the instruction function" includes, for example, the following processes: 1) Display of button press order instruction information (operation of the instruction function) 2) AT lottery 3) In the case of a game count management type AT (a specification in which the AT ends when the remaining number of plays becomes "0"), updating the AT play count counter (subtraction, addition, clear) 4) In the case of a difference in tokens management type AT (a specification in which the AT ends when the remaining difference in tokens becomes "0"), updating the AT difference in tokens counter (subtraction, addition, clear)

[0040] Furthermore, under current regulations, the processing related to the advantageous period and the processing related to the instruction function can both be executed with a single specified number in a single game state (RT), except as follows. Therefore, in this embodiment, the processing related to the advantageous period and the processing related to the instruction function are made executable with a specified number of "3", and the processing related to the advantageous period and the processing related to the instruction function are made executable with a specified number of "2". However, during the advantageous period, the updating of the advantageous period clear counter and the updating of the difference counter must be executed regardless of the specified number.

[0041] Furthermore, it may be stipulated that when the winning combination lottery result is not a win, in other words, when the condition device is not activated, the processing related to the advantageous section (advantageous section transition lottery) will not be executed. However, it is not limited to this, and the processing related to the advantageous section may be executed even if the winning combination lottery result is not a win. On the other hand, even if the winning combination lottery result is not a win, if the probability of not winning is above a predetermined value (not an extremely low probability; for example, "1 / 17500" or higher), the processing related to the instruction function (AT lottery processing) may be made executable.

[0042] Furthermore, if the advantageous section transition lottery (processing related to the advantageous section) is executed and the player wins the advantageous section transition lottery, the advantageous section will be activated from the next game. Therefore, in a game in which the advantageous section transition lottery (processing related to the advantageous section) is executed and the player wins the advantageous section, the notification of the correct button press order (processing related to the instruction function) cannot be executed. However, it is permissible to perform both the advantageous section transition lottery (processing related to the advantageous section) and the AT lottery (processing related to the instruction function) in the same game. Moreover, for example, if a specific role lottery result is achieved, the player may be determined to be in the advantageous section and enter AT (without executing the lottery).

[0043] The management information display LED (also called the "Ratio Monitor" or "Ratio Display") 74 consists of, for example, four LEDs, and is composed of a two-digit identification segment (an LED that displays which of the following five items it is using a predetermined symbol, etc.) and a two-digit ratio segment (an LED for displaying the calculated ratio).

[0044] The management information display LED74 repeatedly displays the ratios of the following five items 1) to 5) at predetermined intervals: 1) Cumulative advantageous section ratio (7U.) or cumulative bonus item ratio (7P.) 2) Consecutive bonus item ratio (6000 games) (6y.) 3) Bonus item ratio (6000 games) (7y.) 4) Cumulative consecutive bonus item ratio (6A.) 5) Cumulative bonus item ratio (7A.)

[0045] For example, when displaying the cumulative payout ratio, if the ratio is "50%", the symbol "7A." indicating the cumulative payout ratio is displayed on the identification segment, and "50" is displayed on the ratio segment. Here, "cumulative" refers to the sum of the numbers that have been continuously counted up to that point, and in this embodiment, it is counted until it reaches at least "175,000" game plays. When the cumulative number of games is less than "175,000", the ratio is displayed by, for example, a blinking display, and when it is "175,000" or more, the ratio is displayed by, for example, a steady display. The cumulative number of games continues to be added even after it reaches "175,000", until it reaches a value (upper limit) that can be stored in a predetermined address of the RWM53. Also, "6,000 games" refers to the total number of games played, with one set being "400" games, and 15 sets being the sum of those games.

[0046] The "advantageous period ratio" refers to the ratio (percentage) of time spent in the advantageous period relative to the total number of game periods (non-advantageous period + advantageous period). Specifically, for example, if the total number of games played in the entire game period is "1000" and the number of games played in the advantageous period during that time is "700", the advantageous period ratio will be "70%". The "instruction-included bonus ratio" is the value obtained by dividing the sum of the number of payouts when a bonus is activated and the number of payouts in games where the instruction function was activated by the total number of payouts. In slot machines without bonuses, the "instruction-included bonus ratio" is the value obtained by dividing the number of payouts in games where the instruction function was activated by the total number of payouts. The sum of the number of payouts when a bonus is activated and the number of payouts in games where the instruction function was activated is counted by the instruction-included bonus counter.

[0047] Furthermore, the "number of payouts in a game where the instruction function is activated" is calculated based on operating the stop switch 42 according to the button press sequence displayed by the activation of the instruction function. For example, if 10 bells are won, "10" is added to the instruction-included prize counter. Conversely, in a game where the instruction function is activated, if the stop switch 42 is operated in a different sequence than the displayed sequence, and for example, 1 bell is won, "1" is added to the instruction-included prize counter. Similarly, in a game where the instruction function is activated, if the stop switch 42 is operated in a different sequence than the displayed sequence, and a winning combination is missed (no combination is won), nothing is added to the instruction-included prize counter. In other words, the count value remains the same as the previous game.

[0048] Furthermore, when a common bell is won during AT, the instruction function is activated in the same way as when a push-order bell is won, and either push-order instruction information (dummy) is displayed on the acquired count display LED 78, or the instruction function is not activated. If the instruction function is activated when a common bell is won, the number of payouts for that game is added to the instruction-included prize counter.

[0049] On the other hand, if a common bell is won and the instruction function is not activated, the payout for that game will not be added to the instruction-included prize counter. However, it will be added to the total payout counter. In this case, the sub-control board 80 also provides notification of the correct button press order by image or sound.

[0050] The "continuous bonus payout ratio" refers to the ratio of the number of payouts when a Type 1 Special Bonus (RB) is activated to the total number of payouts. Therefore, in this embodiment, it refers to "the number of payouts during 1 BB activation relative to the total number of payouts." For example, if the total number of payouts in 6000 games is 2000 coins, and of those, the number of payouts when a Type 1 Special Bonus (RB) is activated is 500 coins, then the "continuous bonus payout ratio (6000 games)" is 25%.

[0051] Furthermore, "bonus feature ratio" refers to the ratio of payouts when a bonus feature is activated to the total payouts. Here, "bonus feature" includes the above-mentioned Type 1 special bonus feature, as well as Type 2 special bonus features (CB), MB (also called 2BB; Type 2 bonus feature continuous activation device; CB operates continuously), and SB (Single Bonus). In addition, for any of the above five items, if the gaming machine does not have the function corresponding to that item, the ratio segment will light up as "--". For example, if the machine does not have "RB (Type 1 special bonus feature)", there is no continuous bonus feature ratio, so when ratio display numbers "2" and "4" are displayed, the ratio segment will light up as "--". As described above, the management information display LED 74 displays five types of ratios, but a test pattern will be displayed at a predetermined timing when certain conditions are met.

[0052] Furthermore, the rules stipulate that the ratio of the advantageous period and the ratio of the bonus features including instructions should be 70% or less. The rules also state that the bonus feature ratio should be 70% or less, and the ratio of consecutive bonus features should be 60% or less. Therefore, by looking at the information displayed on the management information display LED74, it is possible to confirm whether or not the information falls within the legal limits.

[0053] Furthermore, gaming machines with a specification that sets the advantageous period ratio to 70% or less are called "7U" type, and gaming machines with a specification that sets the instruction-included bonus ratio to 70% or less are called "7P" type. Gaming machines equipped with an advantageous period will be either "7U" type or "7P" type. In the case of "7U" type, the advantageous period ratio (cumulative) is displayed on the management information display LED 74, and in the case of "7P" type, the instruction-included bonus ratio (cumulative) is displayed. In the "7U" type, the ratio of the advantageous period to the total gaming period must be 70% or less, but in the "7P" type, the number of payouts issued by the operation of instruction functions and bonus operation must be 70% or less of the total payouts, for example, the entire period of the gaming period, or almost the entire period, may be an advantageous period.

[0054] For example, when transitioning to a non-advantageous period, the settings could be configured to guarantee a win in the advantageous period lottery with 100% probability, to guarantee a win in the advantageous period lottery with nearly 100% probability (for example, around 98%), or to guarantee a win in the advantageous period lottery with a high probability (for example, 70%). The "7U" type cannot perform processing related to the instruction function (for example, AT lottery) by referring to the setting value itself, but the "7P" type can perform processing related to the instruction function by referring to the setting value itself.

[0055] Furthermore, the management information display LED 74 can also be applied to pachinko gaming machines as a performance display monitor. In this case, the management information display LED 74 (performance display monitor) consists of a two-digit identification segment and a two-digit ratio segment, similar to the case of slot machines (revolving gaming machines). It sequentially displays the real-time (currently being measured) base value for every 60,000 out balls (the "base value" indicates how many safe balls there are for every 100 out balls), and the base values ​​for the previous 60,000, 2, and 3 cycles. For example, the identification segment for the real-time base value is displayed as "bL.", the identification segment for the base value from the previous cycle is displayed as "b1.", the identification segment for the base value from 2 cycles ago is displayed as "b2.", and the identification segment for the base value from 3 cycles ago is displayed as "b3.". Thus, the management information display LED 74 can be applied not only to slot machines but also to pachinko gaming machines.

[0056] "RT" means that the types (number) of roles to be drawn and their winning probabilities are specific to that particular drawing state. "RT transition" means that by transitioning from one RT to another, the winning probability of at least one of the replays to be drawn changes. Therefore, the types of replays and their winning probabilities in one RT are values ​​specific to that RT, and the types of replays and their winning probabilities will never be exactly the same in one RT and another RT. However, it is acceptable for the combined winning probabilities of replays to be the same in one RT and another RT. Note that "non-RT" does not mean that it is not included in the concept of RT, but is equivalent to "RT0". Therefore, when "RT" is used in this specification, it includes non-RTs.

[0057] <First Embodiment> The first embodiment will be described below with reference to the drawings, etc. Figure 1 shows a slot machine 10, which is an example of a gaming machine in the first embodiment. This is a block diagram illustrating the control system. A typical control board provided in the slot machine 10 is a main control board 50 and a sub-control board 80. The main control board 50 has an input port 51 and an output port 52, and is equipped with an RWM 53, ROM 54, main CPU 55, etc. (This does not mean that it is equipped with only those shown in Figure 1).

[0058] In Figure 1, the main control board 50 and peripheral devices for game progression, including operation switches such as the bet switch 40, are electrically connected via input ports 51 and output ports 52. The input port 51 is a connection point to which signals from operation switches and the like are input, and the output port 52 is a connection point to which signals are transmitted to peripheral devices such as the motor 32. In Figure 1, input peripheral devices are indicated by arrows pointing from the peripheral device toward the main control board 50, and output peripheral devices are indicated by arrows pointing from the main control board 50 toward the peripheral device (the same applies to the sub-control board 80).

[0059] RWM53 is a storage medium capable of storing (updating) various data (variables) based on the progress of the game. ROM54 is a storage medium that stores programs and various data (for example, data tables) necessary for the progress of the game. Main CPU55 refers to a CPU (IC with arithmetic functions) provided on the main control board50, which executes programs and performs calculations necessary for the progress of the game, specifically performing tasks such as drawing winning combinations, controlling the drive of the reels 31, and paying out winning combinations.

[0060] Furthermore, the main control board 50 is equipped with an MPU including an RWM 53, ROM 54, main CPU 55, and registers. Note that the RWM 53 and ROM 54 may be provided externally in addition to being mounted inside the MPU. Similarly, the sub-control board 80, which will be described later, is equipped with an MPU including an RWM 83, ROM 84, and sub-CPU 85. Note that the RWM 83 and ROM 84 may be provided externally in addition to being mounted inside the MPU.

[0061] In Figure 1, the medals inserted through the medal slot 47 are sent inside the medal selector. Inside the medal selector, as shown in Figure 1, there is a passage sensor 46, a blocker 45, and an insertion sensor 44 (a pair of insertion sensors 44a and 44b) (but not limited to these), which are electrically connected to the main control board 50. The medals inserted through the medal slot 47 are first detected by the passage sensor 46.

[0062] Furthermore, a blocker 45 is provided downstream of the passage sensor 46. The blocker 45 is for allowing / denying the insertion of medals. When medal insertion is denied, it forms a medal passage that returns medals inserted from the medal slot 47 to the payout slot. Conversely, when medal insertion is permitted, it forms a medal passage that guides medals inserted from the medal slot 47 to the hopper 35. The blocker 45 consists of, for example, a switching member that blocks an opening (an opening leading to the medal return slot) formed in a part of the medal passage within the medal selector to form a medal passage that guides medals towards the hopper 35, and an actuator for driving the switching member.

[0063] Here, the blocker 45 prohibits the insertion of tokens during gameplay (from the start of reel 31 rotation until all reels 31 stop, and until the end of the payout corresponding to the winning combination when a combination is achieved). In other words, the blocker 45 only permits the insertion of tokens when gameplay is not taking place.

[0064] Within the medal selector, further downstream of the blocker 45, is an insertion sensor (optical sensor) 44. In this embodiment, the insertion sensor 44 consists of a pair of insertion sensors 44a and 44b arranged at a predetermined distance apart, and is configured so that a medal is detected by one insertion sensor 44a, and then detected by the other insertion sensor 44b after a predetermined time has elapsed. Based on the timing of when the pair of insertion sensors 44 are turned on and off, it is determined whether or not the correct medal has been inserted.

[0065] Furthermore, as shown in Figure 1, the main control board 50 is electrically connected to the following operating switches for the player: a bet switch 40 (40a or 40b), a start switch 41, (left, center, right) stop switches 42, and a payout switch 43. Here, "operating switch" (or simply "switch") refers to a device (including electrical circuits and / or electrical components) that switches an electrical signal on / off based on the operation of an operating body by the player (operator) (receiving external force), and does not limit the shape of the operating body operated by the player.

[0066] When the operation switch is in the off state, for example, light from the light-emitting element continues to enter the light-receiving element (when the light-receiving element continues to detect light, the operation switch is in the off state). When the operation switch (operating body) is operated by a player or the like, light from the light-emitting element stops entering the light-receiving element. When this state is detected, an electrical signal indicating that the operation switch has been turned on is transmitted to the main control board 50. Alternatively, the operation switch may be configured such that when it is in the off state, light from the light-emitting element does not enter the light-receiving element, and it turns on when light from the light-emitting element enters the light-receiving element.

[0067] In this embodiment, the operating body of the start switch 41 is lever-shaped (and therefore also referred to as the "start lever (switch) 41"), and the operating bodies of the bet switch 40, stop switch 42, and settlement switch 43 are push buttons (and therefore also referred to as the "bet button (switch) 40," "stop button (switch) 42," and "settlement button (switch) 43").

[0068] Furthermore, although not shown in Figure 1, an LED (light-emitting means) is provided on and / or around or near the operating body of the operating switch. When the operation of the operating switch is permitted, for example, the LED corresponding to the operating switch emits blue light, and when the operation of the operating switch is not permitted, for example, the LED of the operating switch emits red light, thereby indicating the permitted / not permitted state of the operating switch to the player.

[0069] Specifically, for example, when all reels 31 are rotating and the stop switches 42 are ready to be operated, the LEDs of all stop switches 42 illuminate blue to indicate to the player that they are operational. When one stop switch 42 is operated, the reel 31 corresponding to the operated stop switch 42 is stopped. The remaining stop switches 42 become operational only after the excitation state of the motor 32 corresponding to the stopped reel 31 has ended and the detection sensor 42e of the operated stop switch 42 has turned off. Therefore, during this time, the LEDs of all stop switches 42 illuminate red. When the excitation state of the motor 32 corresponding to the operated stop switch 42 has ended and the detection sensor 42e corresponding to that stop switch 42 has turned off, the LEDs of the already operated stop switches 42 remain red, while the LEDs of the stop switches 42 that have not yet been operated illuminate blue.

[0070] The bet switch 40 is an operating switch that is operated by the player when betting stored tokens for the current game. In this embodiment, there is a 1-bet switch 40a for inserting one token and a 3-bet switch 40b for inserting three tokens (maximum number, specified number). However, it is not limited to this, and a bet switch for 2-token betting may also be provided.

[0071] Furthermore, the prescribed number may, for example, be predetermined depending on whether the special feature is not activated or is activated. In this case, for example, it may be set to 3 coins when the special feature is not activated, when SB is activated, or when 1BB is activated, and 2 coins when 2BB is activated. 2 coins can be inserted by operating the 1-bet switch 40a twice, and 3 coins can be inserted by operating it three times. Also, when the prescribed number is 3, 3 coins can be inserted at once by operating the 3-bet switch 40b, and when the prescribed number is 2, 2 coins can be inserted at once by operating the 3-bet switch 40b. If the 3-bet switch 40b is operated when a number less than the prescribed number has already been bet, the bet will be processed so that the number of bets becomes 3. Furthermore, the prescribed number may, for example, be uniformly set to "3 coins" (regardless of the game state, etc.). In the example of the first embodiment below, the prescribed number is always set to "3 coins".

[0072] Furthermore, the start switch 41 is an operating switch that the player operates when starting all three reels 31 (left, middle, and right). In addition, there are three stop switches 42, one for each of the three reels 31 (left, middle, and right), and these are operating switches that the player operates when stopping the corresponding reel 31. Furthermore, the payout switch 43 is an operating switch that the player operates when paying out (receiving) the tokens that have been bet and / or stored (credited) inside the slot machine 10.

[0073] Furthermore, as shown in Figure 1, the display board 75 is electrically connected to the main control board 50. In reality, an intermediate board is provided between the main control board 50 and the display board 75, and the main control board 50 and the intermediate board, and the intermediate board and the display board 75 are connected, but the intermediate board is not shown in Figure 1. Thus, the main control board 50 and the display board 75 may be directly connected by a harness or the like, but another board may be interposed between them. Moreover, the control boards are not limited to being directly connected by a harness or the like; they may also be connected via another separate board (such as an intermediate board). For example, one or more other separate boards (such as intermediate boards) may be interposed between the main control board 50 and the sub-control board 80.

[0074] The display board 75 is equipped with a credit count display LED 76 and an acquired count display LED 78. The credit count display LED 76 is an LED that displays the number of medals stored (credits) inside the slot machine 10, and consists of two digits: a higher digit and a lower digit.

[0075] Furthermore, the acquired amount display LED 78 is an LED that displays the payout amount (the number of coins acquired by the player) when a winning combination is achieved, and like the credit count display LED 76, it consists of two digits: a higher digit and a lower digit. The acquired amount display LED 78 may be controlled to turn off when there are no coins to be paid out. Alternatively, the higher digit may be turned off, and only the lower digit may display "0".

[0076] Furthermore, the acquisition count display LED 78 normally displays the acquisition count, but when an error occurs, it functions as an LED that displays the content (type) of the error. Moreover, in games where the button press order is notified during AT, the acquisition count display LED 78 functions as an LED that displays button press order instruction information (notifying advantageous button press orders). Therefore, the acquisition count display LED 78 in this embodiment is an LED that displays the acquisition count, error content, and button press order instruction information. However, it is not limited to this, and a dedicated LED for displaying button press order instruction information may also be provided. Note that during AT, notification of advantageous button press orders is also performed by the image display device 23 connected to the sub-control board 80.

[0077] In Figure 1, the main control board 50 is electrically connected to the motor (stepping motor in this embodiment) 32 of the pattern display device. The pattern display device includes three reels 31 (in this embodiment) that display patterns, a motor 32 that drives each reel 31, and a reel sensor 33 for detecting the position of the reels 31.

[0078] The motor 32 is a driving means for rotating the reels 31, and is connected to the rotation center of each reel 31, as will be described later. The reels are controlled by a reel control means 65. Here, the reels 31 consist of a left reel 31, a middle reel 31, and a right reel 31. The stop switch 42 operated to stop the left reel 31 is the left stop switch 42, the stop switch 42 operated to stop the middle reel 31 is the middle stop switch 42, and the stop switch 42 operated to stop the right reel 31 is the right stop switch 42. The left reel 31 may be referred to as the first reel 31, the middle reel 31 as the second reel 31, and the right reel 31 as the third reel 31.

[0079] Reel 31 is ring-shaped, and a reel tape printed with multiple types of patterns (patterns that constitute combinations of patterns corresponding to winning combinations) is attached to its outer surface. Each reel 31 is also provided with one (or more than one) index. The index is provided as a convex shape on the outer surface of the reel 31, for example, and is used to detect whether the reel 31 has passed a predetermined position or has completed one rotation. Each index is detected by a reel sensor 33. The signal from the reel sensor 33 is electrically connected to the main control board 50. When an index detects (disconnects) the reel sensor 33, its input signal is input to the main control board 50, and it is detected that the reel 31 has passed a predetermined position.

[0080] Furthermore, the ROM 54 stores in advance the pattern on the reference position at the moment the reel sensor 33 detects the index on the reel 31. This makes it possible to detect the pattern on the reference position at the moment the index is detected. In addition, from the moment the reel sensor 33 detects the index on the reel 31, it becomes possible to determine how many pulses the (stepping) motor 32 needs to be driven to stop the pattern on the active line, counting from the pattern on the reference position.

[0081] Furthermore, the medal dispensing device is electrically connected to the main control board 50. The medal dispensing device includes a hopper 35 for storing medals, a hopper motor 36 that drives when dispensing medals from the hopper 35 through the dispensing opening, and a dispensing sensor 37 for detecting the medals dispensed from the hopper motor 36.

[0082] The medals that are inserted through the medal slot 47 and accepted (determined to be normal) are stored in the hopper 35. In this embodiment, the dispensing sensor (optical sensor) 37 consists of a pair of dispensing sensors 37a and 37b arranged at a predetermined distance apart. When a medal is dispensed, a predetermined moving member moves due to that medal. The movement of the predetermined moving member turns the dispensing sensors 37a and 37b on and off. Based on whether the dispensing sensors 37a and 37b have been turned on and off within a predetermined time range, it is determined whether the medal has been dispensed correctly.

[0083] For example, if the hopper motor 36 is running but the pair of dispensing sensors 37 do not detect an ON signal, it is determined that no medals have been dispensed, and a hopper error (no medals) is detected. On the other hand, if at least one of the dispensing sensors 37 continues to output an ON signal, it is detected that a medal jam has occurred.

[0084] When a player starts playing, they either insert pre-credited tokens by operating the bet switch 40 (storage bet), or insert tokens manually through the token slot 47 (manual bet). When the start switch 41 is operated with the prescribed number of tokens for the game bet, the signal generated at that time is input to the main control board 50. Upon receiving this signal, the main control board 50 (specifically, the reel control means 65, which will be described later) performs a draw using the role draw means 61 and controls all the motors 32 to rotate all the reels 31. As the reels 31 are rotated by the motors 32 in this way, the symbols on the reels 31 are displayed moving up and down within the display window at a predetermined speed.

[0085] The player then presses the stop switch 42 to stop the rotation of the reel 31 corresponding to that stop switch 42 (for example, the left reel 31 corresponding to the left stop switch 42). When the stop switch 42 is operated, the signal generated at that time is input to the main control board 50. When the main control board 50 (specifically, the reel control means 65 described later) receives this signal, it drives and controls the motor 32 corresponding to the stop switch 42 to stop the reel 31 related to that motor 32 in accordance with the lottery result of the role lottery means 61 (the result determined by the internal lottery means).

[0086] The game results are displayed based on the symbol combinations when all 31 reels stop. Furthermore, when a symbol combination corresponding to any winning combination stops on an active payline (i.e., a win for that combination occurs), the corresponding medals are paid out.

[0087] Next, the specific configuration of the main control board 50 will be described. As shown in Figure 1, the main CPU 55 of the main control board 50 is equipped with the following role selection means 61, etc. The following means in this embodiment are illustrative and are not limited to the means shown in this embodiment.

[0088] The role lottery means 61 performs a lottery (determination, selection) of winning numbers. For this reason, the role lottery means 61 is also called the "winning number lottery (determination, selection) means." Here, the "lottery of winning numbers by the role lottery means 61" is the same as the "internal lottery" in the Regulations of the Entertainment Business Act (Regulations concerning the certification and type approval of gaming machines, etc.; hereinafter simply referred to as "the Regulations"), and the lottery result by the role lottery means 61 is the same as the "result determined by the internal lottery" in the Regulations. Therefore, the role lottery means 61 is also called the "internal lottery means 61" in accordance with the Regulations. The role lottery means 61 includes, for example, a random number generation means for the lottery (hardware random number, etc.), a random number extraction means for extracting random numbers generated by the random number generation means, and a winning number determination means for determining the winning numbers based on the random numbers extracted by the random number extraction means.

[0089] The random number generation means generates random numbers within a predetermined range (for example, "0" to "65535" in decimal). The random numbers are such that a counter that counts one count every 200 nanoseconds continuously counts within the range of "0" to "65535" as one cycle, and continues to count random numbers as long as the slot machine 10 is powered on.

[0090] The random number extraction means extracts a random number generated by the random number generation means at a predetermined time, in this embodiment, when the player operates (turns on) the start switch 41. The determination means determines the winning number corresponding to the area to which the random number extracted by the random number extraction means belongs by comparing it with the lottery table described later.

[0091] Once the winning number is determined by the role lottery means 61, the condition device numbers (winning and replay condition device numbers, and special feature condition device numbers) are determined based on the winning number, and the winning and replay condition devices and special feature condition devices that can be activated in that game are determined. For this reason, the role lottery means 61 is also called the condition device number determination (lottery or selection) means, the winning role determination (lottery or selection) means, etc. The "special feature condition device number" is the condition device number corresponding to a special feature. Furthermore, the "winning and replay condition device number" is the condition device number corresponding to a minor win or a replay.

[0092] The winning flag control means 62 controls the on / off state of the winning flags corresponding to each role based on the lottery results by the role lottery means 61. In this embodiment, each role has its own winning flag. When any role is won in the lottery by the role lottery means 61, the winning flag for that role is turned on (the winning flag is set). Winning a role can be either having only one winning role (single win) or having multiple winning roles (duplicate win).

[0093] The button-press instruction number selection means 63 selects (determines) a button-press instruction number (a number corresponding to the correct button-press order) based on the result of the winning number lottery by the role lottery means 61 (when a button-press bell or button-press replay is won). The "button-press order" of the selected button-press instruction number here refers to a button-press order that is advantageous to the player (the correct button-press order). For example, when a button-press bell is won, it refers to a button-press order that results in a high-stakes bell (the correct button-press order). Also, when a replay is won, it refers to a button-press order that leads to an advantageous RT or an order that prevents falling to an unfavorable RT.

[0094] In this embodiment, each winning number is provided with a unique button-pressing instruction number. When a button-pressing bell or button-pressing replay is won during AT, the main control board 50 displays button-pressing instruction information corresponding to the button-pressing instruction number, specifically information such as "=*" ("*" = 1, 2, ...) on the aforementioned winning count display LED 78. This function of displaying button-pressing instruction information when a conditional device with a favorable button-pressing sequence is activated is also called an instruction function. Furthermore, when a button-pressing bell or button-pressing replay is won during AT, the main control board 50 sends a command corresponding to the button-pressing instruction number to the sub-control board 80 at the start of the game (after the start switch 41 is operated and the winning number is determined). When the sub-control board 80 receives this command, it displays the correct button-pressing sequence as an image on the image display device 23.

[0095] Furthermore, the main control board 50 can only transmit the selected button press instruction number to the sub-control board 80 during the advantageous period (AT). Therefore, even if a button press instruction number is selected by the button press instruction number selection means 63 during the normal period, that button press instruction number will not be transmitted to the sub-control board 80. In addition, it is not necessary to select a button press instruction number during the normal period.

[0096] The performance group number selection means 64 selects a performance group number corresponding to the winning number, which is to be transmitted to the sub-control board 80. Here, the performance group numbers corresponding to the winning numbers are predetermined. When the winning number is determined by operating the start switch 41, the performance group number selection means 64 selects a performance group number corresponding to the winning number for that game, and the main control board 50 transmits the selected performance group number to the sub-control board 80. The sub-control board 80 outputs a performance related to the winning role based on the received performance group number. Unlike the push order instruction number mentioned above, the performance group number is selected for each game and transmitted from the main control board 50 to the sub-control board 80.

[0097] Furthermore, the main control board 50 does not transmit the winning number for the game to the sub-control board 80. Therefore, the sub-control board 80 cannot know the winning number for the game. However, the sub-control board 80 receives a performance group number for each game, and is able to output performances based on the received performance group number. However, even when a push-order bell or push-order replay is won, the correct push order cannot be determined from the performance group number, so the sub-control board 80 does not notify the correct push order based on the performance group number. In contrast, during AT, when a push-order bell or push-order replay is won, the main control board 50 transmits a push-order instruction number to the sub-control board 80. As a result, the sub-control board 80 is able to notify the correct push order based on the received push-order instruction number.

[0098] The reel control means 65 controls the rotation of all (3) reels 31 when it receives a command to start the rotation of the reels 31, and in this embodiment when it detects the operation of the start switch 41. Furthermore, after the winning numbers have been determined by the role lottery means 61, the reel control means 65 refers to the on / off status of the winning flag in this game, selects a stop position determination table corresponding to the on / off status of the winning flag, and when the stop switch 42 is operated... When the operation of the stop switch 42 is detected, the stopping position of the reel 31 corresponding to that stop switch 42 is determined based on the timing of the operation, and the motor 32 is driven and controlled to stop the reel 31 at the determined position.

[0099] For example, in a game where at least one winning flag is set to ON, the reel control means 65 controls the reel 31 to stop within the range of reel 31 stop control so that the symbol combination corresponding to the winning role (the role for which the winning flag is ON) can be stopped on an active line, while controlling the reel 31 to stop so that the symbol combination corresponding to roles other than the winning role (the role for which the winning flag is OFF) cannot be stopped on an active line.

[0100] Here, "within the range of reel 31 stop control" means the time from the moment the stop switch 42 is operated until the reel 31 actually stops, or the range of rotations (number of moving symbols (frames)) of the reel 31. In this embodiment, the reel 31 rotates at a constant speed of approximately 80 revolutions per minute. When the stop switch 42 is operated, the time from the moment the stop switch 42 is operated until the reel 31 stops is set to within 190 ms, except for a predetermined reel 31 that is in MB operation (for example, the middle reel 31). As a result, in this embodiment, except for a predetermined reel 31 that is in MB operation, the maximum number of moving symbols from the symbols at the moment the stop switch 42 is operated until the reel 31 stops is set to 4 symbols.

[0101] On the other hand, for a predetermined reel 31 during MB operation, the time from the moment the stop switch 42 is operated until the reel 31 stops is set to within 75ms. As a result, for a predetermined reel 31 during MB operation, the maximum number of symbols that move from the moment the stop switch 42 is operated until the reel 31 stops is set to 1 symbol.

[0102] Then, at the moment the operation of the stop switch 42 is detected, if any of the symbols within the stopping control range of the reel 31 is a symbol that should stop on a predetermined valid line, the stop switch 42 is controlled to stop that symbol on the predetermined valid line when the stop switch 42 is operated. In other words, if the reel 31 is stopped immediately at the moment the stop switch 42 is operated and the symbol for the winning combination corresponding to the winning number does not stop on the predetermined valid line, the reel 31 is rotated and moved within the stopping control range of the reel 31 until it is stopped, thereby controlling it to stop the symbol for the winning combination corresponding to the winning number on the predetermined valid line as much as possible (pull-in stop control).

[0103] Conversely, if stopping the reels 31 immediately at the moment the stop switch 42 is operated would cause a combination of symbols that does not correspond to the winning number to stop on an active line, then the reels 31 are controlled to rotate within the range of the stop control when the reels 31 stop, thereby preventing the combination of symbols that does not correspond to the winning number from stopping on an active line (kick-stop control). Furthermore, in games where multiple winning combinations are achieved (for example, when a push-order bell is won), the priority order of winning combinations to be awarded is predetermined according to the order in which the stop switch 42 is pressed and the timing of the operation of the stop switch 42, and the symbols related to the highest priority winning combination are pulled in and stopped according to the predetermined priority order.

[0104] The prize determination means 66 determines, when the reel 31 stops, whether the combination of symbols on the reel 31 that stopped on the active line corresponds to any winning combination. However, the prize determination means 66 does not actually detect whether a combination of symbols corresponding to a winning combination has stopped on the active line. Specifically, it determines in advance, based on the condition device activated during the game and the order in which the stop switch 42 is pressed and / or the timing of operation of the stop switch 42, the combination of symbols that will stop on the active line before the reel 31 actually stops, or the combination of symbols that will stop on the active line after the reel 31 has stopped.

[0105] The control command transmission means 71 transmits information (control commands) necessary for the effects output by the sub-control board 80 to the sub-control board 80. Examples of control commands include information when the bet switch 40 is operated, information when the start switch 41 is operated, the push order instruction number (only during AT and when a winning number with the correct push order is won), the effect group number, RT (game state) information, information when the stop switch 42 is operated, and information about the winning combination.

[0106] The main control board 50 is equipped with a setting value display LED 73. The "setting value" relates to the player's advantage, and in this embodiment, although not shown, there are six levels from setting 1 to setting 6. The higher the setting value, the greater the player's advantage. Furthermore, when the setting key switch (corresponding to the setting key switch 152 in Figure 112 (Fifth Embodiment) described later) is turned on with the power off, and the power is turned on in this state, the system transitions to a setting change state (setting change mode) in which the setting value can be changed. At this time, an initialization process (RWM clear process) is executed to initialize a predetermined memory area of ​​the RWM 53. Furthermore, when the setting key switch is turned on with the power on, the system transitions to a setting confirmation state (setting confirmation mode) in which the setting value cannot be changed, but the setting value can be checked.

[0107] In Figure 1, the sub-control board 80 controls the selection and output of effects (information) during gameplay and while waiting for gameplay to begin. Here, the main control board 50 and the sub-control board 80 are electrically connected, and the main control board 50 (control command transmission means 71) transmits information (control commands) necessary for outputting effects to the sub-control board 80 in one direction via parallel communication. Note that the main control board 50 and the sub-control board 80 are not limited to being electrically connected, but may also be connected using optical communication means. Furthermore, both the electrical connection and the optical communication connection are not limited to parallel communication, but may also be serial communication, and serial and parallel communication may be used in combination.

[0108] The sub-control board 80, like the main control board 50, includes an input port 81, an output port 82, an RWM 83, a ROM 84, and a sub-CPU 85. Peripheral devices for performance, such as the performance lamps 21 shown in Figure 1, are electrically connected to the sub-control board 80 via the input port 81 or the output port 82. However, the peripheral devices for performance are not limited to these. The RWM 83 is a storage medium capable of temporarily storing data acquired by the sub-CPU 85 when controlling the performance. The ROM 84 is a storage medium that stores programs and various data, such as those used when performing a lottery related to the performance, as performance data.

[0109] The performance lamps 21 consist of, for example, LEDs, and light up in a predetermined pattern when predetermined conditions are met. The performance lamps 21 include backlights positioned on the inner circumference of each reel 31 to illuminate the symbols displayed on the reel 31 (three consecutive symbols vertically visible from the display window) from behind, fluorescent lights that illuminate the symbols on the reel 31 from above, and frame lamps positioned in front of the front door of the slot machine 10 that flash when a winning combination is achieved.

[0110] Furthermore, the speaker 22 outputs a predetermined sound when predetermined conditions are met in order to perform various effects during gameplay. In addition, the image display device 23 consists of a liquid crystal display, an organic EL display, a dot display, etc., and displays various effect images (correct button press order, effects corresponding to the conditional device that operates during the game, etc.) and game information (number of games played and number of coins acquired when a special feature is activated or during the advantageous section (AT), etc.) during gameplay.

[0111] Figure 2 shows the symbol arrangement of reel 31 in the first embodiment. As shown in Figure 2, in the first embodiment, each reel 31 consists of 20 frames. Also, in the first embodiment, the maximum number of moving symbols from the moment the stop switch 42 is operated until the reel 31 stops is set to "4". Therefore, if four predetermined symbols are arranged on one reel 31 at intervals of five symbols, the predetermined symbols can always be stopped and displayed on the active line regardless of when the stop switch 42 is operated. Specifically, for example, on the left reel 31, "Replay" is arranged at positions 17, 12, 7, and 2. Therefore, there are four "Replay" symbols on the left reel 31 at intervals of five symbols. For this reason, for the left reel 31, regardless of when the left stop switch 42 is operated, "Replay" can always be stopped on the active line. Such a symbol arrangement is sometimes referred to as the "PB=1 arrangement". On the other hand, when the pattern arrangement is not as described above, it is sometimes referred to as a "PB≠1" arrangement.

[0112] Furthermore, on the left reel 31, "Replay," "Watermelon," and "Bell A" are each arranged in a "PB=1" configuration. Similarly, on the middle reel 31, "Replay," "Bell A," and "Bell B" are each arranged in a "PB=1" configuration. Moreover, on the right reel 31, "Replay," "Watermelon," and "Bell A" are each arranged in a "PB=1" configuration. Additionally, for example, on the left reel 31, "Blank B" and "Cherry" have a combined "PB=1" configuration. Therefore, regardless of when the left stop switch 42 is operated, either "Blank B" or "Cherry" can be stopped and displayed on an active line. Thus, there are locations where two symbols combined result in a "PB=1" configuration. Furthermore, for example, on the left reel 31, "White BAR," "Red 7," "Black BAR," and "Blank A" have a combined "PB=1" configuration. Therefore, regardless of when the left stop switch 42 is operated, it is possible to stop on any of the "white BAR", "red 7", "black BAR", or "blank A" on the active line. In this way, there is a location where the "PB=1" symbol is placed when the four symbols are combined.

[0113] Figure 3(A) shows the positional relationship between the display window 18 and each reel 31, and the active lines (display lines that show the combination of symbols).

[0114] Furthermore, in the first embodiment, the active line is one line in the middle horizontal position. Each reel 31 is arranged so that three consecutive symbols are visible vertically from the display window 18. Thus, a total of nine symbols (frames) are visible from the display window 17 of the slot machine 10. In the first embodiment, the positions of the symbols visible from the display window 18 when the reels stop are referred to as "upper row," "middle row," and "lower row" from top to bottom, and for the left reel 31, they are referred to as "upper left row," "middle left row," and "lower left row," respectively.

[0115] Figures 4 to 11 are diagrams showing the types of roles (roles corresponding to winning numbers drawn by the role lottery means 61), symbol combinations, payout amounts, etc. in the first embodiment. As shown in Figure 4, the game states in the first embodiment include when the role is not activated (non-special game state) and when the RB is activated (role is activated, special game state), and the prescribed number (number of bets) for these game states is set to "3". As shown in Figure 4, the only special role (role) is role number "001" 1BB (Type 1 role continuous activation device; Type 1 Big Bonus). When 1BB is won, the win is carried over to the next game until 1BB is won. The state in which 1BB has not been carried over is called "non-internal," and the state in which 1BB has been carried over is called "internal." Also, a game in which 1BB has been won is called "non-internal." In other words, when it is called "internal," it refers to a state in which 1BB has been won up to the previous game. The timing of the transition to the internal state can be set as appropriate. For example, in a game in which a 1BB is won, the transition to the 1BB internal state may occur after all reels 31 have stopped, or the transition to the 1BB internal state may not occur in the game in which a 1BB is won, but may occur in the next game. In a non-special game state (when the special features are not activated) If a 1BB is won and awarded, no medals will be paid out in the current game, but from the next game onwards, the game will transition to a 1BB game (special game state), and during the 1BB game, RB will operate continuously (mechanism activation) until the conditions for ending the 1BB game are met. In this first embodiment, it is not assumed that a 1BB will be awarded, and the game is played while the 1BB state is active. While the 1BB win is carried over to the next game, replays and small wins are only valid for the game in which they were won and are not carried over to the next game.

[0116] In addition to the 1BB mentioned above, another special feature is the MB (Second Type Big Bonus). When an MB is won and the symbol combination corresponding to the MB stops on an active line (MB is won), no medals are paid out in the current game, but the MB game starts from the next game. During the MB game, the CB (Second Type Special Feature) game is executed continuously. In the CB game, regardless of the result of the draw by the role draw means 61, all minor roles are won simultaneously, and for a specific reel 31 (for example, the left reel 31), the time from the moment the stop switch 42 is operated until the reel 31 stops is within 75ms (maximum number of movement frames is 1). The CB game ends after one game. When the number of medals paid out during the MB game exceeds a predetermined number, the MB game ends, and the game returns to the state before the transition to the MB game from the next game.

[0117] As shown in Figures 4 to 7, the first embodiment includes replay types 01 to 22. Regardless of which replay-corresponding symbol combination is displayed when stopped, the game resumes. The symbol combination for replay 04, which corresponds to the role number "008", is a "red 7" combination. As will be described in detail later, when a predetermined condition device is activated and the winning role includes replay 04, operating the stop switch 42 in a predetermined sequence will allow the "red 7" combination to be displayed, and the game will transition to a sub-bonus (also called "sub-bonus game," which is the same as "AT," as will be described in detail later).

[0118] As shown in Figures 7 to 11, the types of small wins in the first embodiment include small wins 01 to 87. Small wins 01 to 08 are small wins that pay out 14 coins, and can be won when the stop switch 42 is operated in a sequence that allows for the 14-coin win (also called the "advantageous sequence" or "correct sequence") when a predetermined condition device (the prize-winning condition device A or prize-winning condition device described later) is activated, which determines the game result depending on the sequence of buttons pressed. Small wins 09 to 13 are small wins that pay out 3 coins, and can be won when the stop switch 42 is operated in a sequence that allows for the 3-coin win (similarly, also called the "advantageous sequence" or "correct sequence") when a specific condition device (the prize-winning condition device C, prize-winning condition device D or prize-winning condition device described later) is activated, which determines the game result depending on the sequence of buttons pressed. Additionally, minor roles 14 through 69 (single-coin roles) are roles that can be won when the stop switch 42 is operated in an unfavorable order of pressing buttons, while the condition device that determines the game result depending on the order of pressing buttons is activated.

[0119] Figure 12 shows the RT transition in the first embodiment. First, when RWM53 is initialized, it transitions to non-RT. "RWM initialization" here refers to the process performed, for example, when power is turned on with a setting change, and represents the initialization of the entire range of RWM53, including information on winning 1BB and the initialization of the RT state. When the RT state data is initialized, it becomes "0", and if the RT state data is "0", it corresponds to non-RT. Non-RT is during a non-internal 1BB and continues until 1BB is won. As will be described later, the probability of winning 1BB in non-RT is "7564 / 65536 (approximately 11%)".

[0120] If a game in which 1BB is won does not display the symbol combination corresponding to 1BB, the next game will be RT1 (1BB internally). In this embodiment, once RT1 (1BB internally) is active, there are no games in which small wins or replays are not won. Therefore, 1BB cannot be won in RT1. Thus, 1BB can only be won in games in which 1BB is won in a non-RT state. Furthermore, in this embodiment, games in which 1BB is won include cases where 1BB is won alone and cases where 1BB and a small win (winning E) are won simultaneously. In games in which 1BB and a small win (winning E) are won simultaneously, the symbols related to the small win (winning E) are displayed preferentially, so 1BB cannot be won in such games. Thus, 1BB can only be won in games in which 1BB is won alone in a non-RT state (as described later, the probability of this is "4 / 65536"). Thus, such cases rarely occur. On the other hand, in a game where a 1BB is won, if the symbol combination corresponding to 1BB stops and is displayed, the game enters a 1BB activation state (RB activation state) (special game state) and continues until the conditions for ending the 1BB activation are met (for example, until 100 coins are paid out). Once the conditions for ending the 1BB activation are met, the game returns to a non-RT state.

[0121] Figures 13 to 18 show the number of positions (winning probabilities) for each winning number in the first embodiment. Figures 13 and 14 show the number of positions for non-RT, Figures 15 and 16 show the number of positions for RT1, and Figures 17 and 18 show the number of positions during RB operation. Dividing the values ​​in each number of positions table by "65536" gives the winning probability. For example, in Figure 13, the number of positions for winning number "1" (Replay A) is "8943" for all settings, so its winning probability is "8943 / 65536" (approximately "1 / 7.3"). Also, the "setting value" is related to the player's advantage, as in the first embodiment, and has six levels from "Setting 1" to "Setting 6". In this way, the number of positions is determined for each RT (game state) and each setting value.

[0122] Furthermore, in each number table, "advantageous section" indicates whether or not a lottery for transitioning to an advantageous section is held. "○" means that the advantageous section lottery is held when the winning number is selected, and "?" means that the advantageous section lottery is not held when the winning number is selected. "-" means that the advantageous section lottery is not held because it is not subject to the lottery (the number is "0"). In addition, in this embodiment, when the advantageous section transition lottery is held, it is set to be a "1 / 1" chance of winning the advantageous section. For example, if the game is in the normal section and the winning number "1" (Replay A) in Figure 13 is selected, the player will definitely win the advantageous section transition in that game, and will enter the advantageous section from the next game. Note that the advantageous section transition lottery is not held when the player is in an advantageous section. Also, as shown in Figures 13 and 15, in both non-RT and RT1, when the winning number "2" (Replay B) is selected, the advantageous section transition lottery is not held, and the player does not transition to an advantageous section. Therefore, if the winning number "2" is won in the normal section, the next game will also be in the normal section. Furthermore, as shown in Figure 16, in RT1, if the winning numbers "60" to "71" (winning numbers E1 to 12) are won, the advantageous section transition lottery is not performed, and the game does not transition to the advantageous section. Therefore, similar to the winning number "2", if the winning numbers "60" to "71" are won in the normal section, the next game will also be in the normal section. Alternatively, winning numbers that transition to the advantageous section may be predetermined without performing the advantageous section transition lottery, and the game may transition to the advantageous section from the next game when one of these winning numbers is won. For example, if one of the winning numbers with a "○" in the advantageous section column of each number table shown in Figures 13 to 16 is won, the game may transition to the advantageous section from the next game without performing the advantageous section transition lottery.

[0123] As shown in Figures 13 and 14, in non-RT (non-internal) mode, the winning numbers for 1BB include the winning number "0" which is a standalone win, and the winning numbers "60" to "71" which are simultaneous wins with prize E. In contrast, in RT1 (internal) mode, there are no cases of winning 1BB. Therefore, in RT1 mode, there are no cases of winning the winning number "0". Also, winning numbers "60" to "71" in RT1 are standalone wins for prize E. In this embodiment, non-RT mode occurs after RWM initialization, i.e., after power-on with setting changes, as shown in Figure 12. And, assuming that 1BB is not awarded in a game in which 1BB is won, the game remains in RT1 (internal) mode after 1BB is won. On the other hand, as will be described in detail later, the advantageous section ends when the difference from the start of the advantageous section (the value obtained by subtracting the number of inputs from the number of payouts) exceeds "2400", and the next game after the game in which the difference exceeds "2400" becomes the normal section. However, even if you switch to the normal section, the 1BB win is carried over, so you remain in RT1. Therefore, in this embodiment, after RWM initialization (after setting change), it is not RT and in the normal section, but if you win 1BB, it becomes RT1, and if you win a winning number that transitions to the advantageous section, you will switch to the advantageous section from the next game. Then, after becoming RT1 and in the advantageous section, if the difference exceeds "2400", the next game will be RT1 and in the normal section. If you win a winning number that transitions to the advantageous section while in RT1 and in the normal section, you will switch to RT1 and in the advantageous section from the next game.

[0124] Figures 19 to 26 show the condition device number, condition device, and winning combinations. First, in the combination lottery means 61, a winning number is drawn according to the winning probability corresponding to the number table described above, depending on the game state. For example, if the winning number "0" (1BB) is won in a non-RT state, the 1BB condition device of the condition device number "1" becomes an operational game. In a game where the 1BB condition device is operational, the winning combination included in the 1BB condition device, i.e., the symbol combination corresponding to 1BB, can be stopped on the active line. Also, for example, if the winning number "1" (Replay A) is won in a non-RT state, the Replay A condition device becomes an operational game among the small role and replay condition devices. In a game where the Replay A condition device is operational, the winning combination included in the Replay A condition device, specifically one of the symbol combinations of Replay 01, 03 to 05, can be stopped on the active line.

[0125] Furthermore, in this embodiment, when the Replay B condition device is activated, operating the stop switch 42 in reverse order (press order 321 (right, middle, left)) allows the symbol combination corresponding to Replay 04 ("Red 7" alignment) to be stopped, while operating the stop switch 42 in any other order allows the symbol combination corresponding to Replay 01 to be stopped. Also, when the Replay A, Replay C to Replay G condition devices are activated, the symbol combination corresponding to Replay 01 can be stopped regardless of the order in which the stop switch 42 is pressed. For example, the symbol combination for Replay 01 is "Blank B" - "Blank B" - "Replay" with role number "001" in Figure 4, but the "Blank B" on the left and middle reels 31 is in the "PB=1" configuration, and the "Replay" on the right reel 31 is in the "PB=1" configuration. Therefore, when the Replay A to Replay G condition devices are activated, Replay 01 can be stopped and displayed regardless of the order in which the stop switch 42 is operated.

[0126] Furthermore, the symbol combinations for Replay 01 to 05, which are winning combinations included in the Replay B condition device, are as follows: Replay 01: "Blank B" - "Blank B" - "Replay" Replay 02: "Bell A" - "Replay" - "Bell A" Replay 03: "White BAR" - "Replay" - "Red 7" Replay 03: "Red 7" - "Replay" - "Red 7" Replay 03: "Black BAR" - "Replay" - "Red 7" Replay 03: "Blank A" - "Replay" - "Red 7" Replay 04: "Red 7" - "Red 7" - "Red 7" Replay 05: "White BAR" - "Red 7" - "Red 7" Replay 05: "Black BAR" - "Red 7" - "Red 7" Replay 05: "Blank A" - "Red 7" - "Red 7" Furthermore, during gameplay when the Replay B condition device is activated, for example, if it is possible to stop "Red 7" when the right reel first stops, "Red 7" will be stopped in the middle right position. If it is not possible to stop "Red 7" in the middle right position, "Replay" will be stopped in the middle right position. Stop "I". After stopping "Replay" in the middle right, then stop "Blank B" in the middle center, and then stop "Blank B" in the middle left.

[0127] On the other hand, if a "Red 7" is stopped at the first stop on the right, and if it is possible to stop a "Red 7" in the middle position at the second stop on the middle, then a "Red 7" is stopped in the middle position. If it is not possible to stop a "Red 7" in the middle position, then a "Replay" is stopped in the middle right position. Furthermore, if a "Red 7" is stopped at the first stop on the right and a "Replay" is stopped at the second stop on the middle, then a "White BAR", "Red 7", "Black BAR", or "Blank A" (a symbol where the sum of the four symbols is "PB=1") is stopped at the third stop on the left. This causes Replay 03 to be displayed. Next, if a "Red 7" is stopped at the first stop on the right and a "Red 7" is stopped in the middle position at the second stop on the middle, and if it is possible to stop a "Red 7" in the middle left position at the third stop on the left, then a "Red 7" is stopped in the middle left position. This causes the symbol combination for Replay 04 to be displayed. On the other hand, if it is not possible to stop the "Red 7" in the middle left position when the third left reel stops, stop the "White BAR", "Black BAR", or "Blank A" in the middle left position. This will cause Replay 05 to be displayed.

[0128] Furthermore, when the first reel to stop is the left reel 31, "Bell A" is stopped in the middle left position (PB=1). Subsequently, when the middle reel 31 stops, "Replay" is stopped in the middle middle position (PB=1), and when the right reel 31 stops, "Bell A" is stopped in the middle right position (PB=1). This causes Replay 02 to be displayed. The same applies when the first reel to stop is the middle reel 31. When the middle reel 31 stops, "Replay" is stopped in the middle middle position, then when the left reel 31 stops, "Bell A" is stopped in the middle left position, and when the right reel 31 stops, "Bell A" is stopped in the middle right position.

[0129] Furthermore, in RT1, since the 1BB win is carried over, when any replay is won, the 1BB condition device and the winning replay condition device are activated. However, in games where both 1BB and replay can be displayed, displaying the replay takes priority. Furthermore, a replay has "PB=1". Therefore, in RT1, when the replay condition device is activated, 1BB will never be displayed. Furthermore, in RT1, when any small win is won, the 1BB condition device and the winning small win condition device are activated. However, in games where both 1BB and small wins can be displayed, displaying the small win takes priority. Here, small wins include those with "PB=1" and those without "PB=1". However, if displaying the small win takes priority, the game is configured so that 1BB will not be displayed. In other words, even in games where small wins cannot be displayed, 1BB will not be displayed. Specifically, when playing the game by pressing the buttons in order, in order to stop and display the 1BB symbol combination, the "Blank B" must stop in the middle left position when the left reel 31 stops. However, the only symbols on the left reel 31 that are "Blank B" are the small role 72 for role number "276", the small role 76 for role number "280", and the small role 78 for role number "282". However, in games where the small role condition device is activated, the stopping display of small role 72, small role 76, or small role 78 is never prioritized. For example, the winning condition device A1 includes small role 72 as a winning role, but when pressing the buttons in order, the stopping display of small role 52 or 54 takes priority. Therefore, in RT1, there is no game in which the 1BB symbol combination is stopped and displayed when any of the condition devices are activated.

[0130] Next, we will explain the condition devices for the so-called push-order bells. The condition devices for the push-order bells consist of the following types: Prize A condition device: Prize A1 condition device ~ Prize A16 condition device Prize B condition device: Prize B1 condition device ~ Prize B16 condition device Prize C condition device: Prize C1 condition device ~ Prize C8 condition device Prize D condition device: Prize D1 condition device ~ Prize D12 condition device Prize E condition device: Prize E1 condition device ~ Prize E12 condition device Prize A condition device and Prize B condition device are condition devices in which an irregular press (stopping the middle first or the right first) is the correct press order. When these condition devices are activated during gameplay, if the press order is correct, a small prize that pays out 14 coins is awarded, and if the press order is incorrect, a small prize that pays out 1 coin is awarded or is missed. On the other hand, Prize C condition device is a condition device in which a normal press (stopping the left first) is the correct press order. In games where the Prize C condition device is activated, a winning combination that pays out 3 coins is awarded when the button sequence is correct, and a winning combination that pays out 1 coin is awarded or is missed when the button sequence is incorrect. Furthermore, in games where the Prize D condition device is activated, in games with Prize D1 to D4 conditions, the correct button sequence is to stop the left reel first; in games with Prize D5 to D8 conditions, the correct button sequence is to stop the middle reel first; and in games with Prize D9 to D12 conditions, the correct button sequence is to stop the right reel first. In games where these condition devices are activated, a winning combination that pays out 3 coins is awarded when the button sequence is correct, and a winning combination that pays out 1 coin is awarded or is missed when the button sequence is incorrect. Furthermore, in games where the prize-winning condition E device is activated, the correct button press order is left first when the prize-winning condition E1 to E4 devices are activated, middle first when the prize-winning condition E5 to E8 devices are activated, and right first when the prize-winning condition E9 to E12 devices are activated. In games where these condition devices are activated, a small prize that pays out 3 coins is awarded when the button press order is correct, and a small prize that pays out 1 coin is awarded or is missed when the button press order is incorrect.

[0131] The following explains the reel stop control when a condition device related to the push-order bell is activated, by extracting some of the condition devices. In the following explanation, even if the win of 1BB is carried over in RT1, the stop control related to 1BB will be omitted. (Example 1) Small role A1 condition device (Push order 213 correct) For example, in a game where the winning number is "8" in RT1 and the small role A1 condition device is activated, as shown in Figure 19, any of the small roles 01, 14, 32, 52, 54, or 70-72 can be won. However, the small role that can actually be won is any of the small roles 01, 14, 32, 52, or 54. Small roles 70-72 are control roles (a control role is a role that changes the stop control of reel 31, and is not a role that causes a win). As explained in the first embodiment, when multiple types of small wins are won simultaneously, the reels 31 are stopped in priority of the number of coins when the button press order is correct, and in priority of the number of items when the button press order is incorrect. As shown in Figure 19, when the winning condition device A1 is activated, the following can be won: Button press order 123 (incorrect): Small wins 52, 54 (1 coin) (winning rate "1 / 2") Button press order 132 (incorrect): Small wins 52, 54 (1 coin) (winning rate "1 / 2") Button press order 213 (correct): Small win 01 (14 coins) (PB=1) Button press order 231 (incorrect): Small win 14 (winning rate "1 / 2") Button press order 312 (incorrect): Small win 32 (winning rate "1 / 8") Button press order 321 (incorrect): Small win 32 (winning rate "1 / 8") The button press sequences shown above, as in the first embodiment, mean the following: Button press sequence 123: Left, middle, right Button press sequence 132: Left, right, middle Button press sequence 213: Middle, left, right Button press sequence 231: Middle, right, left Button press sequence 312: Right, left, middle Button press sequence 321: Right, middle, left Button press sequence

[0132] Furthermore, the symbol combinations corresponding to each minor role included in the A1 prize condition device are as follows: Small win 01: "Watermelon" - "Bell A" - "Watermelon" Small win 14: "White BAR" - "Bell A" - "Bell A" Small win 14: "Red 7" - "Bell A" - "Bell A" Small win 32: "Black BAR" - "White BAR" - "Replay" Small win 32: "Blank A" - "White BAR" - "Replay" Small win 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" Small win 54: "Replay" - "Blank B" - "White BAR" Small win 54: "Replay" - "Blank B" - "Black BAR" Small win 70: "Bell A" - "Replay" - "Watermelon" Small win 71: "Cherry" - "Replay" - "Red 7" Small win 72: "Cherry" - "Replay" - "Blank B" Small win 72: "Blank B" - "Replay" - "Blank B" First, when the middle reel stops for the first time, the order of pressing the buttons is correct at this point, so in order to win small win 01, prioritize the number of coins and stop "Bell A" in the middle of the middle reel (PB=1). Next, when the left reel stops for the second time, the order of pressing the buttons is correct at this point, so prioritize the number of coins and stop "Watermelon" in the middle of the left reel (PB=1). Then, when the right reel stops for the third time, stop "Watermelon" in the middle of the right reel (PB=1). This will result in winning small win 01. Also, after the middle reel stops for the first time, when the right reel stops for the second time, the order of pressing the buttons is incorrect at this point, so prioritize the number of coins and stop "Bell A" in the middle of the right reel (PB=1). Then, when the left reel stops for the third time, if it is possible to stop "White BAR" or "Red 7" in the middle of the left reel, stop one of these symbols (PB≠1). If you can stop "White BAR" or "Red 7" in the middle of the left reel, you will win small win 14. Here, the "white BAR" on the left reel 31 is positioned at position "16", and the "red 7" is positioned at position "11". Therefore, the probability (pull-in rate (PB)) of pulling either the "white BAR" or the "red 7" into the middle left position is "1 / 2". Thus, when the button press order is 231, 14 small wins are possible, and the probability of winning them is "1 / 2".

[0133] Next, when the right reel stops for the first time, the order of pressing the buttons is incorrect at this point, so if we adopt the number priority, the symbols with the most appearances on the right reel 31 are "Bell A", "Replay", "White BAR", "Black BAR", and "Blank B" (2 of each). In cases where there are multiple symbols with the most appearances, we can arbitrarily decide which one to prioritize, so we decide to prioritize "Replay" among these symbols and stop "Replay" in the middle right position (PB=1). At this point, only the small win 32 can be awarded. Next, when the left reel stops for the second time, if it is possible to stop "Black BAR" or "Blank A" in the middle left position, we stop one of these symbols in the middle left position. The probability of "Black BAR" or "Blank A" being pulled into the middle left position is "1 / 2". Furthermore, when the middle reel stops for the third time, if it is possible to stop "White BAR" in the middle middle position, we stop that symbol in the middle middle position. The probability of "White BAR" being pulled into the middle middle position is "1 / 4". Therefore, when the button sequence is 312, the small prize 32 can be won, with a winning rate of "1 / 8". Also, after the right reel stops first, when the middle reel stops second, the "white BAR" will stop with a pull-in rate of "1 / 4", as described above. Furthermore, when the left reel stops third, the "black BAR" or "blank A" will stop with a pull-in rate of "1 / 2", as described above. Therefore, when the button sequence is 321, the small prize 32 can be won, with a winning rate of "1 / 8".

[0134] Next, when the left reel stops for the first time, the order of pressing the buttons is incorrect at this point, so prioritizing the number of symbols, the most common symbol on the left reel 31 is "Replay" (4 symbols). Therefore, we decide to stop on "Replay" (PB=1). At this point, it becomes possible to win either small wins 52 or 54. Next, when the middle reel stops for the second time, if it is possible to stop either "Watermelon" or "Blank B" in the middle position, we stop either of these symbols in the middle position (combined "PB=1"). Furthermore, when the right reel stops for the third time, if it is possible to stop either "White BAR" or "Black BAR" in the middle position on the right, we stop either of these symbols in the middle position on the right. The probability of "White BAR" or "Black BAR" being pulled into the middle position on the right is "1 / 2". Therefore, when the button pressing order is 123, it becomes possible to win either small wins 52 or 54, and the probability of winning is "1 / 2". Furthermore, after the first stop on the left, when the second stop is on the right, the "White BAR" or "Black BAR" can be stopped with a pull-in rate of "1 / 2" as described above. In addition, when the third stop is in the middle, the "Watermelon" or "Blank B" can be stopped in the middle position with "PB=1" as described above. Therefore, when the push order is 132, the small prize 52 or 54 can be won, and the winning rate is "1 / 2".

[0135] (Example 2) ) Small win A13 condition device (correct button press order 321) In games in which the small win A13 condition device is activated, as shown in Figure 21, it becomes possible to win one of the small wins 04, 20, 36, 60, 62, 77, 78, or 80. When the A13 prize condition device is activated, the following prizes become possible: Pressing order 123 (incorrect): Small prize 60, 62 (1 coin) (winning rate "1 / 4") Pressing order 132 (incorrect): Small prize 60, 62 (1 coin) (winning rate "1 / 4") Pressing order 213 (incorrect): Small prize 36 (1 coin) (winning rate "1 / 8") Pressing order 231 (incorrect): Small prize 36 (1 coin) (winning rate "1 / 8") Pressing order 312 (incorrect): Small prize 20 (1 coin) (winning rate "1 / 2") Pressing order 321 (correct): Small prize 04 (14 coins) (PB=1). The symbol combinations for each small prize are as follows. Small win 04: "Watermelon" - "Watermelon" - "Replay" Small win 04: "Watermelon" - "Blank B" - "Replay" Small win 20: "Bell A" - "White BAR" - "Replay" Small win 20: "Bell A" - "Red 7" - "Replay" Small win 36: "White BAR" - "Replay" - "White BAR" Small win 36: "Red 7" - "Replay" - "White BAR" Small win 60: "Replay" - "Bell A" - "Red 7" Small win 62: "Replay" - "Watermelon" - "Red 7" Small win 77: "Cherry" - "Bell B" - "Watermelon" Small win 78: "Blank B" - "Bell B" - "Watermelon" Small win 80: "Black BAR" - "Black BAR" - "Watermelon" Small win 80: "Blank A" - "Black BAR" - "Watermelon"

[0136] Here, we will explain using push order 123 and push order 132 (when the winning rate is "1 / 4") as examples. When the left reel is stopped first, the push order is incorrect at this point, so the symbols are stopped in order of number priority. In this case, "Watermelon," "Bell A," and "Replay" each have a number of "2" symbols, but here we will define it as "Replay" (PB=1). Also, when the middle (second or third) reel is stopped, if it is possible to stop "Bell A" or "Watermelon" in the middle of the middle reel, one of these symbols is stopped. Note that the middle reel 31 only has "Bell A" and therefore "PB=1." Furthermore, when the right (second or third) reel is stopped, if it is possible to stop "Red 7" in the middle of the right reel, that symbol is stopped (PB≠1). Note that there is only one "Red 7" on the right reel 31, so the pull-in rate is "1 / 4." Therefore, when the condition device for minor role A13 is activated, the probability of winning minor role 60 or 62 with button press order 123 and button press order 132 is "1 / 4".

[0137] (Example 3) Small win B15 condition device (correct button sequence 321) In a game where the small win B15 condition device is activated, as shown in Figure 23, any of the small wins 08, 21, 50, 64, 65, and 77-79 can be won. Additionally, when the prize B15 condition device is activated, the following can be won: Press order 123 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Press order 132 (incorrect): Small prize 64, 65 (1 coin) (winning rate "3 / 4") Press order 213 (incorrect): Small prize 50 (1 coin) (winning rate "1 / 8") Press order 231 (incorrect): Small prize 50 (1 coin) (winning rate "1 / 8") Press order 312 (incorrect): Small prize 21 (1 coin) (winning rate "1 / 2") Press order 321 (correct): Small prize 08 (14 coins) (PB=1). The symbol combinations for each small prize are as follows. Small win 08: "Watermelon" - "Replay" - "Replay" Small win 21: "Bell A" - "Black BAR" - "Replay" Small win 21: "Bell A" - "Cherry" - "Replay" Small win 50: "Black BAR" - "Bell A" - "Cherry" Small win 50: "Blank A" - "Bell A" - "Cherry" Small win 64: "Replay" - "Watermelon" - "Blank B" Small win 65: "Replay" - "Blank B" - "Blank B" Small win 77: "Cherry" - "Bell B" - "Watermelon" Small win 78: "Blank B" - "Bell B" - "Watermelon" Small win 79: "White BAR" - "White BAR" - "Watermelon" Small win 79: "Red 7" - "White BAR" - "Watermelon"

[0138] Here, we will explain using push order 123 and push order 132 (when the winning rate is "3 / 4") as examples. When the left reel is stopped first, the push order is incorrect at this point, so the symbols are stopped in order of number priority. In this case, "Watermelon," "Bell A," and "Replay" each have a number of symbols of "2," but here we will define it as "Replay" (PB=1). Also, when the middle (second or third) reel is stopped, if it is possible to stop "Watermelon" or "Blank B" in the middle row of the middle reel, one of these symbols is stopped. Note that the middle reel 31 has a combined "PB=1" for the two symbols "Watermelon" and "Blank B." Furthermore, when the right (second or third) reel is stopped, if it is possible to stop "Blank B" in the middle row of the right reel, that symbol is stopped (PB≠1). Note that "Blank B" is placed in three locations on the right reel 31 at intervals of 5 symbols, so the pull-in rate is "3 / 4." Therefore, when the small win B15 condition device is activated, the probability of winning small win 64 or 65 with button press order 123 and button press order 132 is "3 / 4".

[0139] As described above, when the Prize A Condition Device and Prize B Condition Device are activated, an irregular pressing order will be considered the correct pressing order, and when the pressing order is correct, a 14-coin prize will be awarded with "PB=1". Also, if the first stop is correct but the second stop is incorrect, a 1-coin prize will be awarded with a winning rate of "1 / 2". Furthermore, if the first stop is left (sequential pressing), a 1-coin prize will be awarded with winning rates of "1 / 1", "1 / 2", "1 / 4", or "3 / 4". Furthermore, if the first stop is incorrect with an irregular pressing order, a 1-coin prize will be awarded with a winning rate of "1 / 8".

[0140] (Example 4) Prize C1 Condition Device (Left 1st Correct Answer) In games where the small win C1 condition device is activated, as shown in Figure 23, one of the small wins 09, 28, 29, 44, or 45 can be won. Also, when the prize C1 condition device is activated, the following can be won: Push order 1--(correct): Small win 09 (3 coins) (PB=1) Push order -1-(incorrect): Small wins 44, 45 (1 coin) (winning rate "1 / 4") Push order --1(incorrect): Small wins 28, 29 (1 coin) (winning rate "1 / 4") Also, the symbol combinations for each small win are as follows. Small win 09: "Replay" - "Replay" - "Watermelon" Small win 28: "White BAR" - "White BAR" - "Replay" Small win 28: "Red 7" - "White BAR" - "Replay" Small win 29: "White BAR" - "Red 7" - "Replay" Small win 29: "Red 7" - "Red 7" - "Replay" Small win 44: "White BAR" - "Bell A" - "White BAR" Small win 44: "Red 7" - "Bell A" - "White BAR" Small win 45: "White BAR" - "Bell A" - "Black BAR" Small win 45: "Red 7" - "Bell A" - "Black BAR" First, when the left reel stops first (correct order of pressing), stop "Replay" in the middle left position (PB=1). Furthermore, if the reels stop in the middle position, "Replay" will stop in the middle of the middle row (PB=1), and if they stop on the right, "Watermelon" will stop in the middle of the right row (PB=1). This results in winning small prize 09. Also, if the first stop is in the middle position, the order of pressing the buttons is incorrect at this point, and due to the priority of the number of symbols, "Bell A," which has the most symbols, will stop in the middle of the middle row (PB=1). Furthermore, if the reels stop on the left position, "White BAR" or "Red 7" will stop in the middle of the left row (the probability of winning is "1 / 2" for the two symbols combined). Moreover, if the reels stop on the right position, "Cherry" or "Blank A" will stop in the middle of the right row (the probability of winning is "1 / 2" for the two symbols combined). Therefore, if the first stop is in the middle position, small prize 44 or 45 will be displayed with a winning rate of "1 / 4". Next, if the first stop is on the right, the button press order is incorrect at this point, and the symbol with the most occurrences, "Replay," is stopped in the middle right position (PB=1). Furthermore, if the left stop occurs afterward, either "White BAR" or "Red 7" is stopped in the middle left position (the probability of this symbol being pulled in is "1 / 2" for both symbols combined). And if the middle stop occurs afterward, either "Black BAR" or "Cherry" is stopped in the middle middle position (the probability of this symbol being pulled in is "1 / 2" for both symbols combined).Therefore, when the right reel stops first, there is a 1 / 4 chance of winning, and the small win symbol 28 or 29 will be displayed.

[0141] (Example 5) Prize D5 Condition Device (First Correct Answer) In games where the small prize D5 condition device is activated, as shown in Figure 24, one of the small prizes 11, 52, or 66 can be awarded. Also, when the prize D5 condition device is activated, the following can be awarded: Push order 1--(incorrect): Small prize 52 (1 coin) (winning rate "1 / 4") Push order -1-(correct): Small prize 11 (3 coins) (PB=1) Push order --1(incorrect): Small prize 66 (1 coin) (winning rate "1 / 4") Also, the symbol combinations for each small prize are as follows. Small win 11: "Watermelon" - "Bell A" - "Replay" Small win 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" Small win 66: "White BAR" - "White BAR" - "Bell A" Small win 66: "White BAR" - "Red 7" - "Bell A" Small win 66: "Red 7" - "White BAR" - "Bell A" Small win 66: "Red 7" - "Red 7" - "Bell A" First, when the middle reel stops first (correct order), "Bell A" stops in the middle of the middle position (PB=1). Then, when the left reel stops, "Watermelon" stops in the middle of the middle position (PB=1), and when the right reel stops, "Replay" stops in the middle of the right position (PB=1). This results in winning small win 11. Furthermore, if the left reel is the first to stop, the order of pressing the buttons is incorrect at this point, and due to the priority given to the number of symbols, one of the following will be stopped in the middle left position: "Replay", "White BAR", or "Red 7". Here, however, "Replay" is chosen to stop (PB=1). If the middle reel is stopped next, "Watermelon" will be stopped in the middle middle position (pull-in rate "1 / 2"). Furthermore, if the right reel is stopped next, either "White BAR" or "Black BAR" will be stopped in the middle right position (pull-in rate for both symbols combined "1 / 2"). Therefore, if the left reel is the first to stop, the small win 52 will be displayed with a winning rate of "1 / 4". Next, if the right reel is the first to stop, the order of pressing the buttons is incorrect at this point, and due to the priority given to the number of symbols, "Bell A", which has the most symbols, will be stopped in the middle right position (PB=1). Furthermore, if the left reel is stopped next, either "White BAR" or "Red 7" will be stopped in the middle left position (pull-in rate for both symbols combined "1 / 2"). Furthermore, when the reels stop in the middle position, either the "White BAR" or the "Red 7" will stop in the middle position (the probability of this happening is "1 / 2" when the two symbols are combined). Therefore, when the right reel stops first, the small win 66 will be displayed with a winning probability of "1 / 4".

[0142] (Example 6) Prize E9 Condition Device (Right 1st Correct Answer) In games where the small win E9 condition device is activated, as shown in Figure 25, one of the small wins 12, 42, 43, or 52 can be won. Also, when the prize E9 condition device is activated, the following can be won: Push order 1--(Incorrect): Small win 52 (1 coin) (Winning rate "1 / 4") Push order -1--(Incorrect): Small wins 42, 43 (1 coin) (Winning rate "1 / 4") Push order --1 (Correct): Small win 12 (3 coins) (PB=1) The symbol combinations for each small win are as follows. Small win 12: "Watermelon" - "Bell B" - "Replay" Small win 42: "Black BAR" - "Replay" - "Cherry" Small win 42: "Blank A" - "Replay" - "Cherry" Small win 43: "Black BAR" - "Replay" - "Blank A" Small win 43: "Blank A" - "Replay" - "Blank A" Small win 52: "Replay" - "Watermelon" - "White BAR" Small win 52: "Replay" - "Watermelon" - "Black BAR" First, when the right reel stops first (correct order), the number of coins is prioritized, so "Replay" is stopped in the middle right position (PB=1). Then, when the left reel stops, "Watermelon" is stopped in the middle left position (PB=1), and when the middle reel stops, "Bell B" is stopped in the middle right position (PB=1). This results in winning small win 12. Furthermore, if the left reel is the first to stop, the order of pressing the buttons is incorrect at this point, and due to the priority given to the number of symbols, one of the following will be stopped in the middle left position: "Replay", "Black BAR", or "Blank A". Here, we decide to stop "Replay" (PB=1). Also, if the middle reel is stopped next, "Watermelon" will be stopped in the middle middle position (the probability of it being pulled in is "1 / 2"). Furthermore, if the right reel is stopped next, either "White BAR" or "Black BAR" will be stopped in the middle right position (the probability of it being pulled in is "1 / 2" for both symbols combined). Therefore, if the left reel is the first to stop, there is a "1 / 4" chance of winning the small prize 52. Next, if the middle reel is the first to stop, the order of pressing the buttons is incorrect at this point, and due to the priority given to the number of symbols, the symbol with the most symbols, "Replay", is selected. The "Play" symbol is stopped in the middle position (PB=1). When the left reel stops next, either the "Black BAR" or "Blank A" is stopped in the middle left position (the probability of this symbol being pulled in is "1 / 2" when combined). Furthermore, when the right reel stops next, either the "Cherry" or "Blank A" is stopped in the middle position (the probability of this symbol being pulled in is "1 / 2" when combined). Therefore, when the middle reel stops first, there is a "1 / 4" chance of winning a small prize of 42 or 43.

[0143] In non-RT or RT1 modes, there is a chance of winning numbers "72" to "75" (Figures 14 and 16), and when these winning numbers are won, the prize entry F condition device, prize entry G condition device, prize entry H condition device, and prize entry I condition device are activated, respectively. Also, during RB operation, there is a chance of winning numbers "76" to "78" (Figure 18), and when these winning numbers are won, the prize entry J condition device, prize entry K condition device, and prize entry L condition device are activated, respectively. The reel stop control when these condition devices are activated will not be explained.

[0144] Figure 27 shows the performance group numbers in the first embodiment. In the main process, for each game, a performance group number corresponding to the winning number is selected (performance group number selection means 64 in Figure 1), and the selected performance group number is transmitted to the sub-control board 80. The sub-control board 80 determines and outputs the performance for the current game based on the received performance group number. In terms of the performance group numbers, a feature of the first embodiment is that winning combinations A1-A16, B1-B16, and C1-C8 all share the same performance group number "8". Therefore, when the sub-control board 80 receives performance group number 8, it can determine that the player has won one of the push-order bell combinations A1-A16, B1-B16, or C1-C8 in the current game, but it cannot determine the correct push-order combination.

[0145] Here, among the production group numbers "8", since the winning A1 to A16 and the winning B1 to B16 are all irregular pressing orders for the correct answer pressing order, depending on the number of placements of each winning number and the number of payouts at the time of the correct answer pressing order, there is a possibility that the expected value when pressing irregularly exceeds the specified number (the number of bets). However, in this embodiment, even if it is known that the production group number of this game is "8" and irregular pressing is performed, the expected value of this game is set to be below the specified number. As a result, for example, even if the production group number transmitted from the main control board 50 to the sub-control board 80 is illegally obtained by cheating, it is configured so that medals exceeding the specified number cannot be obtained.

[0146] FIG. 28 is a diagram for explaining the expected value in the case of the production group number "8" in the first embodiment. Here, for irregular pressing, the pressing order 213 is taken as an example. Although the calculation is omitted, for irregular pressing, the expected values for any of the pressing orders 213, 231, 312, and 321 are the same value. Also, for regular pressing, the pressing order 123 is taken as an example. Although the calculation is omitted, the expected values for the pressing order 123 and the pressing order 132 are the same value. First, when winning any of the winning A groups from A1 to A16, the case where 14 payouts are obtained with the pressing order 213 is when winning the winning A groups from A1 to A4. Therefore, in the pressing order 213, when winning the winning A groups from A1 to A4, since the winning rate is "1 / 1" and the 14-coin winning combination wins, the expected value is "14 (coins)". Also, in the pressing order 213, when winning the winning A groups from A5 to A8, since the winning rate is "1 / 2" and the 1-coin winning combination wins, the expected value is "0.5 (coins)". Furthermore, in the pressing order 213, when winning the winning A groups from A9 to A16, since the winning rate is "1 / 8" and the 1-coin winning combination wins, the expected value is "0.125 (coins)". The above is the same for the winning B groups from B1 to B16. Furthermore, in the pressing order 213, when winning the winning C groups from C1 to C8, since the winning rate is "1 / 4" and the 1-coin winning combination wins, the expected value is "0.25 (coins)".

[0147] Next, in the pressing order 123, when the winning numbers are A1 to A8, since a single-character winning occurs at a winning rate of "1 / 2", the expected value is "0.5 (pieces)". Furthermore, in the pressing order 123, when the winning numbers are A9 to A12, since a single-character winning occurs with "PB = 1", the expected value is "1 (piece)". Additionally, in the pressing order 123, when the winning numbers are A13 to A14, since a single-character winning occurs at a winning rate of "1 / 4", the expected value is "0.25 (pieces)". Also, in the pressing order 123, when the winning numbers are A15 to A16, since a single-character winning occurs at a winning rate of "3 / 4", the expected value is "0.75 (pieces)". The above is the same when the winning numbers are B1 to B16. Moreover, in the pressing order 123, when the winning numbers are C1 to C8, since a three-character winning occurs with "PB = 1", the expected value is "3 (pieces)".

[0148] From the above, in the case of the pressing order 213, the expected value when the winning numbers are A1 to A16 and B1 to B16 is "3.6875 (pieces)". Also, in the case of the pressing order 213, the expected value when the winning numbers are C1 to C8 is "0.25 (pieces)". On the other hand, in the case of the pressing order 123, the expected value when the winning numbers are A1 to A16 and B1 to B16 is "0.625 (pieces)". Also, in the case of the pressing order 123, the expected value when the winning numbers are C1 to C8 is "3 (pieces)". And the winning probabilities of A1 to A16 (setting number "1112") are the same. Furthermore, the winning probabilities of B1 to B16 (setting number "1112") are the same. Additionally, the winning probabilities of C1 to C8 (setting number "1113") are the same. Therefore, the total of all setting numbers for A1 to A16, B1 to B16, and C1 to C8 is 1112×16 + 1112×16 + 1113×8 = 44488. Thus, the probability that the winning numbers are A1 to A16 when the production group number is "8" is (1112×16) / 44488 ≈ 0.399928. The probability that the winning numbers are B1 to B16 when the production group number is "8" is also "0.399928" as above. Also, the probability that the winning numbers are C1 to C8 when the production group number is "8" is (1113×8) / 44488 ≈ 0.200144.

[0149] Therefore, when the performance group number is "8" and the button sequence is 213, the expected value is 0.399928 × 3.6875 + 0.399928 × 3.6875 + 0.200144 × 0.25 ≈ 2.9995 (coins), which is below the specified number "3". Also, when the performance group number is "8" and the button sequence is 123, the expected value is 0.399928 × 0.625 + 0.399928 × 0.625 + 0.200144 × 3 ≈ 1.1003 (coins), which is below the specified number "3". From the above, even if you know that the performance group number is "8" and press the buttons in an irregular order, the expected value cannot exceed the specified number "3".

[0150] As mentioned above, when the performance group number is "8", the expected value when an irregular press is made is higher than the expected value when a normal press is made. However, in the first embodiment, in the current game in which an irregular press is made during a non-AT state, the sub-bonus (equivalent to AT) lottery is not performed, the sub-bonus lottery performed in the current game is invalidated, or a sub-bonus lottery with a lower winning probability than when a normal press is made is performed. In other words, the expected value regarding AT in the current game in which an irregular press is made during a non-AT state is configured to be relatively lower than the expected value regarding AT in the current game in which a normal press is made during a non-AT state. In the case of "invalidating the sub-bonus lottery performed in the current game", for example, when the start switch 41 is operated, the sub-bonus lottery is performed as usual (because it is not yet determined at this point whether an irregular press is made or not), and when it is determined that an irregular press was made at the time of a full stop, the sub-bonus lottery for the current game is invalidated (cleared, discarded). Therefore, the machine is configured such that playing with the buttons pressed in order during non-AT modes and following the button-pressing instructions during AT modes results in a higher overall payout performance than playing with irregular button presses during non-AT modes and following the button-pressing instructions during AT modes. Here, lowering the base payout during non-AT modes increases the ratio of bonus items that include instructions. One way to lower the ratio of bonus items that include instructions is to provide a common bell. However, since the common bell is a bonus that is awarded regardless of the button-pressing order (pressing position), the payout rate becomes higher when playing with irregular button presses. Therefore, by providing a left-biased bell (a button-pressing bell where pressing in order is the correct answer) as in this embodiment, it is possible to lower the base payout during non-AT modes when playing with the buttons pressed in order while suppressing the ratio of bonus items that include instructions. Furthermore, it is possible to suppress the payout rate when playing with irregular button presses more effectively than when a common bell is provided to suppress the ratio of bonus items that include instructions.

[0151] Furthermore, in the first embodiment, an SP flag is provided. The SP flag is a flag used to determine whether or not an irregular button press was performed in the previous game. For example, when the current game comes to a complete stop, the SP flag is turned off, and then, if it is determined that the current game was played with a normal button press, the SP flag is turned on. Conversely, if it is determined that the current game was played with an irregular button press, the SP flag is left off. Then, when moving on to the next game, if the SP flag is on, a normal sub-bonus lottery is performed, and if the SP flag is off, a normal sub-bonus lottery is not performed (either the sub-bonus lottery is not performed, or the sub-bonus lottery itself is performed but the sub-bonus lottery result is invalidated afterward, or a sub-bonus lottery with a lower winning probability than when playing with a normal button press is performed). When the next game comes to a complete stop, the SP flag is turned off, and then, if it is determined that the next game was played with a normal button press, the SP flag is turned on. Conversely, if it is determined that the next game was played with an irregular button press, the SP flag is left off. This method prevents players from using a strategy where they only press the buttons in order when an exciting animation is displayed when operating the start switch 41 (indicating a reasonable chance of winning a sub-bonus), and otherwise use an irregular pressing method when no animation specific to that game is displayed when operating the start switch 41.

[0152] Next, the mode lottery in the first embodiment will be described. As mentioned above, the first embodiment includes a sub-bonus, which is the same concept as the AT. When the sub-bonus starts, a specific combination of symbols ("Red 7" aligned) indicating the start of the sub-bonus is displayed. When the player transitions to the sub-bonus, just like in the AT, the correct button sequence is announced when a push-order bell (for example, the entry A to E mentioned above) is won. The sub-bonus continues until the number of payouts reaches a predetermined number (for example, 300 coins), and the sub-bonus ends in the game in which the number of payouts reaches the predetermined number, and the player transitions to non-AT (normal gameplay). The mode lottery in the first embodiment includes: 1) an initial normal mode lottery in the normal section, 2) a normal mode lottery executed in the first game of the advantageous section when transitioning from the normal section to the advantageous section, and 3) a mode transition lottery executed at the start of the sub-bonus. For each mode, the expected probability of transitioning to the sub-bonus (expected probability of winning, number of games to reach the ceiling, expected probability of transitioning to a more advantageous mode) is different (see Figure 31(a) described later).

[0153] Figure 29 shows the initial normal mode lottery in the normal section in the first embodiment, where (a) is a flowchart of the normal section lever processing (meaning the processing when the start switch 41 is operated), and (b) is the number of lottery entries. There are two conditions under which the game stays in the normal section. Firstly, when the power is turned on and the RWM is initialized (settings changed), the game section is cleared and the game becomes the normal section. Therefore, the first game after RWM initialization is in the normal section. Secondly, when the conditions for ending the advantageous section are met, the next game transitions to the normal section. In this embodiment, when the difference from the start of the advantageous section exceeds "2400 (coins)", the conditions for ending the advantageous section are met, the advantageous section ends, and the next game becomes the normal section. Here, the advantageous section ends when the number of games played since the start of the advantageous section reaches a predetermined number (for example, 1500 games or 3000 games). Although it is known that the game ends after a certain number of games, in the first embodiment, the advantageous period is configured not to end after a certain number of games.

[0154] In Figure 29(a), when the normal section begins, step S492 determines whether the performance group number corresponding to the winning number of the current game is performance group number "2". Performance group number "2" corresponds to winning Replay B (winning number "2"). If it is determined that the performance group number is not "2", the process proceeds to step S493, and if it is determined that the performance group number is "2", the process according to this flowchart ends. That is, when the performance group number is "2" (when Replay B is won), the advantageous section transition lottery is not performed, so the game does not transition to the advantageous section (see Figure 13). For this reason, when it is determined that the performance group number is "2", the following initial normal mode lottery is not performed, the next game will also be in the normal section, and the normal section lever process is performed again. When the process proceeds to step S493, it is determined whether the current game is not RT. The main control board 50 stores the current RT information in a predetermined storage area of ​​the RWM 53, and makes the determination from this information. If it is determined that it is not RT (not in the middle of 1BB), proceed to step S495; if it is determined that it is not RT, proceed to step S494. Note that the transition to RT is assumed to occur at the end of the current game. Therefore, even if 1BB is won in the current game, it will be determined in step S493 that it is not RT.

[0155] Here, after RWM initialization following power-on, the state is non-RT. After RWM initialization following power-on, even if a 1BB was won before power-on, the winning information for that 1BB is cleared, and the RT information is also cleared (resulting in a non-RT state). In the following explanation, the state of not having an internal 1BB may be referred to as "morning start," and the advantageous period transitioned to during this state may be referred to as "advantageous period transitioned at morning start." On the other hand, the state of having an internal 1BB may be referred to as "not morning start," and the advantageous period transitioned to during this state may be referred to as "advantageous period transitioned at a time other than morning start." Furthermore, when it is unclear whether or not it is an advantageous period transitioned at morning start, it may be referred to as "morning start uncertain."

[0156] If it is determined in step S493 that it is not a non-RT and the game proceeds to step S494, it is determined whether the performance group number for the current game is "10". Performance group number "10" corresponds to winning prize E (winning numbers "60" to "71"; see Figure 16). If it is determined that the performance group number is not "10", the game proceeds to step S495, and if it is determined that the performance group number is "10", the process according to this flowchart ends. As shown in Figure 16, when prize E is won in RT1, the advantageous section transition lottery is not performed, so the game does not transition to the advantageous section in the next game. Therefore, in this case as well, the normal section lever process is performed again in the next game. From the above, the normal section lever process is performed again in the next game (the game does not transition to the advantageous section) when the performance group number becomes "2" (when replay B is won), regardless of whether it is a non-RT or RT1, or when the performance group number becomes "10" (when prize E is won) except at the start of the day (RT1).

[0157] Step S495 is where the initial normal mode lottery is performed. Then, the next step S496 is performed to save (store) the lottery result and terminate the processing according to this flowchart. The initial normal mode lottery in step S495 is performed according to the number shown in Figure 29(b). The denominator of the number shown in Figure 29(b) is "240", and when the number is "240", the probability of winning is "1 / 1". First, when the performance group number is "0" (single 1BB win) in non-RT mode, or when the performance group number is "10" (double win of 1BB and winning E), normal mode 0 is won. Winning 1BB here means that it is confirmed that the state before the start of this game was non-RT (1BB not internally in progress), so it is confirmed that it is the start of the day. Similarly, when it is not non-RT and the performance group number is "10", the initial normal mode lottery is not performed, so the performance group number being "10" in this game means that it is non-RT. Therefore, if the performance group number in this game is "10", it is confirmed that it is the first game of the day.

[0158] In contrast, in non-RT or RT1 mode, if the performance group number is "1", "3" to "9", or "11" to "14", you will win Normal Mode 1. Note that the above performance group numbers can be won both when it is the first game of the day and when it is not the first game of the day, and if you win one of the above performance group numbers, you will transition to the advantageous section regardless of whether you are in 1BB or not, so playing with the above performance group numbers does not guarantee that it is the first game of the day. In summary, Normal Modes 0 and 1 are drawn when you transition to the advantageous section from the next game in the normal section, and are modes used to determine whether it is the first game of the day or not. If it is Normal Mode 0, it is confirmed that it is the first game of the day, and if it is Normal Mode 1, it is not confirmed that it is the first game of the day.

[0159] Figure 30 shows the normal mode transition process, where (a) is the flowchart and (b) is the number of draws. When transitioning from the normal section to the advantageous section, the normal mode draw is performed in the first game of the advantageous section. The normal modes from the second game onwards in the advantageous section have numbers from "2" to "9", as described later. Therefore, in the advantageous section, the first game is normal mode 0 or 1, and from the second game onwards, it will be one of the numbers from "2" to "9". In (a) of the figure, when the normal mode transition process starts, step S502 determines whether it is normal mode 0 or 1. If it is normal mode 0 or 1, the process proceeds to step S503, and if it is not normal mode 0 or 1, the process according to this flowchart ends. In other words, in this example, the normal mode transition process is performed for every game during the advantageous section, but since step S502 is "No" for all games except the first game of the advantageous section, the normal mode draw in step S503 is not performed. Then, if it is determined in step S502 that the normal mode is 0 or 1 (it is the first game in the advantageous section), the process proceeds to step S503, where a lottery for the normal mode is performed. Then, the process proceeds to step S504, where the normal mode determined by the lottery is saved (stored), and the process according to this flowchart ends.

[0160] Figure 29(b) shows the number of normal mode draws for four different patterns. First, "Non-RT and Normal Mode 0" corresponds to the case where the performance group number is "0" at the start of the day (winning 1BB alone) and 1BB is awarded in that game. Note that the normal mode draw is not performed during 1BB gameplay (the normal mode transition process does not begin). Therefore, "Non-RT and Normal Mode 0" indicates the normal mode draw in the first game (non-RT) after the end of 1BB gameplay. While this can actually happen, it is a rare case. Also, "RT1 and Normal Mode 0" corresponds to the case where the performance group number is "0" (winning 1BB alone) at the start of the day and 1BB is not awarded, or where the performance group is "10" (winning both 1BB and award E) at the start of the day (in this case, the small wins included in award E take priority, so 1BB will not be awarded), and the game transitions to the advantageous section. Furthermore, "Non-RT and Normal Mode 1" corresponds to the case where the performance group number is anything other than "0" or "10" at the start of the day, and the game transitions to the advantageous section. Furthermore, "RT1 and Normal Mode 1" corresponds to the case where the game transitions to the advantageous section at a time other than the start of the day. Note that at times other than the start of the day, the performance group number will never be "0" (single win of 1BB). Furthermore, at times other than the start of the day, the performance group number will never be "10" and the game transitions to the advantageous section. Therefore, a transition to the advantageous section at a time other than the start of the day corresponds to the case where the performance group number is "1", "3" to "9", or "11" to "14" at a time other than the start of the day.

[0161] In the normal mode lottery described above, the winning number "0" will result in Heaven B Preparation Mode, the winning number "1" will result in Normal A Mode, the winning number "2" will result in Normal B Mode, the winning number "3" will result in Normal C Mode, and the winning number "4" will result in Heaven A Mode. Normal A Mode, Normal B Mode, and Normal C Mode are not advantageous to the player (it is difficult to win a sub-bonus). On the other hand, Heaven B Preparation Mode and Heaven A Mode are advantageous to the player (it is easy to win a sub-bonus).

[0162] In the cases of "No RT and Normal Mode 0", "RT1 and Normal Mode 0", and "No RT and Normal Mode 1", the number of positions that transition to Heaven B Preparation Mode is "0", and the number of positions that transition to Heaven A Mode is "1", so in most cases the player will not transition to a mode advantageous to them. In contrast, in the case of "RT1 and Normal Mode 1", the player will transition to Heaven B Preparation Mode with 100% probability. Here, there are no cases where the performance group number is "0" (single win of 1BB) other than at the start of the day, and when the performance group number becomes "10" other than at the start of the day, the advantageous section transition lottery is not performed, so the player will not transition to an advantageous section. Therefore, if the normal mode lottery is performed other than at the start of the day, the player will transition to Heaven B Preparation Mode (a mode advantageous to the player) with 100% probability, and if the normal mode lottery is performed at the start of the day, the player will almost never transition to a mode advantageous to them, so the payout rate of the advantageous section transitioned to other than at the start of the day is higher than the payout rate of the advantageous section transitioned to at the start of the day. In other words, by making the advantageous period entered at the start of the day (not during internal mode) less favorable to the player (lower payout rate) than the advantageous period entered at other times (during internal mode), it is possible to prevent the advantageous period at the start of the day from becoming excessively advantageous after a setting change (a so-called "morning bonus" countermeasure). Furthermore, since the advantageous period entered at other times always starts from the Heaven B preparation mode, it is possible to increase the desire to play even after the advantageous period is completed. On the other hand, if the advantageous period entered at the start of the day is made more favorable to the player (higher payout rate), it is possible to encourage activity at the start of the day.

[0163] Figure 31 is a diagram illustrating the types and characteristics of the normal modes "2" to "9". Figure (a) shows the characteristics of each normal mode (2 to 9), and Figure (b) shows the probability of transitioning to a normal mode (number of draws) at the start of a sub-bonus. As mentioned above, the normal mode is determined by a draw during the first game of the advantageous section, and thereafter, a normal mode transition draw is performed at the start of each sub-bonus. In Figure (a), the normal modes that are advantageous to the player are Heaven B Preparation Mode, Heaven A Mode, Heaven B Mode, and Heaven C Mode. Also, Heaven B Pullback Mode is advantageous to the player in terms of the probability of winning a sub-bonus. Each normal mode has a set number of games until a sub-bonus is won and a sub-bonus winning probability. During each normal mode, a sub-bonus draw is performed every game based on the winning number, with the winning probability shown in Figure 31(a). Furthermore, each normal mode has a set number of games until a sub-bonus is won, and when the number of games until the ceiling is reached without winning a sub-bonus, the sub-bonus winning flag is forcibly set (resulting in a sub-bonus win). After winning a sub-bonus, a predetermined number of pre-bonus spins will occur, after which the symbol combination corresponding to the sub-bonus ("Red 7" aligned) will become available for display. Once the symbol combination corresponding to the sub-bonus ("Red 7" aligned) is displayed, the sub-bonus will be triggered from the next spin.

[0164] On the other hand, regardless of which normal mode you are in, if you win the winning number "2" (Replay B), you will win a sub-bonus. When you win the winning number "2", as mentioned above, by pressing the stop switch 42 in reverse order, you can stop the symbol combination corresponding to Replay 04, namely the "Red 7" combination. Therefore, in a game where the winning number is "2", a notification will be given instructing you to press the stop switch 42 in reverse order, making it possible to stop the "Red 7" combination, and if the "Red 7" combination is displayed as stopped in that game, the sub-bonus will start from the next game.

[0165] Here, the winning number is When the player wins "2" and reverses the stop switch 42 to display the "Red 7" combination, the game is considered a "real game". In contrast, any other game that displays the "Red 7" combination is not a real game but a pseudo-game (also called a "simulated" game) performance. A "pseudo-game performance" is a performance in which, after the reels 31 start to rotate and before the rotation speed of the reels 31 becomes constant, the reels 31 are stopped (this stop is also called a "temporary stop" or "pseudo-stop"; hereinafter referred to as a "temporary stop") by operating the stop switch 42 to activate the rotation stop device, and an arbitrary combination of symbols is displayed. A "pseudo-game performance" is also called a "reel performance". On the other hand, a game that displays the combination of symbols as a game result (a combination of symbols corresponding to the winning combination result) is called a "real game". The symbol combinations that are temporarily stopped by the simulated gameplay animation do not represent the game result. The game result is displayed when the symbol combinations are stopped and displayed during the actual gameplay after the simulated gameplay animation has temporarily stopped the symbol combinations.

[0166] In particular, in this embodiment, when a sub-bonus is won and the conditions for executing a simulated game performance are met (for example, when the number of pre-announcement games is used up), the simulated game performance is executed up to four times until the "Red 7" symbols temporarily stop. Furthermore, during the simulated game performance, it may be possible to inform the player that it is a simulated game performance, in other words, not the actual game. This prevents the player from mistaking the simulated game performance for the actual game. Moreover, when all reels 31 are temporarily stopped during the simulated game performance, the motor 32 may be driven and controlled so that the symbols move up and down at predetermined time intervals (to vibrate slightly up and down) (referred to as "vibration" or "vibration control"), thereby informing the player that it is a temporary stop in the simulated game performance and not a stop displaying the game result in the actual game (actual stop). Then, after stopping all reels 31 through a simulated gameplay sequence, when the game transitions to the actual game, a random delay process is used to ensure that the starting timing of each reel 31's rotation is randomized when the start switch 41 is operated.

[0167] Figure 32 is a flowchart showing a pseudo-game performance with all "Red 7s". This flowchart does not include this game when the winning number "2" is won and "Red 7" is stopped and displayed by reverse pressing. First, in step S581, the main control board 50 determines whether the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the process proceeds to step S582. In step S82, it is determined whether the start conditions for the pseudo-game are met. Here, it means the sub-bonus confirmed state (main game state) after winning the sub-bonus and exhausting the number of preliminary game times. When it is determined that the start conditions for the pseudo-game are met, the process proceeds to step S583. When it is determined that the conditions are not met, the processing according to this flowchart ends. In step S583, the main control board 50 adds "1" to the continuous number "N" of the pseudo-game performance. The initial value of "N" is "0".

[0168] Next, the process proceeds to step S584. The main control board 50 determines whether "N" is "4". When it is determined that "N" is not "4", the process proceeds to step S585. When it is determined that "N" is "4", the process proceeds to step S591. In step S585, the sub-control board 80 outputs an effect notifying the player to aim at "Red 7" by forward pressing. Then the process proceeds to step S586. In step S586, the main control board 50 determines whether the stop switch 42 has been operated. When it is determined that the stop switch 42 has been operated, the process proceeds to step S587. In step S587, the reel control means 65 executes a temporary stop process of pulling "Red 7" into the effective line within a range of up to 4 frames. Next, the process proceeds to step S588. The main control board 50 determines whether all the reels 31 have temporarily stopped. When it is determined that all the reels 31 have temporarily stopped, the process proceeds to step S589. When it is determined that not all the reels 31 have temporarily stopped, the process returns to step S586.

[0169] In step S589, the main control board 50 determines whether the "Red 7" combination has temporarily stopped on an active line. If it determines that the "Red 7" combination has temporarily stopped, the process proceeds to step S590 and transitions to the sub-bonus. On the other hand, if it determines that the "Red 7" combination has not been displayed as temporarily stopped, the "Red 7" combination simulated game performance is repeated. Meanwhile, if it is determined in step S584 that "N" is "4", the process proceeds to step S591. In step S591, the reel control means 65 automatically temporarily stops all rotating reels 31, and also temporarily stops them when the "Red 7" combination is displayed. Here, the reels 31 may be temporarily stopped in the order of left, middle, and right reels 31, or all reels 31 may be temporarily stopped almost simultaneously. Then the process proceeds to step S590 and the sub-bonus begins. Through the simulated gameplay described above, the player is prompted to get the "Red 7" combination. However, if the player fails to get the "Red 7" combination three times in a row, the fourth simulated gameplay sequence will automatically temporarily stop the "Red 7" combination without requiring the player to operate the stop switch 42. This allows for a quick transition to the sub-bonus.

[0170] Although not shown in the diagram, when the winning number "2" is won when not in sub-bonus mode, the sub-control board 80 outputs a message informing the player to aim for "Red 7" by pressing the buttons in reverse order. When the stop switch 42 is operated by pressing the buttons in reverse order, the reel control means 65 executes a stop control process (main game) that pulls "Red 7" into the active line by a maximum of 4 frames. As described above, in a game where the winning number "2" is won, pressing the buttons in reverse order makes it possible to stop the "Red 7" combination, that is, the symbol combination corresponding to replay 04, on the active line. Also, if it is not possible to stop the "Red 7" combination by pressing the buttons in reverse order (the player fails to time the stop), the symbol combination corresponding to replay 01 is displayed as the stop. Furthermore, even in a game where the winning number "2" is won, if the stop switch 42 is not operated by pressing the buttons in reverse order, the symbol combination corresponding to replay 01 is displayed as the stop. If the winning number "2" is selected and the "Red 7" combination is not displayed, a "Red 7" combination simulated game sequence (simulated game) will be executed in the next game. However, this is not the only case; if the winning number "2" is selected and the "Red 7" combination is not displayed, the sub-bonus may be started from the next game without going through the simulated game. Note that even if the main game state is a sub-bonus confirmed state, the sub-state may be in a pre-bonus state (a state where the confirmation screen is not displayed). In such cases, it is at the discretion of the player whether or not to determine that the conditions for starting the simulated game have been met. However, since the sub-state is in a pre-bonus state, the notification of the "Red 7" combination will not be executed, but if the main game state is a sub-bonus confirmed state, the simulated game will be executed, and the player can aim to stop the "Red 7" during that simulated game.

[0171] Let's return to the explanation in Figure 31. As mentioned above, Heaven B Preparation Mode is a normal mode that is selected with 100% probability when transitioning from the normal section to the advantageous section, except at the start of the day. When a sub-bonus starts while in Heaven B Preparation Mode, a lottery is held to determine the transition to the normal mode. As shown in Figure 31(b), there is a 50% (120 / 240) probability of no transition (remaining in Heaven B Preparation Mode even after the sub-bonus ends), and a 50% probability of transitioning to Heaven B Mode. In other words, as long as you remain in Heaven B Preparation Mode, you will either maintain Heaven B Preparation Mode or transition to Heaven B Mode, which is advantageous for the player. Also, Normal A Mode, Normal B Mode, and Normal C Mode are disadvantageous modes for the player. And as you move from Normal A Mode to Normal B Mode and then to Normal C Mode, the mode becomes closer to Heaven Mode. For example, in Normal A Mode, the probability of no transition is highest, and if there is a transition, the probability of transitioning to Normal B Mode is highest. Furthermore, in Normal Mode B, the probability of no transition is highest, and if a transition occurs, the probability of transitioning to Normal Mode C is highest. Moreover, there is no transition from Normal Mode B to Normal Mode A. Furthermore, in Normal Mode C, the probability of transitioning to Heaven Mode A is highest, and there is no transition to Normal Mode A or Normal Mode B. As shown in Figure 31(b), when transitioning from Normal Mode A to another Normal Mode, the transition is to Normal Mode B, and when transitioning from Normal Mode B to another Normal Mode, the transition is to Normal Mode C. Therefore, when staying in Normal Mode C, there is a high probability of staying in a Normal Mode for the longest time. And of Normal Mode A, Normal Mode B, and Normal Mode C, Normal Mode C is the most likely to transition to Heaven Mode C. In other words, although the difference counter value is not referenced when transitioning between Normal Modes, the longer the unfavorable state for the player continues in Normal Mode C, the more likely it is to transition to Heaven Mode C.

[0172] Heaven Mode A is a mode that does not transition (loops) with a 60% (144 / 240) probability, and if it fails to loop, it transitions to Normal Mode A or Normal Mode B. Heaven Mode B is a mode that does not transition (loops) with a 90% (216 / 240) probability, and if it fails to loop, it transitions to Heaven Mode B Re-entry Mode. In Heaven Mode B Re-entry Mode, the re-entry rate to Heaven Mode B is 20% (48 / 240), and if it fails to re-enter, it transitions to Normal Mode A or Normal Mode B. Heaven Mode C is a mode with no transitions, and is maintained until the end of the advantageous period, that is, until the difference from the start of the advantageous period exceeds "2400", a so-called completion mode. In addition, there are defined conditions for transitioning to Heaven Mode C. If you win the transition to Heaven Mode C, and the remaining difference at that time is "1000" or more, you will transition to Heaven Mode C. In contrast, if you win the transition to Heaven Mode C, and the remaining difference at that time is less than "1000", you will transition to Heaven Mode A.

[0173] Based on the above, for example, the advantageous section ends in the following cases: 1) when the difference in the advantageous section exceeds "2400" while repeating a 60% loop in Heaven A mode, 2) when the difference in the advantageous section exceeds "2400" while maintaining Heaven B preparation mode or transitioning to Heaven B mode, or 3) when transitioning to Heaven C mode and the difference in the advantageous section exceeds "2400". When the advantageous section ends, the next game transitions to the normal section. When transitioning to the normal section, the normal section lever process shown in Figure 29 is executed, and it becomes Normal Mode 1. Then, in the case of RT1 and Normal Mode 1, as shown in Figure 30, it is guaranteed to win Heaven B preparation mode. When transitioning to Heaven B preparation mode, it stays in Heaven B preparation mode until transitioning to Heaven B mode, and after transitioning to Heaven B mode, Heaven B mode loops with a 90% probability. As a result, in the next advantageous section as well, there is a high probability that the difference in the advantageous section will exceed "2400" and the advantageous section will end. In this way, it is possible to repeat the advantageous section ending after exceeding the difference of "2400" multiple times.

[0174] Figure 33 is a flowchart showing the performance processing when the advantageous period is repeated multiple times as described above. This processing is performed by the sub-control board 80. First, in step S622, it is determined whether or not the advantageous period has started. If it is determined that the advantageous period has started, the process proceeds to step S623. In step S623, it is determined whether or not the Heaven Mode (one of Heaven A mode, Heaven B preparation mode, Heaven B mode, or Heaven C mode) of the advantageous period is continuous. Here, if the previous advantageous period ended in one of Heaven A mode, Heaven B preparation mode, Heaven B mode, or Heaven C mode, and the next advantageous period starts in Heaven B preparation mode, it is determined that the Heaven Mode of the advantageous period is continuous. Advantageous Period If it is determined that the Heaven Mode in the interval is continuous, proceed to step S624; if it is determined that the Heaven Mode in the advantageous interval is not continuous, terminate the processing according to this flowchart.

[0175] In step S624, the advantageous section continuation counter on the sub-control board 80 is set to "+1". Then, the process proceeds to step S625, where the sub-control board 80 executes the advantageous section continuation animation. Here, based on the value of the advantageous section continuation counter, for example, when the value of the advantageous section continuation counter is "1" (the number of consecutive advantageous sections is "2"), the frame lamp of the animation lamp 21 is lit in blue; when the value of the advantageous section continuation counter is "2", the frame lamp is lit in yellow; and when the value of the advantageous section continuation counter is "3", the frame lamp is lit in green. In other words, by looking at the animation of the frame lamp (casing) of the gaming machine 10, it is possible to roughly understand how many consecutive times the advantageous section's heaven mode has occurred. Furthermore, the sub-control board 80 displays the total number of coins obtained in the heaven mode during the previous advantageous section as an image and stores that total number of coins obtained. Then, after transitioning to the next advantageous period, if it is in Heaven Mode, the cumulative value from the total number of coins acquired in Heaven Mode during the previous advantageous period will be displayed as an image. If a sub-bonus is started within a predetermined number of games (for example, 100 games) from the start of the current advantageous period, it will be considered that Heaven Mode is continuing, and the display of the total number of coins acquired will continue. Note that during the loop of Heaven Mode, the total number of coins acquired may be displayed even when a sub-bonus is not in progress, or it may be set to display the total number of coins acquired only when a sub-bonus is in progress.

[0176] Furthermore, when displaying the total number of acquired coins across multiple advantageous periods as an image, a predetermined image (for example, an icon) is displayed each time the number of acquired coins increases by, for example, "+2000" coins, until the Heaven Loop is exited (the predetermined image is changed or increased each time the number of acquired coins increases by "+2000" thereafter). Note that at the end of an advantageous period, the main control board 50 clears the parameters related to the advantageous period, but the sub-control board 80 does not clear the parameters related to the advantageous period (such as the total number of acquired coins mentioned above). However, the total number of acquired coins may be reset instead of carried over when crossing advantageous periods, even if not limited to the above.

[0177] After outputting the advantageous section continuous performance in step S625, the next step S626 determines whether the advantageous section has ended. If it is determined that the advantageous section has ended, the process returns to step S622; if it is determined that the advantageous section has not ended, the process proceeds to step S627. In step S627, it is determined whether the advantageous section's Heaven Mode has ended. Here, if the loop of Heaven Mode has been exited, it is determined that the advantageous section's Heaven Mode has ended. If it is determined that the advantageous section's Heaven Mode has ended, the process proceeds to step S628; if it is determined that the advantageous section's Heaven Mode has not ended, the process returns to step S625. In step S628, the advantageous section continuous performance ends. For example, if the frame lamp performance is being executed as described above, the performance ends. Also, if the total number of coins acquired since the previous advantageous section's Heaven Mode is being displayed, the display ends. Next, the process proceeds to step S629 to clear the advantageous section continuous counter. Then the process according to this flowchart ends. In this way, by executing the advantageous section continuous performance, it is possible to appeal to those around the player that the player has acquired a large number of medals. In particular, in the case of medalless gaming machines, which will be discussed later, the continuous performance of the advantageous section becomes more effective because the medals actually won are not visible. Also, in the example in Figure 33, the continuous performance of the advantageous section ended when the heaven mode ended, but it is not limited to this, and the continuous performance of the advantageous section may continue after the end of the heaven mode, for example, for about 100 games. Furthermore, when the advantageous section ends and the game transitions to the normal section, in this embodiment, in most cases the advantageous section transition lottery is won on the first game of the normal section, and the game becomes an advantageous section again from the next game. In this case, the continuous performance of the advantageous section may be performed including the normal section between the advantageous section and the next advantageous section. If the continuous performance of the advantageous section is performed during the normal section as well, it is possible to inform the player that the heaven loop is continuing even in the normal section, thus preventing the player from mistakenly stopping the game. On the other hand, the continuous performance of the advantageous section does not have to be performed in the normal section. In this case, it is possible to prevent the player from mistakenly believing that an AT lottery is being performed even in the normal section.

[0178] Next, the complete function in the first embodiment will be explained. The "complete function" corresponds to the game machine's stop function (ending gameplay for the rest of the day). In the first embodiment, firstly, the difference in the advantageous section is counted by a difference counter. Here, "difference in the advantageous section" refers to the difference in the number of coins when the start of the advantageous section is set to "0". In other words, the start of the advantageous section is used as the base ("0"), not the difference from the minimum value during the advantageous section (MY). Therefore, when the difference becomes a negative value during the advantageous section, the negative value is counted. Also, as with the other embodiments described above, the difference counter does not count the number of games played during the normal section. For example, the difference counter is a 2-byte decrement counter. When the difference during the advantageous section exceeds "+2400 (coins)", it is determined that the conditions for ending the advantageous section have been met. Here, as a first example of a difference counter, one could set the initial value to "+2415" (coins) (in hexadecimal, "096Fh") at the start of the advantageous period. If the difference in the current game is negative, the difference is added to the difference counter; if the difference in the current game is positive, the difference is subtracted from the difference counter. To explain in more detail, first, set "+2415" at the start of the advantageous period. If the difference in the first game is "-3 (coins)" (bet "3", payout "0"), "3" is added to the difference counter, updating it to "+2418". On the other hand, if the difference in the first game is "+11 (coins)" (bet "3", payout "14"), "11" is subtracted from the difference counter, updating it to "+2404". When the difference counter reaches "0", it is determined that the difference during the advantageous period has exceeded "+2400" coins, and the advantageous period ends. Note that in the examples of Figures 34 and 35 described later, the difference counter value will increase as the difference in the current game increases.

[0179] Another example of the difference counter is a method in which the start of the advantageous period is set to "0", and when the difference counter exceeds "+2400" (coins) (specifically, when the difference counter value in hexadecimal becomes "0961h" or greater), it is determined that the conditions for ending the advantageous period have been met. In the difference counter and stop counter shown below, when hexadecimal values ​​are shown, "h" is added to the number. When "h" is not added to the number, it is shown as a decimal number. Also, when a minus sign is not added to the difference counter value, it is shown as positive. Furthermore, as mentioned above, in the first embodiment, the number of games played during the advantageous period is not included in the conditions for ending the advantageous period, so the number of games played during the advantageous period is not counted. In both the first and second examples above, when the advantageous period ends, the difference counter is cleared.

[0180] Furthermore, in the first embodiment, secondly, a stop counter counts MY from the time the power is turned on. Here, "MY" is the value with a minimum value of "0", similar to the difference counter in the other embodiments described above. The stop counter is initialized to "0000h" when the power is turned on. For example, from the moment the power is turned on, the first game will have a bet of "3", payout of "0", and a stop counter of "0000h", the second game will have a bet of "3", payout of "14", and a stop counter of "000Bh", the third game will have a bet of "3", payout of "0", and a stop counter of "0008h", the fourth game will have a bet of "3", payout of "0", and a stop counter of "0005h", the fifth game will have a bet of "3", payout of "0", and a stop counter of "0002h", the sixth game will have a bet of "3", payout of "0", and a stop counter of "0000h", and so on. In the first game above, the difference is "-3," so adding the difference "-3" to the initial value of the stop counter "0000h" results in "FFFDh," but if a digit carryover occurs, it is corrected to "0000h" each time. Similarly, in the sixth game, the difference is "-3," so adding the difference "-3" to the stop counter "0002h" results in "FFFFh," but it is corrected to "0000h." When the value of the stop counter from the time the power was turned on reaches "19000" (4A38h), the complete function is activated, the game machine 10 is stopped, and subsequent gameplay (operation for the day) is terminated. Note that, unlike the difference counter, the stop counter counts MY even in the normal section.

[0181] Figure 34 shows the changes in the difference counter and the stop counter in the first embodiment. First, the point where the power is turned on and the RWM is initialized corresponds to "A" in the figure. At point "A" in the figure, both the difference counter and the stop counter are "0". Then, since the normal period starts immediately after power on and RWM initialization, the system transitions to the advantageous period at point "B" in the figure. Therefore, at point "B" (the start of the advantageous period), the difference counter is "0". The difference counter is not updated during the normal period.

[0182] Furthermore, when the difference decreases from point "B" in the diagram and reaches point "C", the difference counter value at point "C" is "BC". Also, the stop counter value is "0". Then, if a sub-bonus etc. is executed in the advantageous section and the difference increases to reach point "D", and the difference "DB" exceeds "2400", the conditions for ending the advantageous section are met at point "D", and the advantageous section ends. The next game will be in the normal section, and if the conditions for transitioning to the advantageous section are met in the normal section, the game will transition to the advantageous section. Next, when point "E" in the diagram is reached, if the stop counter value "EC" reaches "19000", the complete function is activated, and the game machine 10 is stopped.

[0183] Furthermore, in Figure 34, the dashed line indicates the case where the difference continues to increase from the time the power is turned on, and the stop counter reaches "19000" in the shortest possible time. In the figure, "FA" is "19000". Here, the minimum play time (the shortest time from the start of rotation of reel 31 in the current game to the start of rotation of the next game) is set to "4.1" seconds. On the other hand, the Act on Regulation of Businesses Affecting Public Morals and Proper Operation of Such Businesses (hereinafter sometimes referred to as the "Public Morals Act", "Public Morals Law", or "Public Morals Business Act") defines "pachinko parlors" as "Type 4 businesses". The Public Morals Act does not, in principle, permit any public morals business to operate from midnight to 6 a.m. (Article 13 of the Act). For this reason, the maximum number of hours a day a pachinko parlor can operate is 18 hours. In addition, the shortest operating hours stipulated by the ordinances of each prefecture is 13 hours. Furthermore, although the specific calculations are omitted, based on the above-mentioned number table and condition device, assuming that the transition from the normal section to the advantageous section and then to the sub-bonus is completed in the shortest possible time, and the sub-bonus continues until the difference counter exceeds "2400", and when the difference counter exceeds "2400", the advantageous section ends and the transition to the normal section is completed, the net increase in tokens per game is set to approximately "6" tokens. That is, if each game is played in "4.1" seconds and the net increase in tokens per game is "6" tokens, the net increase in tokens per hour is approximately "5268" tokens. Therefore, it takes approximately "3.6" hours for MY to reach "19000". Thus, there is a possibility that the stop counter will reach "19000" within the operating hours of one day (minimum 13 hours, maximum 18 hours). By setting the value of the stop counter that triggers the completion function and the net increase in tokens per game, it is possible to prevent excessively stimulating the gambling instincts of players, so that the completion function can be activated during the day's operating hours.

[0184] Figure 35 shows the relationship between the difference counter, the stop counter, and power on / off. In the graph in Figure 35, "power off" and "power on" refer to simple power on / off, and it is assumed that no RWM clear (setting change) has been performed. As shown in Figure 35, for example, if the power is turned off when the stop counter and difference counter values ​​are at predetermined values, and then restored, the stop counter is cleared. Therefore, after restoring from a power off, it starts from "0000h" (dotted line in the figure). In contrast, the difference counter is not cleared. Therefore, after restoring from a power off, it restarts from the value before the power off (solid line in the figure). Also, in Figure 35, the table below shows the status of the difference counter and stop counter when powering on / off without RWM clearing and when powering on / off with RWM clearing. As mentioned above, when powering on / off without RWM clearing, the difference counter is retained, but the stop counter is cleared. In contrast, when the RWM is cleared, turning the power on / off (for example, when changing settings) clears both the difference counter and the stop counter.

[0185] Furthermore, the "Complete Function Activation Flag" is a flag that turns on when the stop counter reaches "19000" and the complete function is activated. It consists of, for example, one byte of data, and is "00h" when off and "FFh" when on. In addition, the "Complete Function Temporary Flag" is a flag that turns on when the stop counter reaches "19000" but the complete function cannot be activated, for example, when in a special game state (while a special feature is operating). It consists of, for example, one byte of data, and is "00h" when off and "FFh" when on. These complete function activation flags and complete function temporary flags are configured not to be cleared by turning the power on / off without RWM clearing.

[0186] Therefore, although the details will be explained later, for example, when the stop counter reaches "19000" during the special game state, the complete function activation flag remains off, but the temporary complete function flag is turned on. Then, if the power is cut off before the special game state ends and then restored, the temporary complete function flag is restored in the on state. Therefore, after the power is restored from a power outage and the special game state ends, the complete function activation flag can be turned on to activate the complete function. However, when the power is turned on / off (when the settings are changed) with RWM clear enabled, both the complete function activation flag and the temporary complete function flag are cleared.

[0187] Figure 36 is a flowchart showing the flow from power-on to main processing, including processing related to the complete function. First, when the power is turned on in step S511, the power-on process is executed in the next step S512. One of the processes in this power-on process is the initialization process of a predetermined memory area. Here, in the case of power-on without RWM clearing, one of the initialization processes is the initialization process (clearing process) of the stop counter. In contrast, the initialization processes of the difference counter, the complete function activation flag, and the complete function temporary flag are not executed. On the other hand, in the case of power-on with RWM clearing, the stop counter, difference counter, complete function activation flag, and complete function temporary flag are all initialized. Next, the process proceeds to step S513, where error processing is performed. In this error processing, the processing related to the complete function is executed as described later.

[0188] In the next step S515, the main control board 50 executes the acceptance process for inserting and settling. In the next step S516, the main control board 50 determines whether the start switch 41 has been operated, and if it determines that the start switch 41 has been operated, it proceeds to step S517. In step S517, the role lottery means 61 executes the lottery for roles (winning numbers). Then, in the next step S518, the reel control means 65 starts the rotation of the reels 31. In step S519, the main control board 50 determines whether the stop switch 42 has been operated, and if it determines that the stop switch 42 has been operated, it proceeds to step S520, where the reel control means 65 controls the reel 31 corresponding to the operated stop switch 42 to stop. In the next step S521, the main control board 50 determines whether all reels 31 have stopped, and if it determines that all reels 31 have not stopped, it returns to step S519, and if it determines that all reels 31 have stopped, it proceeds to step S522. In step S522, the prize determination means 66 determines the winning combination. Then, the process proceeds to step S523, where the payout means 67 pays out the medals corresponding to the winning combination. Next, the process proceeds to step S524, where the main control board 50 updates the combination ratio monitor (management information display LED 74). Next, the process proceeds to step S525, where the main control board 50 executes the complete function calculation process. This process includes updating the stop counter and other processes, as shown in Figure 38, which will be described later. Next, the process proceeds to step S526, where the main control board 50 executes the game state update process. Then, the process returns to step S513.

[0189] Figure 37 is a flowchart showing the error processing in step S513 of Figure 36. First, in step S531, the main control board 50 determines whether or not the machine is in a special game state (with a special feature in operation). In this embodiment, even if the conditions for operating the complete function (stop condition) are met in the special game state, the complete function is not activated. If it is determined that the machine is in a special game state, the process proceeds to step S537, where other error processing other than the processing related to the complete function operation is executed. On the other hand, if it is determined in step S531 that the machine is not in a special game state, the process proceeds to step S532. In step S532, the complete function activation flag is read. Then, in the next step S533, it is determined whether or not the complete function activation flag is "FFh" (on). If it is determined to be "FFh", the process proceeds to step S534, and if it is determined not to be "FFh", the process proceeds to step S537.

[0190] In step S534, the main control board 50 notifies that the complete function has been activated. This process involves sending a complete function activation signal to the sub-control board 80 and notifying the complete function of its activation on the image display device 23, etc. Next, the process proceeds to step S535, where the main control board 50 executes the automatic settlement process. Note that it is optional whether or not to automatically settle the credited medals when the complete function is activated. If automatic settlement is to be performed when the complete function is activated, the automatic settlement process is executed in step S535. On the other hand, if automatic settlement is not to be performed when the complete function is activated, the process in step S535 is not executed. Next, the process proceeds to step S536, where the complete signal is output externally. This terminates the error processing. Also, when the process proceeds to step S536, the process does not proceed to steps S515 onwards in Figure 36. As a result, the operation switches (bet switch 40, start switch 41, stop switch 42) are not accepted, and the game cannot proceed. In this example, the process related to activating the complete function was executed within the error handling in step S513. However, this is not limited to this; for example, the process related to activating the complete function may be provided independently as the process following the error handling, and the processes in steps S531 to S536 in Figure 37 may be executed.

[0191] Figure 38 is a flowchart showing the process for calculating the complete function in step S525 of Figure 36. First, in step S541, the main control board 50 determines whether the temporary complete function flag is on (FFh). If it determines that the temporary complete function flag is not on, it proceeds to step S542; if it determines that it is on, it proceeds to step S548. In step S542, the main control board 50 determines whether the complete function activation flag is on (FFh). If it determines that it is on, that is, that the complete function is already activated, it terminates the process according to this flowchart. This is because if the complete function is already activated, the process of updating the stop counter, etc., is not executed. If it determines in step S542 that the complete function activation flag is not on and proceeds to step S543, the main control board 50 determines whether re-play is in progress. In this embodiment, the stop counter is not updated while re-play is in progress, so if it determines that re-play is in progress, it terminates the process according to this flowchart. If it determines that re-play is not in progress, it proceeds to step S544. In step S544, the stop counter is updated based on the number of bets and payouts for the current game.

[0192] In the next step, S545, it is determined whether the stop counter has become less than "0", that is, whether a carry-over has occurred. If it is determined that the stop counter is not less than "0", the process proceeds to step S546, and if it is determined that it is less than "0", the process proceeds to step S551. In step S551, the stop counter value is corrected to "0". This makes the minimum value of MY "0". Then the process according to this flowchart ends. On the other hand, when proceeding from step S545 to step S546, the main control board 50 determines whether the stop counter value has reached "19000". As described above, if the stop counter value is "4A38h" or greater, it is determined that it has reached "19000". If it is determined that the stop counter has reached "19000", the process proceeds to step S547, and if it is determined that it has not reached "19000", the process according to this flowchart ends.

[0193] In step S547, the temporary complete function flag is turned on (FFh). Next, the process proceeds to step S548 to determine whether the current game is in a special game state (such as during a 1BB game or an RB game). Note that if the special game state ends in the current game (for example, if it was the final game of a 1BB game), the special game state has ended at step S525, so it is determined that the game is not in a special game state. If it is determined that the game is in a special game state, the process according to this flowchart ends. Therefore, in a special game state, when the stop counter reaches "19000", the temporary complete function flag is turned on in step S547, but the complete function activation flag is not turned on (FFh) because the process does not go through step S549. For this reason, the complete function does not activate in a special game state. On the other hand, if it is determined in step S548 that the game is not in a special game state, the process proceeds to step S549. In step S549, the main control board 50 turns on the complete function activation flag (FFh). Next, it proceeds to step S550, where it turns off the temporary complete function flag (00h). Then the process according to this flowchart ends. When the complete function activation flag is turned on in step S549, the complete function will be activated at the start of the next game according to steps S513 in Figure 36 and Figure 37. Also, in the special game state, when the temporary complete function flag is turned on in step S547, the temporary complete function flag remains on (the complete function activation flag is off) until the special game state ends, at which point the complete function activation flag is turned on (step S549) and the temporary complete function flag is turned off (step S550).

[0194] Next, the sub-control board 80 related to the complete function The image control will now be explained. Figure 39 shows images that foreshadow (pre-notify) the activation of the complete function, with (a) being the game screen, (b) being the demonstration screen, and (c) being the menu screen. The sub-control board 80 independently counts the stop counter after power-on. However, it is not limited to this, and the main control board 50 may also transmit the stop counter value to the sub-control board 80 at the end of each game. If the complete function is suddenly activated when the stop counter reaches "19000", it will be a surprise to the player. Therefore, when the activation of the complete function is approaching, the player is notified of the activation of the complete function.

[0195] The sub-control board 80 notifies the user of the activation of the complete function when the stop counter reaches "18900," in other words, when there are "100" coins remaining until the complete function is activated. As shown in (a), (b), and (c) in the figure, whether it is the game screen, demonstration screen, or menu screen, it will display, for example, "100 coins remaining until the complete function is activated." Furthermore, when the stop counter reaches, for example, "+11" coins in the next game, the notification image for the activation of the complete function will be updated to display "89 coins remaining until the complete function is activated." In this way, the notification of the activation of the complete function is made so that the quantitative changes until the condition for the activation of the complete function (the stop counter reaching "19000") is met can be visually recognized. In the figure, the area of ​​the notification image for the activation of the complete function is shown as a dot pattern, and this dot pattern area represents the front layer. Therefore, for example, if there is an overlapping area between a predetermined display on the screen and a preview image indicating the activation of the complete function, the preview image for the activation of the complete function will be displayed in that overlapping area, and the predetermined image (backward layer) will not be displayed. In other drawings described later, the area indicated by the dot pattern refers to the foremost layer.

[0196] In the example above, when the complete function is activated when the stop counter reaches "19000", the activation of the complete function is announced when the stop counter reaches "18900". If the stop counter value does not decrease after the announcement of the complete function activation and reaches "19000", the announcement of the complete function activation will continue from the time the stop counter reaches "18900" until it reaches "19000". On the other hand, if the stop counter value decreases after reaching "18900", the announcement of the complete function activation will end when the stop counter value reaches a predetermined value. If the stop counter value fluctuates up and down with the game progressing, with "18900" as the threshold, the state of announcing the activation of the complete function and the state of not announcing it will frequently switch, for example, the announcement image of the complete function activation may be displayed or not displayed. Therefore, in this embodiment, once the activation of the complete function is announced, the announcement of the activation of the complete function is maintained until the stop counter falls below a predetermined value (18850 in this embodiment).

[0197] Figure 40 shows the transition between the section in which the activation of the complete function is announced (pre-notified) and the section in which it is not announced. In the figure, the solid line represents the section in which the activation of the complete function is announced, and the dashed line represents the section in which it is not announced. In Figure 40, when the value of the stop counter reaches "A" (MY1 = "18900") in the figure, the condition for announcing the activation of the complete function is met, and the activation of the complete function is announced from this point onward. As the game progresses, at point "B" in the figure, the value of the stop counter falls below "MY1 (18900)", but the announcement of the activation of the complete function continues. Then, at point "C" in the figure, when the value of the stop counter falls below "MY2 (18850)", the announcement of the activation of the complete function ends, and the game transitions to the section in which it is not announced.

[0198] Once the game transitions to a non-announcement phase, it will not enter a phase that announces the activation of the complete function until the stop counter reaches "18900" (MY1). In the example in Figure 40, the stop counter reaches "18900" (MY1) at point "D" in the figure, and the game returns to an phase that announces the activation of the complete function. Note that when the stop counter reaches "19000", the complete function is activated, and the announcement of the complete function activation ends. In this example, the difference "MY1-MY2" between the stop counter "MY1" which is the phase that announces the activation of the complete function and the stop counter "MY2" which is the phase that does not announce it is set to "50". Here, it is preferable that "MY1-MY2" is greater than the maximum difference in one game ("11 coins" in the first embodiment). This prevents the phase that announces the activation of the complete function and the phase that does not announce it from (frequently) switching within a single game.

[0199] Figure 41 shows an example of displaying an image indicating the activation of the complete function across the entire screen. In the figure, the dot pattern display area is the image display area for the activation of the complete function. Therefore, when the image indicating that the complete function is activated is displayed across the entire screen as in this example, the game screen and other elements up to that point become completely invisible. When the complete function is activated, there are cases in which automatic settlement is performed and cases in which automatic settlement is not performed. When the complete function is activated, the operation of the bet switch 40, start switch 41, and stop switch 42 is disabled, so the game cannot proceed from there. However, for game machines 10 that allow operation of the settlement switch 43, after the complete function is activated, the settlement switch 43 can be operated to discharge all stored medals into the medal tray. In this case, as shown in Figure (a), a display prompting settlement is shown. On the other hand, when the complete function is activated and automatic settlement is performed, all stored medals are automatically discharged into the medal tray without the player operating the settlement switch 43. In this case, as shown in Figure (b), a message indicating that automatic settlement is in progress is displayed. Furthermore, in the case of a "medalless gaming machine" as described in the 18th embodiment later (Figure 52), operating the counting switch 47 transmits the gaming medium (electronic medals) stored in the gaming machine 10 to the dispensing unit 200. In the case of a medalless gaming machine, when the complete function is activated, it is necessary to operate the counting switch 47 to transmit the gaming medium to the dispensing unit 200. In this case, as shown in Figure (c), a message prompting counting is displayed.

[0200] Figure 42 shows an example of displaying an image of the Complete Function activation in a specific area. In the figure, the area with the dot pattern is the image display area for the Complete Function activation. Figure (a) shows an example where the Complete Function is activated during a sub-bonus game (AT). The Complete Function activation image layer is displayed overlaid on the game screen layer. Therefore, in areas where the game image and the Complete Function activation image overlap, the Complete Function activation image is displayed on top. Alternatively, the Complete Function activation image may be made transparent so that the game screen is visible below the Complete Function activation image. Furthermore, if the game screen is left unattended for a predetermined amount of time, the system will transition to a demonstration screen as shown in Figure (b). Even when transitioning to the demonstration screen, the Complete Function activation image will not be erased and will continue to be displayed. In addition, in areas where the demonstration screen image and the Complete Function activation image overlap, the Complete Function activation image will be displayed as the layer in front. Moreover, it is possible to transition to the menu screen even after the Complete Function is activated. Even when switching to the menu screen, the image displayed when the complete function is activated will not disappear and will continue to be displayed. Furthermore, in areas where the menu screen image and the image displayed when the complete function is activated overlap, the image displayed when the complete function is activated will be displayed as the foreground layer.

[0201] Figure 43 shows an example where the stop counter reaches "19000" during a special game state (for example, during a 1BB game or RB game), with (a) showing a time chart and (b) and (c) showing example images. The first embodiment is a gameplay feature that allows the execution of a sub-bonus (AT) on the premise that a 1BB is inside (without winning a 1BB). In contrast, the example in Figure 43 shows an example where, for example, a 1BB or RB (bonus) is won during gameplay, and the stop counter reaches "19000" while in a special game state (during a 1BB game or RB game). In Figure (a), at the start of the special game state, the stop counter is less than "18900", the temporary complete function flag is off, and the complete function activation flag is off. First, when the stop counter reaches "18900", the sub-control board 80 displays an image that foreshadows the activation of the complete function. Figure (b) shows the image at this time. On the game screen in the special game state, a preview image of the complete function activation is superimposed on a part of the screen. Next, when the stop counter reaches "19000" in the special game state, the temporary complete function flag is turned on. However, since it is the special game state, the complete function activation flag remains off. Also, based on the fact that the temporary complete function flag has been turned on, the sub-control board 80 displays an image indicating that the complete function is in standby mode (the complete function will activate after the special game state ends). Figure (c) shows the image at this time. Therefore, based on the stop counter reaching "19000", the image display changes from Figure (b) to Figure (c). This configuration allows the system to inform the player that the stop counter has reached "19000" during the special game state (meaning they cannot play any further that day), thus preventing disputes between the pachinko parlor staff and the player when the game machine 10 stops after the special game state ends.

[0202] When the special game state ends, the complete function activation flag is turned on (the temporary complete function flag is turned off). This switches the image from the one shown in Figure (c) to the images shown in Figures 41 and 42(a), for example. Note that when the stop counter reaches "19000" during the special game state, the stop counter count ends, but even if the acquired medals decrease afterward (for example, assuming that the count continued without ending after the stop counter reached "19000", and the count value falls below "19000" at the end of the special game state), the temporary complete function flag remains on and the complete function activation flag is turned on at the end of the special game state. Note that in the example in Figure 38, when the temporary complete function flag is on ("Yes" in step S541), step S544 is not taken, so the stop counter is not updated. Therefore, in this case, even if the acquired medals decrease during the subsequent special game state, the stop counter will not change. However, this is not the only way; the stop counter may also be updated after the temporary complete function flag is turned on. In this case, even if the stop counter is less than "19000" at the end of the special game state, if the temporary complete function flag was turned on during the special game state, the complete function activation flag will be turned on at the end of the special game state, and the game machine 10 will be stopped.

[0203] Furthermore, in Figure 43, if the power is cut off after the stop counter reaches "19000" but before the special game state ends, and then the power is turned back on and the special game state ends, the complete function will be activated at the end of the special game state. In this case, the complete function activation flag is not turned on, but the temporary complete function flag is turned on. The stop counter is cleared by turning the power on / off, but the temporary complete function flag is not cleared by turning the power on / off. Therefore, after the power is turned on and before the end of the special game state, the temporary complete function flag is on and the complete function activation flag is off. When the special game state ends, the temporary complete function flag becomes off and the complete function activation flag becomes on, and the complete function is activated. With this configuration, even if a power outage occurs after the stop counter has reached "19000" but the game machine 10 has not been stopped (for example, when the stop counter reaches "19000" during the special game state), and then the power is turned on and the stop counter is cleared, the game machine 10 can be stopped based on the temporary complete function flag and the complete function activation flag, thus preventing excessive stimulation of the player's gambling instincts.

[0204] Figure 44 is a time chart showing an example where, in a game where the complete function is announced (pre-notified) before activation (for example, the state shown in Figure 43(b)) and the complete function is activated after payout (a game where the stop counter reaches "19000"; the same applies hereinafter), a power outage occurs and the payout process is completed before the power outage process begins. First, in a situation where the complete function is announced, the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Then, a power outage occurs just before the end of the payout process, and the payout process is completed before the power outage process begins. When the payout process is completed, the stop counter is updated, and as a result of the stop counter reaching "19000", the game transitions from the announcement state to the complete function activation state. The power outage occurs around the moment of switching from the announcement state to the activation state, but the game is in the activation state before the power outage process begins. For this reason, the complete function activation flag is turned on before the power outage process begins. Once the power-off process is complete, the power is turned off. When the power is then turned on again, the power-on process is executed. Once the power-on process is complete, the device returns to the complete function activated state. As mentioned above, when the power is turned on / off, the stop counter is cleared, but the complete function activation flag is not cleared. Therefore, the value of the complete function activation flag is read during the power-on process, and if the complete function activation flag is on, the device enters the complete function activated state.

[0205] Figure 45 is a time chart showing an example where, in a game where the complete function is in a state of notification of activation and the complete function is activated after payout, a power outage occurs during the payout process and the power outage process begins. Figure 45 illustrates Example 1 (a) and Example 2 (b), but first, Example 1 (a) will be explained. Assume that in the state of notification of activation of the complete function, the stop switch 42 is operated, the hand is released from the last stop switch 42, and the payout process is performed. Assume that a power outage occurs during the payout process, and the power outage process begins before the entire payout process is completed (before all medals are dispensed). Therefore, when the power outage process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the state of notification of activation of the complete function remains. In other words, the complete function activation flag is off when the power is turned off. Note that when the power is turned off, the payout process up to the point in progress and the state of notification of activation of the complete function are backed up.

[0206] Next, when the power is turned on, the power-on process is executed. Once the power-on process is complete, the dispensing process continues based on the backup data. Also, based on the backup data from when the power was turned off, the system returns to the state where the complete function is expected to activate. When the dispensing process is complete, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the dispensing process continues after the power is turned on and the stop counter is updated, the stop counter will not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the state where the complete function is expected to activate (for example, "18900" in the example in Figure 40). Therefore, after the dispensing process is complete, the system does not enter the state where the complete function is expected to activate, but returns to the normal state. Also, Example 2 in Figure (b) is an example where the state where the complete function is expected to activate is not backed up when the power is turned off. Therefore, after the power is turned on, the system does not return to the state where the complete function is expected to activate. Consequently, when the power-on process is complete, the system returns to the normal state. Note that Figure 45 shows the state in which the complete function is about to activate, and this also applies even if the complete function does not activate after payout (i.e., the stop counter does not reach "19000"). Also, in Example 2 of Figure (b), the state in which the complete function is about to activate is backed up when the power is lost, but the system may be configured to clear the state in which the complete function is about to activate when the power is restored. This processing is also the same for Figures 46(b), 47(b), and 48(b) which will be described later.

[0207] Figure 46 is a time chart showing an example where, in a game where the complete function is in a state of notification of activation and the complete function is activated after payout, a power outage occurs before the player releases their hand from the last stop switch, and the power outage process is executed when the payout process is partially completed. Figure 46 illustrates Example 1 (a) and Example 2 (b), but first, Example 1 (a) will be explained. Assume that in the state of notification of activation of the complete function, the stop switch 42 is operated, the player releases their hand from the last stop switch 42, and the payout process is performed. Here, assume that a power outage occurs before the player releases their hand from the last stop switch 42. Furthermore, assume that the power outage process starts before the entire payout process is completed (before all medals are paid out). Therefore, at the time the power outage process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the state of notification of activation of the complete function remains. Note that when the power is turned off, the partially completed payout process and the state of notification of activation of the complete function are backed up.

[0208] Next, when the power is turned on and the power-on process is executed, the dispensing process continues based on the backup data. Also, based on the backup data from when the power was turned off, the system returns to the state where the complete function is about to activate. When the dispensing process is finished, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the dispensing process continues after the power is turned on and the stop counter is updated, the stop counter will not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the state where the complete function is about to activate. Therefore, after the dispensing process is finished, the system does not enter the state where the complete function is about to activate, but returns to the normal state. Also, Example 2 in Figure (b) is an example where the state where the complete function is about to activate is not backed up when the power is turned off. Therefore, after the power is turned on, the system does not return to the state where the complete function is about to activate. Consequently, when the power-on process is finished, the system returns to the normal state. Note that Figure 46 shows the state in which the complete function is about to activate, and this also applies even if the complete function does not activate after payout (i.e., the stop counter does not reach "19000"). Furthermore, comparing the example in Figure 45 and the example in Figure 46, the results are the same. In the example in Figure 45, the power cut occurs after the last stop switch 42 is released, and in the example in Figure 46, the last stop switch 42 is released after the power cut occurs. In both cases, the power cut process is terminated in the middle of the payout process. As a result, after power is turned on, the payout process continues, and if the state in which the complete function is about to activate is backed up, it returns to the state in which the complete function is about to activate, but because the stop counter is cleared, it then returns to the normal state. Note that there are two methods for updating the stop counter when the power is turned on / off. The first method is to update the stop counter based on the number of payouts and bets in the game. The second method is to update the stop counter based on the number of coins paid out after power is turned on.For example, in a game where 3 coins are bet and 10 coins are paid out, if the power cut-off process is completed when 5 of the 10 coins have been paid out, and then the power is turned on and the remaining coins are paid out, then if the first method is adopted, the stop counter will be updated by a difference of 7 coins after the power is turned on. This simplifies the process because even if the power is turned on / off in the middle of the payout process, the same difference will be updated as if the power had not been turned on / off. However, the value of the stop counter updated after the power is turned on may not match the number of coins paid out after the power is turned on. If the second method is adopted, the stop counter will be updated by the 5 coins paid out after the power is turned on. This ensures that the value of the stop counter updated after the power is turned on matches the number of coins paid out after the power is turned on, so players will not be confused when a notification of the completion function activation is given after the power is turned on.

[0209] Figure 47 is a time chart showing an example where the hand is released from the last stop switch immediately before the start of the power-off process (T1) or after the power-off process (T2) in a game where the complete function is in a state of notification of activation and the complete function is activated after a payout. Whether the hand is released from the last stop switch immediately before the start of the power-off process (T1) or between the end of the power-off process and before the power is turned on (T2), the result is the same. Figure 46 illustrates Example 1 (a) and Example 2 (b), but first, Example 1 (a) will be explained. Assume that in the state of notification of activation of the complete function, after the stop switch 42 is operated, the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2). When the hand is released from the last stop switch 42, the payout process is executed, but since the hand is released from the last stop switch 42 immediately before the start of the power-off process (T1) or after the power-off process (T2), the power-off process is completed before the payout process begins. Therefore, at the time the power-off process is completed and the power is turned off, the stop counter has not reached "19000". For this reason, the power is turned off while the system remains in the state of being notified that the complete function is activated. At the time of power-off, the fact that a winning combination was achieved and the state of being notified that the complete function is activated are backed up.

[0210] Next, when the power is turned on and the power-on process is executed, the dispensing process is executed based on the backup data. Also, based on the backup data from when the power was turned off, the system returns to the state where the complete function is about to activate. When the dispensing process is finished, the stop counter is updated, but the stop counter is cleared when the power is turned off. Therefore, even if the dispensing process is executed after the power is turned on and the stop counter is updated, the stop counter will not reach "19000". Furthermore, the value of the stop counter has not reached the value required to enter the state where the complete function is about to activate. Therefore, after the dispensing process is finished, the system does not enter the state where the complete function is about to activate, but returns to the normal state. Also, Example 2 in Figure (b) is an example where the state where the complete function is about to activate is not backed up when the power is turned off. Therefore, after the power is turned on, the system does not return to the state where the complete function is about to activate. Therefore, when the power-on process is finished... Then, it returns to its normal state.

[0211] Figure 48 is a time chart showing an example where the system is in a state of readiness for the complete function to activate, and the user releases their hand from the last stop switch after a power outage and power-on. Even if the user releases their hand from the last stop switch 42 after a power outage and power-on, the result is the same as the example in Figure 47 described above. Specifically, (a) as in Example 1, if the state of readiness for the complete function to activate is backed up when the system is in a state of readiness for the complete function to activate, the system will return to the state of readiness for the complete function to activate based on the backup data after the power-on process and before the end of the payout process. Then, after the end of the payout process, the system will transition to the normal state. In contrast, (b) as in Example 2, if the state of readiness for the complete function to activate is not backed up when the system is in a state of readiness for the complete function to activate, the system will return to the normal state after the power-on process.

[0212] Figure 49 is a time chart showing an example where a power outage occurs during a sub-bonus while the machine is in a state where the complete function is about to activate. In this example, it is assumed that there are no payout processes before and after the power outage. During the sub-bonus, the machine is in a state where the complete function is about to activate, so the remaining number of coins until the complete function is activated is displayed as an image. For example, the image is displayed as in Figure 43(b). The number of coins acquired during the sub-bonus is also displayed as an image. After a power outage occurs while the remaining number of coins until the complete function is about to activate and the number of coins acquired during the sub-bonus are displayed as images, the power-on process is executed when the power is turned back on. When the power-on process is completed, the stop counter is cleared, so the value of the stop counter does not reach the value required to enter the state where the complete function is about to activate. As a result, the state where the complete function is about to activate is not entered. Therefore, after the power is turned on, the remaining number of coins until the complete function is about to activate is not displayed as an image. On the other hand, when the power-on process is completed, the number of coins acquired during the sub-bonus is displayed as an image based on the backup data. Based on the above, before the power is turned off, the remaining number of coins until the complete function is activated and the number of coins acquired during the sub-bonus are displayed as images, but after the power is turned on, the number of coins acquired during the sub-bonus is displayed as an image.

[0213] Figure 50 shows an example where a hopper empty error occurs during automatic settlement after a payout, when the complete function is activated and announced after the payout process. (a) shows the time chart, and (b) to (d) show the image display content. In Figure (a), when the complete function is activated and announced, the payout counter reaches "19000" and the complete function activation flag is turned on. This signals the activation of the complete function. In Figure (b), "Complete function activated. Please call an attendant" is an example of an announcement of the activation of the complete function. In this example, as in the example in Figure 41(b), it is assumed that automatic settlement occurs when the complete function is activated. Therefore, when the activation of the complete function is announced, automatic settlement begins. Figure (b) shows an example of a system that notifies the user of the completion function and that automatic payment is in progress.

[0214] Next, if a hopper empty error occurs during automatic settlement, the hopper empty error is notified. Figure (c) shows an example where the operation of the complete function is notified and the occurrence of a hopper empty error is notified. Then, when the hopper empty error is resolved and automatic settlement is completed, as shown in Figure (d), only the operation of the complete function is notified. Note that in the case of Figure (c), if the occurrence of a hopper empty error is prioritized, the notification of the hopper empty error may be displayed larger than the notification of the complete function operation. Alternatively, if the notification of the complete function operation is prioritized, the notification of the complete function operation may be displayed larger than the notification of the hopper empty error.

[0215] Figure 51 shows an example where the system notifies the user of the completion function activation, and the completion function is activated after the payout process, and the system notifies the user of the completion function activation after automatic settlement. Furthermore, the figure shows an example where a hopper empty error occurs during the automatic settlement. (a) shows the time chart, and (b) to (d) show the image display content. In Figure 51, the difference from Figure 50 is that the system does not notify the user of the completion function activation during automatic settlement after the payout process, but not after the automatic settlement. In Figure (a), under the situation where the system notifies the user of the completion function activation, when the payout process is completed the stop counter reaches "19000", so the completion function activation flag is turned on. Next, before the system notifies the user of the completion function activation, the automatic settlement process is executed, so a message indicating that automatic settlement is in progress is displayed. Figure (b) shows the state at this time.

[0216] In the example in Figure 37, if it is determined in step S533 that the complete function activation flag is on, the process proceeds to step S534, and the activation of the complete function is announced. Next, the process proceeds to step S535, and the automatic settlement process is executed. Therefore, this flowchart example is the example in Figure 50. In contrast, when processing as shown in Figure 51, if it is determined in step S533 in Figure 37 that the complete function activation flag is on, the process proceeds to step S535, and the automatic settlement process is executed. After the automatic settlement process, the process proceeds to step S534, and the activation of the complete function is announced. If a hopper empty error occurs during automatic settlement, the display switches from "Automatic settlement in progress" to "Hopper empty error," as shown in Figure (c). Once the hopper empty error is resolved and automatic settlement is completed, the activation of the complete function is announced, as shown in Figure (d). By configuring it in this way, the system will not notify the player that the complete function has been activated if the automatic settlement is not yet complete. This prevents players from stopping playing and incurring losses before the automatic settlement is finished.

[0217] Furthermore, in the example shown in Figure 51, when the payout process is completed, the stop counter reaches "19000," at which point the complete function activation flag is turned on, and the complete function is activated. However, the activation of the complete function is not announced during the automatic settlement process that is performed after the payout process. Here, if the power is cut off during a hopper empty error in automatic settlement, and then the power is turned on and the hopper empty error is cleared, the system will announce that automatic settlement is in progress before the automatic settlement process is completed (without announcing the activation of the complete function), and will announce the activation of the complete function once the automatic settlement process is completed. As a result, even if a hopper empty error occurs during automatic settlement when the complete function is activated, and the power is cut off while the hopper empty error is present, it is possible to stop the game machine 10 based on the complete function activation flag and the temporary complete function flag after the hopper empty error is cleared, thereby preventing excessive stimulation of the player's gambling instincts.

[0218] Next, the power recovery process in the sub-control board 80 in the first embodiment will be described. In the first embodiment, the screen displayed when the power is restored from a power outage differs depending on whether the game state before the power outage was a game state favorable to the player. Here, "a game state favorable to the player" is not limited to during a sub-bonus (AT), but may also include the pre-bonus (AT) phase and so-called chance zones (CZ) where the probability of winning an AT is high. In the case of the pre-bonus phase, this includes both cases where the player is notified of winning a sub-bonus (AT) and cases where they are not. However, "a game state favorable to the player" does not include a simple advantageous section (when the player has not won an AT). Also, although it differs from the specifications of the first embodiment, in the case of a specification where a special game is executed by winning a special role (transitioning to a special game state), "a game state favorable to the player" is not limited to a special game state, but may also include the internal state where the winning of a special role is carried over. Furthermore, in the case of the internal state, this includes both cases where the winning of a special role is notified and cases where it is not.

[0219] In this embodiment, if the game was not in a favorable state for the player before the power was cut off, the game standby screen (normal recovery screen) is displayed after the power is restored. Conversely, if the game was in a favorable state for the player before the power was cut off, a predetermined recovery screen is displayed. This allows, for example, a hall employee to determine, when turning on the power to the game machine 10, whether the game ended in a favorable state for the player at the end of the hall's business the previous day (when the power was cut off). They can then appropriately choose whether to change the settings and start business in the normal state, or to start business in a favorable state for the player without changing the settings. Furthermore, if the complete function activation screen was displayed before the power was cut off, it is almost always the case that the game was in a favorable state for the player before the power was cut off. However, if the game was in a favorable state for the player and the complete function activation screen was displayed before the power was cut off, the complete function activation screen is displayed with priority over the predetermined recovery screen after the power is restored. This allows the hall employee to be informed that the game cannot be played without changing the settings.

[0220] The main control board 50 transmits information to the sub-control board 80, such as the current game state, whether a sub-bonus (AT) has been won, and whether a special role has been won. Based on this information, the sub-control board 80 determines whether the current game state is advantageous to the player. For example, it sets a flag that turns on when the state is advantageous to the player (including during the pre-bonus sequence and internal state mentioned above) and stores whether the game state is advantageous to the player. In addition, if a predetermined error (such as a selector error or a door opening error) occurs while the predetermined recovery screen is being displayed, the system switches to the error screen instead of the predetermined recovery screen in order to prioritize the notification of the predetermined error. However, a message indicating that a predetermined error has occurred may be displayed on a part of the predetermined recovery screen. Alternatively, a message indicating that the predetermined recovery screen is being displayed may be displayed on a part of the error screen. In other words, if a message indicating that a predetermined error has occurred is displayed while the predetermined recovery screen is being displayed, both the predetermined recovery screen and the error screen may be displayed in a distinguishable manner. Furthermore, if the power is lost while reel 31 is rotating and then restored, the error screen will not be displayed while reel 31 is rotating, and the error will be announced only after all reels 31 have stopped rotating. However, the system is not limited to this, and the error may be announced while reel 31 is rotating.

[0221] When the complete function activation screen is displayed, it will not be erased unless the power is turned on / off, which involves changing settings. In contrast, the display of the predetermined recovery screen ends when gameplay begins (when the start switch 41 is operated). However, it does not end with betting operations alone. Also, after the power is turned on and the predetermined recovery screen is displayed, if a predetermined time has elapsed, the display of the predetermined recovery screen ends and the system transitions to the demonstration screen. Here, if T1 is the time from when the game standby screen is displayed until the system transitions to the demonstration screen, and T2 is the time from when the predetermined recovery screen is displayed until the system transitions to the demonstration screen, the system is configured such that T2 > T1.

[0222] As a result, when the power is turned on in the hall, if the machine returns to the predetermined recovery screen, the time it takes to transition to the demonstration screen is longer than the time it takes to transition to the game standby screen (the game screen displayed after all reels have stopped during gameplay, and is not a dedicated screen. It is also a different screen from the demonstration screen), making it easier for hall staff to notice that the predetermined recovery screen is being displayed. Furthermore, if a predetermined time has passed without any operation from a predetermined timing after the end of gameplay (such as after all reels 31 have stopped or after the payout process has finished), the machine will return to the demonstration screen. The game transitions to displaying the demonstration screen. Let T0 be the time from the end of the game to the transition to displaying the demonstration screen. Then T0 ≈ T1. Therefore, T2 > T0.

[0223] Furthermore, if a bet operation is performed after transitioning from the game standby screen or the designated return screen to the demonstration screen, the display of the demonstration screen will end and the system will return to the game standby screen. Then, if the start switch 41 is operated from the game standby screen, the game start screen (the normal presentation screen displayed at the start of the game) will be displayed. Also, if a bet operation is performed while the demonstration screen is displayed and the system transitions to the game standby screen, the system will not transition to the demonstration screen again even if time passes.

[0224] Figure 52 is a flowchart showing the processing flow of the recovery screen after a power outage in the sub-control board 80. First, in step S561, the sub-control board 80 determines whether or not it is in setting change mode. When the power is turned on in setting change mode, a command indicating that it is in setting change mode is sent from the main control board 50 to the sub-control board 80, and the sub-control board 80 determines whether or not it is in setting change mode based on the receipt of this command. If it is determined that it is not in setting change mode, the process proceeds to step S562, and if it is determined that it is in setting change mode, the processing according to this flowchart ends. In this way, when it is in setting change mode, it transitions to setting change mode without displaying a predetermined recovery screen, etc. (it displays a screen specific to setting change mode).

[0225] When the process proceeds from step S561 to step S562, the sub-control board 80 determines whether or not the complete function activation screen was displayed before the power was cut off. When the power is cut off, information on whether or not the operation of the complete function was announced is also backed up. If it is determined that the complete function activation screen was not displayed before the power was cut off, the process proceeds to step S563; if it is determined that it was displayed, the process according to this flowchart ends. In step S563, the sub-control board 80 determines whether or not the game state before the power was cut off was advantageous to the player. As described above, the sub-control board 80 stores whether or not the game state was advantageous to the player based on the information transmitted from the main control board 50. When the power is cut off, this information is backed up, and when the power is turned on, this information is read and the game state before the power was cut off is determined. If it is determined that the game state before the power was cut off was advantageous to the player, the process proceeds to step S564; if it is determined that the game state was not advantageous to the player, the process proceeds to step S572.

[0226] When the process proceeds to step S564, that is, if the complete function activation screen was not displayed before the power was cut off, and the state before the power was cut off was favorable to the player, the sub-control board 80 displays a predetermined recovery screen. Then the process proceeds to step S565. In step S565, the sub-control board 80 determines whether or not a medal has been bet. If it determines that a medal has been bet, the process proceeds to step S576; if it determines that no medal has been bet, the process proceeds to step S566. In step S566, the sub-control board 80 determines whether or not time T2 has elapsed since the start of displaying the predetermined recovery screen. If it determines that time T2 has elapsed, the process proceeds to step S567; if it determines that time T2 has not elapsed, the process returns to step S565. In step S567, the sub-control board 80 ends the display of the predetermined recovery screen and starts displaying the demonstration screen. Next, the process proceeds to step S568, where the sub-control board 80 determines whether or not a medal has been bet. If it determines that a medal has been bet, the process proceeds to step S569. In other words, the demonstration screen continues until a medal is bet. When it is determined that a medal has been bet and the system proceeds to step S569, the sub-control board 80 displays the game standby screen.

[0227] After displaying the game standby screen in step S569, the process proceeds to step S570, where the sub-control board 80 determines whether or not the start switch 41 has been operated. In other words, in step S570, it is determined whether or not the game has started. If it is determined that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen. Then the process according to this flowchart ends. On the other hand, after displaying the predetermined recovery screen in step S564, if it is determined in step S565 that a medal has been bet and the process proceeds to step S576, the sub-control board 80 determines whether or not the start switch 41 has been operated. Note that at the stage of step S576, the predetermined recovery screen is displayed. If it is determined in step S576 that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen. Conversely, if it is determined in step S576 that the start switch 41 has not been operated, the process proceeds to step S577. In step S577, the sub-control board 80 determines whether or not time T2 has elapsed since the start of displaying the predetermined recovery screen. If it is determined that time T2 has elapsed, the process proceeds to step S578; otherwise, the process returns to step S576. Upon proceeding to step S578, the sub-control board 80 terminates the display of the predetermined recovery screen and begins displaying the demonstration screen. Next, the process proceeds to step S579, where the sub-control board 80 determines whether or not the start switch 41 has been operated. If it is determined that the start switch 41 has been operated, the process proceeds to step S571 to display the game start screen.

[0228] On the other hand, if in step S563 it is determined that the game state before the power was cut off was not a game state favorable to the player, and the system proceeds to step S572, the sub-control board 80 displays the game standby screen. Next, the system proceeds to step S573, where the sub-control board 80 determines whether or not a medal has been bet. If it is determined that a medal has been bet, the system proceeds to step S575. If it is determined that no medal has been bet, the system proceeds to step S574. In step S574, the sub-control board 80 determines whether or not time T1 has elapsed since the start of displaying the game standby screen. As mentioned above, "time T1 < time T2". If it is determined that time T1 has not elapsed, the system returns to step S573 and maintains the game standby screen. Conversely, if it is determined that time T1 has elapsed, the system proceeds to step S567 and displays the demonstration screen. Also, if it is determined in step S573 that a medal has been bet and the system proceeds to step S575, the sub-control board 80 determines whether or not the start switch 41 has been operated. When it is determined that the start switch 41 has been operated, the system proceeds to step S571 and displays the game start screen. However, if, after displaying the predetermined return screen in step S564, it is determined in step S565 that a bet has been made before it is determined in step S566 that time T2 has elapsed, the system may proceed to step S579 (instead of step S576). In other words, after a bet has been made, the demonstration screen may not be displayed even after time T2 has elapsed, and the predetermined return screen may be maintained until the start switch 41 is operated. Alternatively, after displaying the predetermined return screen in step S564, the system may maintain the display of the predetermined return screen until a bet is made and the start switch 41 is operated. In other words, after step S564, the system proceeds to step S570, and the predetermined return screen may be maintained in step S570 until a bet is made and the start switch 41 is operated.

[0229] Although the first embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and various modifications are possible, for example, as follows: (1) In the above embodiment, when a sub-bonus is won, the sub-bonus is started after a predetermined number of pre-bonus games and pseudo-games ("Red 7" alignment games). However, it is not limited to this, and the pseudo-game may be executed in the next game after the game in which the sub-bonus is won, and then the game may proceed to the sub-bonus. (2) In the above embodiment, the game in which the winning number "2" (Replay B) is won is designated as the sub-bonus winning game, and the "Red 7" is aligned by pressing the buttons in reverse order. However, even if the winning number is "1" (Replay A), for example, since the winning combination includes Replay 04, it may be possible to display the "Red 7" alignment (Replay 04) by pressing the buttons in reverse order. Furthermore, since the winning number "1" is won with a probability of approximately "1 / 7.3", if the winning number "1" is won after winning a sub-bonus, the game may output a sequence of actions that encourage players to aim for a "red 7" combination by pressing the buttons in reverse order, and if a "red 7" combination is displayed, the game may transition to a sub-bonus from the next game. (3) In the above embodiment, the condition for ending the advantageous period is set to exceed "2400" in the difference during the advantageous period, but for example, the advantageous period may end when the number of games played in the advantageous period reaches a predetermined number. Examples of the "determined number of games" include "3000" games or "4000" games. In this case, the advantageous period ends if either the difference during the advantageous period exceeds "2400", or the number of games played in the advantageous period reaches a predetermined number. Furthermore, the advantageous period may be configured to end when the difference in the advantageous period exceeds "2400", or when the number of games played in the advantageous period reaches a predetermined number, in addition to fulfilling any other condition for ending the advantageous period (for example, after the AT ends, or when a predetermined number of game tokens are acquired in one AT).

[0230] (4) When the complete function is activated, the system is designed to automatically settle credits. However, if a bet is made at the moment the game ends and the complete function is activated afterward, the number of bets may remain on the game machine. Therefore, when the complete function is activated, both the number of credits and the number of bets may be settled automatically. (5) The preview (advance notification) image for the activation of the complete function may be displayed at all times during gameplay, but it may also be displayed at milestones in the remaining number of coins. For example, when the stop counter reaches "18500", "18600", "18700", "18800", and "18900", a preview (advance notification) corresponding to each number of coins may be displayed. Furthermore, in order to ensure that players are fully informed, specific methods of giving advance notice include, for example, flashing the performance lamp 21, playing a notification sound such as "beep" once or a predetermined number of times, and outputting a voice message such as "There are now XXX coins remaining until the complete function is activated" from the speaker 22.

[0231] (6) The notification of the activation of the complete function may be limited to an image display, as with the above-mentioned announcement, or it may also be an announcement sound such as "Pikoon," or an audio message such as "The complete function has been activated." or "The complete function has been activated. Gameplay is over for today." output from speaker 22. The performance lamp 21 may also be illuminated in a pattern corresponding to the activation of the complete function. Furthermore, the notification of the activation of the complete function can be performed not only on the sub-control board 80 but also on the main control board 50. Specifically, the activation of the complete function may be indicated by displaying, for example, "Ed" on the acquired number display LED 78 or the credit number display LED 76 after automatic settlement. (7) The notification of the activation of the complete function may continue until the power of the game machine 10 is turned off after the notification starts, or it may be performed for a certain period of time. If it is performed for a certain period of time, it is preferable to continue for, for example, "10" seconds or more to ensure that the player is notified. (8) The preview image for the activation of the complete function should preferably be displayed promptly when all reels 31 have stopped, the payout process is complete, and the stop counter has reached a predetermined value (for example, "18900"). For example, if it is displayed after the payout process is complete, it should be displayed in a time shorter than the time it takes to count up one medal after the payout process is complete. On the other hand, when all reels 31 have stopped, the number of payouts has been determined, and the stop counter has reached a predetermined value (for example, "18900"). When it is confirmed that the value of "Ta" will reach a predetermined value, it may be displayed even before the end of the disbursement process.

[0232] (9) When displaying a preview image for the activation of the complete function, the image is displayed on the front layer, but if, for example, the push order navigation is displayed, the preview image for the activation of the complete function is displayed in a way that does not interfere with the display of the push order navigation. Also, when displaying a preview image for the activation of the complete function during a sub-bonus (AT), it is made so as not to interfere with the display of game information such as the remaining number of games played and the number of coins acquired. (10) When a replay is displayed as stopped in a game where the stop counter reaches "19000", firstly, the automatic bet process is not executed. Alternatively, secondly, the automatic bet itself is executed, but for example, the operation of the start switch 41 is disabled before the completion of the automatic bet process, so that replay games cannot be played. (11) When the temporary flag for the complete function is turned on in a special game state, the complete function is activated regardless of the value of the stop counter at the end of the special game state, and if the specification has an automatic settlement function, the automatic settlement is executed. For example, in a special game state where the result of the role lottery may be that no role is won, the stop counter value may decrease after the temporary flag for the complete function is turned on. However, once the temporary flag for the complete function is turned on in the special game state, the complete function will be activated even if, for example, the number of coins remaining at the end of the special game state is less than the number of coins that would trigger the notification of the complete function activation.

[0233] (12) As shown in Figure 50(b), when an error (in this example, a hopper empty error) occurs while the complete function is operating, an image indicating the operation of the complete function and an image indicating the error that occurred are displayed simultaneously. However, the system is not limited to this, and the error image may be given priority, so that the image indicating the operation of the complete function is not visible while the error occurs. (13) In the case of a gaming machine equipped with an image display device 23, when announcing the operation of the complete function or the operation of the complete function is announced, an image is displayed, and the player is further notified by sound using the speaker 22. On the other hand, in the case of a gaming machine not equipped with an image display device 23, the announcement of the operation of the complete function and the announcement of the operation of the complete function are made by sound using the speaker 22. Furthermore, these announcements may also be made by illuminating the performance lamps 21 (frame lamps, etc.) in a specific pattern. Furthermore, in gaming machines that do not have an image display device 23, the notification of the activation of the complete function can be provided as follows: a) As a first example, the payout amount display (the acquired amount display LED 78 in the example of Figure 1) is displayed during the notification of activation, and the payout amount is not displayed during the notification of activation. b) As a second example, a dedicated lamp is provided for the notification of the activation of the complete function. (14) When a winning combination is achieved when the special game state is started and the stop counter reaches "19000" or more at the start of the special game state, a notification is given at the time the winning combination is achieved or at the start of the special game state that the complete function will be activated at the end of the special game state. Furthermore, when the special game state is started in a situation where it is highly likely that the stop counter will reach "19000" or more at the end of the special game state, a notification such as "The complete function will be activated at the end of the special game state" is given at the time the winning combination is achieved or at the start of the special game state. Specifically, in a gaming machine capable of performing a special game that is expected to pay out 150 tokens in net tokens, when the special game is started under conditions where the completion function will activate when 100 tokens remain, a notification such as "The completion function will activate when the special game ends" will be displayed at the start of the special game.

[0234] (15) When the game is in a favorable state for the player but not in AT mode, and an image indicating that the recommended button press order was not used due to an irregular press (for example, Figure 94(c)) is displayed, or when the game is played with 2 coins bet when the specified number is 3, and a message indicating this is displayed, the power may be cut off, and when the power is restored, the image indicating that the recommended button press order was not used or the image indicating that the game was played with 2 coins bet may be displayed in priority over the display of the predetermined restoration screen. This allows the player to be informed of the appropriate gameplay method even if a power cut occurs during a game with an irregular press. On the other hand, conversely, when the power is restored, the display of the predetermined restoration screen may be prioritized. By prioritizing the display of the predetermined restoration screen, the fact that an irregular press was used, which may be disadvantageous to the player, can be hidden, thereby preventing a decrease in the player's motivation to play. (16) When the power is cut off during the rotation of at least one reel 31 in the final game of a sub-bonus (AT), and the power is restored, both the predetermined restoration screen and the anti-addiction screen may be displayed in a distinguishable manner after all reels have stopped. (17) When the power is cut off while the game is in a state that is not advantageous to the player, and the power is restored, in the above example the game standby screen is returned, but the system is not limited to this, and a demonstration screen may be displayed after the power is restored.

[0235] (18) When the power is cut off while the game is in a state advantageous to the player, and the power is restored and a predetermined restoration screen is displayed, and the power is cut off again while the predetermined restoration screen is being displayed, the following controls may be taken: a) The predetermined restoration screen is displayed again for a time T2. b) When the sum of the display time of the first predetermined restoration screen and the display time of the second predetermined restoration screen equals time T2, the display of the predetermined restoration screen is terminated. c) When the power is restored after the second power cut off, the predetermined restoration screen is not displayed, and a demonstration screen is displayed. (19) In the above example, the display of the predetermined restoration screen was terminated by operating the start switch 41 until time T2 had elapsed, but it is not limited to this, and the predetermined restoration screen may be terminated by a bet operation and the game may be switched to the game standby screen. (20) When the power is cut off during a sub-bonus (AT) while the push order navigation is displayed (while all reels 31 are rotating), and the power is restored, the push order navigation is displayed along with the predetermined restoration screen.

[0236] (21) When the power is cut off while the complete function activation screen is displayed, and the power is restored, it is preferable to display the complete function activation screen in priority over the predetermined recovery screen. Therefore, in this case, the predetermined recovery screen does not need to be displayed. However, the complete function activation screen and the predetermined recovery screen may be displayed simultaneously. (22) In the process of Figure 159, if there is a bet, the system does not proceed to the celebration animation, but instead outputs the settlement promotion animation. However, the system is not limited to this, and the system may perform the celebration animation first, then determine whether there is a bet, and if there is a bet, output the celebration animation while also outputting the settlement promotion animation. (23) In the above embodiment, the sub-bonus was given as an example of matching "red 7s", but multiple types of sub-bonuses may be provided. For example, a first sub-bonus that starts with matching "red 7" - "red 7" - "red 7", and a second sub-bonus that starts with matching "red 7" - "red 7" - "black BAR", may be provided. Furthermore, if multiple types of sub-bonuses are provided, the number of coins obtained may differ for each sub-bonus. For example, the first sub-bonus could end with a payout of approximately 300 coins (50 AT games), and the second sub-bonus could end with a payout of approximately 90 coins (15 AT games).

[0237] <Second Embodiment> In the second embodiment, the system includes a power switch 11, a door switch 17, a setting key insertion slot 151, a setting key switch 152, and a setting change (reset) switch 153. These components are illustrated in Figure 112 (Fifth Embodiment), which will be described later. The door switch 17, the setting key switch 152, and the setting change (reset) switch 153 are electrically connected to the main control board 50 via an input port 51.

[0238] The power switch 11 is a switch that is operated when turning the power on or off. In the following description, turning on the power switch 11 may be referred to as "turning on the power," "turning on the power," or "resuming the power supply." Similarly, turning off the power switch 11 may be referred to as "turning off the power" or "cutting off the power supply."

[0239] The door switch 17 is a switch that detects the opening of the front door 12 (see Figure 111 (Fifth Embodiment) described later) and is attached to the cabinet 13 or the front door 12. The front door 12 is normally closed, but it is opened, for example, when the power is turned on, when settings are changed, when settings are confirmed, when an error occurs, when medals are replenished, etc.

[0240] Furthermore, the door switch 17 is set to be OFF when the front door 12 is closed, and to be ON when the front door 12 is open. This allows for the detection of the front door 12 being open. Alternatively, the door switch 17 may be set to be ON when the front door 12 is closed, and OFF when the front door 12 is open, thereby enabling detection of the front door 12 being open.

[0241] The setting key switch 152 is used to switch between a setting change state in which the setting value can be changed (also referred to as "setting change mode" or "setting change in progress") and a setting confirmation state in which the setting value cannot be changed but can be confirmed (also referred to as "setting confirmation mode" or "setting confirmation in progress"). The setting key switch 152 is turned ON (also referred to as "first mode") by inserting the setting key into the setting key slot 151 and rotating the setting key 90 degrees clockwise, and the setting key switch 152 is turned OFF (also referred to as "second mode") by rotating the setting key 90 degrees counterclockwise from this state.

[0242] The setting change (reset) switch 153 is a switch that serves as a setting change switch 153, a reset switch 153, and an RWM clear switch 153. The setting change switch 153 is operated when changing a setting value in the setting change state. The reset switch 153 is operated when returning to the state before the error occurred (clearing the error state) after the error has been removed. Furthermore, the RWM clear switch 153 is operated when initializing (clearing) a predetermined memory area in the RWM 53.

[0243] In the following description, the switch may be referred to as the "setting change (reset) switch 153," the "setting change switch 153," the "reset switch 153," or the "RWM clear switch 153." Furthermore, the state in which various switches such as the setting key switch 152 and the setting change switch (reset switch / RWM clear switch) 153 are ON is referred to as "operated," and the state in OFF is referred to as "not operated." In this embodiment, the setting change switch 153, the reset switch 153, and the RWM clear switch 153 are integrated, but the invention is not limited to this, and the setting change switch 153, the reset switch 153, and the RWM clear switch 153 may be provided separately.

[0244] Figure 53 illustrates the configuration of the main CPU 55, ROM 54, and RWM 53 in the second embodiment. The main control board 50 is equipped with the main CPU 55, RWM 53, and ROM 54. As shown in Figure 53, a one-chip microprocessor (hereinafter simply referred to as "chip") is mounted on the main control board 50, and the main CPU 55 is located within this chip. Furthermore, the main CPU 55 has built-in memory, which includes (built-in) ROM 54 and (built-in) RWM 53. In addition, the addresses of ROM 54 and RWM 53 are contiguous.

[0245] The ROM 54's memory area consists of a used area and an unused area, and both the used area and the unused area each consist of a control area and a data area. Here, the "used area" is the memory area where information related to the progress of the game is stored. The "control area" is the memory area where various programs executed by the main control means 50 are stored, and is also called the "program area". Furthermore, the "data area" is the memory area where information other than programs is stored, and is the memory area where data used when programs are executed is stored.

[0246] Furthermore, the "outside the usage area" is a memory area where information unrelated to the progress of the game is stored. For example, it is a memory area where programs for controlling the lighting of the management information display LED 74 (described later), programs used during testing, and programs for preventing fraud are stored. Also, like the usage area, the "outside the usage area" has a control area and a data area. The control area of ​​the usage area may be referred to as the "first control area" or "first program area," and the control area outside the usage area may be referred to as the "second control area" or "second program area." Furthermore, programs stored in the control area of ​​the usage area (first control area, first program area) may be referred to as the "first program," and programs stored in the control area outside the usage area (second control area, second program area) may be referred to as the "second program."

[0247] While the program (first program) stored in the control area of ​​the ROM54's usage area is running, access to the data stored in the data area of ​​the ROM54's usage area is permitted, but access to the data stored in the data area outside the ROM54's usage area is prohibited. Similarly, while the program (second program) stored in the control area outside the ROM54's usage area is running, access to the data stored in the data area outside the ROM54's usage area is permitted, but access to the data stored in the data area of ​​the ROM54's usage area is prohibited.

[0248] The RWM53 memory area, like the ROM54, has a used area and an unused area, and the used area and the unused area each have a working area and a stack area. As shown in Figure 53, addresses "F000(H)" to "F1FF(H)" are the used area, addresses "F200(H)" to "F20F(H)" are the unused area, and addresses "F210(H)" to "F3FF(H)" are the unused area.

[0249] While the program stored in the control area of ​​the ROM54's usage area (the first program) is running, data stored in the RWM53's usage area can be accessed and rewritten. However, data stored outside the RWM53's usage area can be accessed but rewritten. Similarly, while the program stored in the control area outside the ROM54's usage area (the second program) is running, data stored outside the RWM53's usage area can be accessed and rewritten. However, data in the RWM53's usage area can be accessed but rewritten. This is to prevent the process from becoming overly complex.

[0250] Furthermore, to prevent the RWM53's used memory data from being overwritten due to program malfunction or other issues while a program outside the used memory area (second program) is running, an unused area is provided between the RWM53's used memory area and the area outside the used memory area. In addition, if an interrupt occurs while a program outside the used memory area (second program) is running, there is a possibility that the interrupt may overwrite the RWM53's used memory data. Therefore, interrupt processing is prohibited while a program outside the used memory area (second program) is running.

[0251] Furthermore, as shown in Figure 53, the ROM 54 has other areas besides the used area and the area outside the used area, such as a program management area. Moreover, as shown in Figure 53, the RWM 53 has other areas besides the used area and the area outside the used area, such as an unused area.

[0252] Furthermore, the entire internal memory area, excluding ROM54 and RWM53, includes areas such as the internal register area and unused areas. The internal register area includes, for example, registers A through L, and a transmit register.

[0253] Figure 54 shows the address, label na...

Claims

1. The game has three states: a non-internal state, an internal state, and a special game state. In a game that is not in an internally controlled state, if a special role is won and the symbol combination corresponding to the special role does not stop and display, the next game is in an internally controlled state. If the symbol combination corresponding to the special role does stop and display, the next game is in a special game state. During the advantageous period, a predetermined lottery can be conducted regarding the advantageous game period that is favorable to the player. During normal gameplay, the prescribed lottery regarding the advantageous game period for players will not be conducted. The stop switch has a recommended sequence of presses and a non-recommended sequence. In the first game played during the advantageous period and internally in a medium state (the "first game" excludes games played during the advantageous game period which is beneficial to the player), if the stop switch is operated in a non-recommended order, a recommended image regarding the recommended order of pressing the stop switch will be displayed based on the first stop switch operation. In a fourth game that is a favorable game period for the player during a favorable section and internally in a medium state, and which notifies the player of a favorable way to operate the stop switch, if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will not be displayed based on the first operation of the stop switch. In a fifth game played during a favorable game period that is advantageous to the player within the advantageous section and internal medium state, where the advantageous operation method of the stop switch is not notified, if the stop switch is operated in a non-recommended order, a recommended image regarding the recommended order of pressing the stop switch can be displayed based on the first operation of the stop switch. In the second game during the advantageous period and special game state (the "second game" excludes games played during the advantageous game period which is beneficial to the player), if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will not be displayed based on the operation of the first stop switch. In the third game during a normal section and in a non-internal state, if the stop switch is operated in a non-recommended order, a recommended image regarding the recommended order of pressing the stop switch can be displayed based on the first stop switch operation. When displaying recommended images related to the recommended order of pressing the stop switch, the display of these images can be terminated once all reels have stopped. A gaming machine characterized by the following features.

2. The game has three states: a non-internal state, an internal state, and a special game state. In a game that is not in an internally controlled state, if a special role is won and the symbol combination corresponding to the special role does not stop and display, the next game is in an internally controlled state. If the symbol combination corresponding to the special role does stop and display, the next game is in a special game state. During the advantageous period, a predetermined lottery can be conducted regarding the advantageous game period that is favorable to the player. During normal gameplay, the prescribed lottery regarding the advantageous game period for players will not be conducted. The stop switch has a recommended sequence of presses and a non-recommended sequence. In the first game played during the advantageous period and internally in a medium state (the "first game" excludes games played during the advantageous game period which is beneficial to the player), if the stop switch is operated in a non-recommended order, a recommended image regarding the recommended order of pressing the stop switch will be displayed based on the first stop switch operation. In a fourth game that is a favorable game period for the player during a favorable section and internally in a medium state, and which notifies the player of a favorable way to operate the stop switch, if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will not be displayed based on the first operation of the stop switch. In a fifth game played during a favorable game period that is advantageous to the player within the advantageous section and internal medium state, where the advantageous operation method of the stop switch is not notified, if the stop switch is operated in a non-recommended order, a recommended image regarding the recommended order of pressing the stop switch can be displayed based on the first operation of the stop switch. In the second game during the advantageous period and special game state (the "second game" excludes games played during the advantageous game period which is beneficial to the player), if the stop switch is operated in a non-recommended order, the recommended image regarding the recommended order of pressing the stop switch will not be displayed based on the operation of the first stop switch. In the third game during a normal section and in a non-internal state, if the stop switch is operated in a non-recommended order, a recommended image regarding the recommended order of pressing the stop switch can be displayed based on the first stop switch operation. When displaying recommended images related to the recommended order of pressing the stop switch, the display of these recommended images can be terminated based on the last operation of the stop switch. A gaming machine characterized by the following features.