Gaming machine

By incorporating Max Bet and Stop button lights on the front door of the game console, the problem of game interruption caused by power outages was solved, enabling a smooth resumption of the game and improving the user experience.

JP7883182B2Active Publication Date: 2026-07-01SAMMY CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2025-10-24
Publication Date
2026-07-01

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Patent Text Reader

Abstract

There is a demand for a gaming machine that allows players to play games smoothly. [Solution] An interrupt process that is repeatedly executed at predetermined time intervals can be executed, information regarding the number of credits can be stored in a predetermined memory area, and when the number of credits increases by multiples based on the acquisition of a predetermined amount of gaming value, the time between executing the process of adding 1 to the information regarding the number of credits and executing the process of adding 1 to the information regarding the number of credits again is longer than the predetermined time.
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Description

Technical Field

[0001] It relates to a gaming machine.

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Patent Document 3

Patent Document 4

Summary of the Invention

Problems to be Solved by the Invention

[0004] There is a demand for gaming machines that allow for smooth gameplay. [Means for solving the problem]

[0005] The gaming machine relating to this embodiment is The front door of the gaming machine has at least a max bet button lamp, a stop button lamp, and a 1 bet lamp. At least the Max Bet button lamp and the Stop button lamp are lit. Furthermore, the game is not progressing. In situations where a predetermined power outage event occurs and the power supply to the gaming machine is interrupted, the Max Bet button lamp is configured to change from lit to unlit, followed by the Stop button lamp changing from lit to unlit. At least one bet lamp and the stop button lamp are lit. Furthermore, the game is not progressing. In situations where a predetermined power outage occurs and the power supply to the gaming machine is cut off, the 1-bet lamp is configured to change from lit to unlit, followed by the stop button lamp changing from lit to unlit. This is a gaming machine characterized by the following features. [Effects of the Invention]

[0006] The gaming machine according to this embodiment has the effect of providing a gaming machine that allows for smooth gameplay. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a perspective view of a slot machine according to the first embodiment. [Figure 2] Figure 2 is a perspective view of the revolving-type gaming machine according to the first embodiment, with the door open. [Figure 3] Figure 3 is a perspective view of the inside of the coin slot in a slot machine according to the first embodiment. [Figure 4] Figure 4 shows a front view and a top view of the medal dispensing device in a slot machine according to the first embodiment. [Figure 5] Figure 5 shows a list of basic specifications for the revolving-type gaming machine according to the first embodiment. [Figure 6] Figure 6 shows a list of reel arrangements in a slot machine according to the first embodiment. [Figure 7] Figure 7 is a list of symbol combinations 1 in a revolving-type gaming machine according to the first embodiment. [Figure 8] Figure 8 is a list of symbol combinations 2 in a revolving-type gaming machine according to the first embodiment. [Figure 9] Figure 9 is a list of symbol combinations 3 in a revolving-type gaming machine according to the first embodiment. [Figure 10] Figure 10 shows a list of condition devices in a slot machine according to the first embodiment. [Figure 11] Figure 11 shows a list of the appearance rates of minor roles, re-play roles, and bonuses in a revolving-type gaming machine according to the first embodiment. [Figure 12] Figure 12 is an overall electrical configuration diagram of a slot machine according to the first embodiment. [Figure 13] Figure 13 is the main flowchart on the main control board side in a slot machine according to the first embodiment. [Figure 14] Figure 14 is a flowchart of the setting change device control process on the main control board side in a slot machine according to the first embodiment. [Figure 15] Figure 15 is a flowchart of the error handling process for an unrecoverable error on the main control board side in a slot machine according to the first embodiment. [Figure 16] Figure 16 is a flowchart of the game progress control process (first image) on the main control board side in a slot machine according to the first embodiment. [Figure 17] Figure 17 is a flowchart of the game progress control process (second image) on the main control board side in a slot machine according to the first embodiment. [Figure 18] Figure 18 is a flowchart of the game progress control process (third image) on the main control board side in a slot machine according to the first embodiment. [Figure 19] FIG. 19 is a flowchart of internal lottery execution processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 20] FIG. 20 is a flowchart of additional game number execution processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 21] FIG. 21 is a flowchart of AT state transition control processing (first sheet) on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 22] FIG. 22 is a flowchart of AT state transition control processing (second sheet) on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 23] FIG. 23 is a flowchart of AT state transition control processing (third sheet) on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 24] FIG. 24 is a flowchart of condition device number management processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 25] FIG. 25 is a flowchart of reel rotation start preparation processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 26] FIG. 26 is a flowchart of remaining game number management processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 27] FIG. 27 is a flowchart of RT state transition control processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 28] FIG. 28 is a RT state transition diagram in the rotary gaming machine according to the first embodiment. [Figure 29] FIG. 29 is a flowchart of AT state start control processing on the main control board side in the rotary gaming machine according to the first embodiment. [Figure 30] FIG. 30 is an AT state transition diagram in the rotary gaming machine according to the first embodiment. [Figure 31]Figure 31 is a flowchart of the game section transition control process on the main control board side in a slot machine according to the first embodiment. [Figure 32] Figure 32 is a flowchart of the timer interrupt processing on the main control board side in a slot machine according to the first embodiment. [Figure 33] Figure 33 is a flowchart of the reel drive control process on the main control board side in a reel-type gaming machine according to the first embodiment. [Figure 34] Figure 34 is a flowchart of the reel drive control process on the main control board side in a reel-type gaming machine according to the first embodiment. [Figure 35] Figure 35 is an illustrative diagram of the rotational movement of the reels in a slot machine according to the first embodiment. [Figure 36] Figure 36 is a flowchart of the power outage processing on the main control board side in a slot machine according to the first embodiment. [Figure 37] Figure 37 is an image diagram of the button press sequence display in the revolving-type gaming machine according to this example. [Figure 38] Figure 38 is a flowchart of the sub-program start process on the sub-control board side in a slot machine according to the first embodiment. [Figure 39] Figure 39 is a flowchart of the sub-main loop processing on the sub-control board side in a slot machine according to the first embodiment. [Figure 40] Figure 40 is a flowchart of the sub-control board's processing when the sub-side power supply is cut off in a reel-type gaming machine according to the first embodiment. [Figure 41] Figure 41 is a flowchart of the processing of one command on the sub-control board side in a slot machine according to the first embodiment. [Figure 42] Figure 42 is a flowchart of the process for determining the effects related to the start lever operation on the sub-control board side in a revolving-type gaming machine according to the first embodiment. [Figure 43] Figure 43 is a flowchart of the process for determining whether or not to execute a battle sequence on the sub-control board side in a slot machine according to the first embodiment. [Figure 44] Figure 44 shows an example of a stage determination table on the sub-control board side in a slot machine according to the first embodiment. [Figure 45] Figure 45 is a flowchart of the AT (Automatic Trigger) performance determination process on the sub-control board side in a slot machine according to the first embodiment. [Figure 46] Figure 46 is a flowchart of the process for determining whether a revival is possible or not on the sub-control board side in a slot machine according to the first embodiment. [Figure 47] Figure 47 is a flowchart of the processing performed on the sub-control board side when the start lever is operated in a revolving-type gaming machine according to the first embodiment. [Figure 48] Figure 48 is a flowchart of the AT processing during start lever operation on the sub-control board side in a reel-type gaming machine according to the first embodiment. [Figure 49] Figure 49 is a flowchart of the special pre-announcement processing performed on the sub-control board side when the start lever is operated in a revolving-type gaming machine according to the first embodiment. [Figure 50] Figure 50 is a flowchart of the bonus-adding process performed on the sub-control board side when the start lever is operated in a reel-type gaming machine according to the first embodiment. [Figure 51] Figure 51 is a flowchart of the internal processing of the advantageous Big Bonus (BB) when the start lever is operated on the sub-control board side in a reel-type gaming machine according to the first embodiment. [Figure 52] Figure 52 is a flowchart of the processing at the sub-control board side when the first reel stop is received in a reel-type gaming machine according to the first embodiment. [Figure 53] Figure 53 is a flowchart of the processing when the second reel stop is received on the sub-control board side in a reel-type gaming machine according to the first embodiment. [Figure 54] Figure 54 is a flowchart of the decision-making process related to the third reel stop effect on the sub-control board side in a reel-type gaming machine according to the first embodiment. [Figure 55]Figure 55 is a flowchart of the processing when the third reel stop is received on the sub-control board side in a reel-type gaming machine according to the first embodiment. [Figure 56] Figure 56 is a flowchart of the game progress control process on the main control board side in a slot machine according to the second embodiment. [Figure 57] Figure 57 is a flowchart of the stop-play monitoring process on the main control board side in a slot machine according to the second embodiment. [Figure 58] Figure 58 is a flowchart of the MY counter monitoring process on the main control board side in a slot machine according to the second embodiment. [Figure 59] Figure 59 is a diagram relating to the MY counter and difference counter in a reel-type gaming machine according to the second embodiment. [Figure 60] Figure 60 is a diagram relating to the pre-stop notification state in a slot machine according to the second embodiment. [Figure 61] Figure 61 is a diagram showing the case where the upper limit of the difference is exceeded during a bonus round in a revolving-type gaming machine according to the second embodiment. [Figure 62] Figure 62 is a diagram showing the case where the upper limit of the difference is exceeded during a bonus round in a revolving-type gaming machine according to the second embodiment. [Figure 63] Figure 63 is a diagram showing the case where the upper limit of the difference is exceeded during a bonus round in a revolving-type gaming machine according to the second embodiment. [Figure 64] Figure 64 is a diagram 1 showing the operation of a game in which a minor prize is won in a revolving-type gaming machine according to the second embodiment. [Figure 65] Figure 65 is a diagram 2 showing the operation of a game in which a minor prize is won in a revolving-type gaming machine according to the second embodiment. [Figure 66] Figure 66 is an illustrative diagram showing what happens when a power outage occurs during gameplay in the AT (Automatic Trigger) state of a revolving-type gaming machine according to the second embodiment. [Figure 67] Figure 67 is an illustrative diagram 1 of a coin-empty error in a slot machine according to the second embodiment. [Figure 68]Figure 68 is an illustrative diagram 2 of a coin-empty error in a slot machine according to the second embodiment. [Figure 69] Figure 69 is a diagram showing example 1 of a performance in a reel-type gaming machine according to the first and second embodiments, and is an illustrative diagram showing a command performance that is completed in one game under normal conditions. [Figure 70] Figure 70 is a diagram showing example 2 of a performance in a slot machine according to the first and second embodiments, and is an image diagram showing a command performance that executes a premium display that is completed in one game in the normal state. [Figure 71] Figure 71 is a diagram showing example 3 of a performance in a slot machine according to the first and second embodiments, and is an illustrative diagram showing a command performance that is completed in multiple games in the normal state. [Figure 72] Figure 72 is a diagram showing example 3 of a performance in a revolving-type gaming machine according to the first and second embodiments, and is an illustrative diagram showing a command performance that includes a chance-up pattern that is completed in multiple games in the normal state. [Figure 73] Figure 73 is a diagram showing example 4 of the effects in a reel-type gaming machine according to the first and second embodiments, and is an image diagram showing the start and end effects of a predetermined effect during the AT state. [Figure 74] Figure 74 is a diagram showing example 5 of the presentation in a slot machine according to the first and second embodiments, and is an illustrative diagram showing the display of the result presentation in a continuous presentation. [Figure 75] Figure 75 is a front view showing the medal selector, type 1 coin chute, chute body, and hopper in a revolving-type gaming machine according to the first and second embodiments. [Figure 76] Figure 76 is a front view showing the medal selector, type 1 coin chute, and chute body in a revolving-type gaming machine according to the first and second embodiments. [Figure 77] Figure 77 is a plan view showing the medal selector, type 1 coin chute, and chute body in a revolving-type gaming machine according to the first and second embodiments. [Figure 78]Figure 78 shows the chute body of a modified example 1 in a revolving-type gaming machine according to the first and second embodiments. [Figure 79] Figure 79 shows the chute body of a modified example 2 in a revolving-type gaming machine according to the first and second embodiments. [Figure 80] Figure 80 is a front view showing the medal selector, type 2 coin chute, chute body, and hopper in a revolving-type gaming machine according to the first and second embodiments. [Figure 81] Figure 81 is a front view showing the medal selector, type 2 coin chute, and chute body in a revolving-type gaming machine according to the first and second embodiments. [Figure 82] Figure 82 is a plan view showing the medal selector, type 2 coin chute, and chute body in a revolving-type gaming machine according to the first and second embodiments. [Figure 83] Figure 83 is a flowchart of the game progress control process (second image) on the main control board side in a slot machine according to the third embodiment. [Figure 84] Figure 84 is a flowchart of the game progress control process (third image) on the main control board side in a slot machine according to the third embodiment. [Figure 85] Figure 85 is a diagram relating to the display of the payout count display device in a slot machine according to the third embodiment. [Figure 86] Figure 86 is an illustrative diagram of a payout display device when a replay is stopped in a slot machine according to the third embodiment. [Figure 87] Figure 87 is an illustrative diagram of a payout display device in a slot machine according to the third embodiment when the machine reaches a payout limit. [Figure 88] Figure 88 is an illustrative diagram of a payout display device in the event of a reverse flow error of inserted tokens in a slot machine according to the third embodiment. [Figure 89] Figure 89 is an illustrative diagram of a payout display device in the event of a power outage in a slot machine according to the third embodiment. [Figure 90]Figure 90 is an illustrative diagram of a payout display device in the event of a power outage during a bonus round in a slot machine according to the third embodiment. [Figure 91] Figure 91 is a diagram relating to the display on the lower panel of a slot machine according to the third embodiment. [Figure 92] Figure 92 is a diagram illustrating a notification method for a stop-play notification applicable to a slot machine according to the third embodiment. [Figure 93] Figure 93 is a flowchart of the game progress control process on the main control board side in a slot machine applicable to this example. [Figure 94] Figure 94 is a flowchart of the AT state transition control process on the main control board side in a slot machine applicable to this example. [Figure 95] Figure 95 is a flowchart of the game section transition control process on the main control board side in a slot machine applicable to this example. [Figure 96] Figure 96 is an illustrative diagram 1 of the AT state in a slot machine applicable to this example. [Figure 97] Figure 97 is an illustrative diagram of the display of the number of tokens won in a slot machine applicable to this example. [Figure 98] Figure 98 is an illustrative diagram 2 of the AT state in a slot machine applicable to this example. [Figure 99] Figure 99 is an illustrative diagram 3 of the AT (Automatic Trigger) state in a slot machine applicable to this example. [Figure 100] Figure 100 is a flowchart of the game section transition control process on the main control board side in a slot machine applicable to this example. [Figure 101] Figure 101 is a flowchart of the game count increase execution process on the main control board side in a slot machine applicable to this example. [Figure 102] Figure 102 is an illustrative diagram of the AT (Automatic Trigger) state in a slot machine applicable to this example. [Figure 103]Figure 103 is an illustrative diagram of the bonus-focused state in a slot machine applicable to this example. [Figure 104] Figure 104 is an illustrative diagram of the AT termination screen in a slot machine applicable to this example. [Figure 105] Figure 105 is an illustrative diagram 1 showing the maximum expected value of the profit granted to a player in a single trigger in a slot machine applicable to this example. [Figure 106] Figure 106 is an illustrative diagram 2 showing the maximum expected value of the profit granted to a player in a single trigger in a slot machine applicable to this example. [Figure 107] Figure 107 is an illustrative diagram 3 showing the maximum expected value of the profit granted to a player in a single trigger in a slot machine applicable to this example. [Figure 108] Figure 108 is an illustrative diagram 4 showing the maximum expected value of the profit granted to a player in a single trigger in a slot machine applicable to this example. [Figure 109] Figure 109 is an illustrative diagram (Figure 5) showing the maximum expected value of the profit granted to a player in a single trigger in a slot machine applicable to this example. [Figure 110] Figure 110 is an illustrative diagram 6 showing the maximum expected value of the profit granted to a player in a single trigger in a slot machine applicable to this example. [Figure 111] Figure 111 shows a list of the basic specifications of a slot machine according to the fourth embodiment. [Figure 112] Figure 112 is a list of reel arrangements for a slot machine according to the fourth embodiment. [Figure 113] Figure 113 shows a list of bonuses for a slot machine according to the fourth embodiment. [Figure 114] Figure 114 is a list of symbol combinations in a revolving-type gaming machine according to the fourth embodiment. [Figure 115] Figure 115 is a list of symbol combinations in a revolving-type gaming machine according to the fourth embodiment. [Figure 116]Figure 116 is a list of symbol combinations in a revolving-type gaming machine according to the fourth embodiment. [Figure 117] Figure 117 is a list of symbol combinations in a revolving-type gaming machine according to the fourth embodiment. [Figure 118] Figure 118 shows a list of symbol combinations in a revolving-type gaming machine according to the fourth embodiment. [Figure 119] Figure 119 shows a list of condition devices in a revolving-type gaming machine according to the fourth embodiment. [Figure 120] Figure 120 shows a list of condition devices in a slot machine according to the fourth embodiment. [Figure 121] Figure 121 is an RT state transition diagram for a slot machine according to the fourth embodiment. [Figure 122] Figure 122 is an RT state transition diagram for a slot machine according to the fourth embodiment. [Figure 123] Figure 123 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 124] Figure 124 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 125] Figure 125 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 126] Figure 126 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 127] Figure 127 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 128] Figure 128 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 129]Figure 129 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 130] Figure 130 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 131] Figure 131 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 132] Figure 132 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 133] Figure 133 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 134] Figure 134 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 135] Figure 135 is a list showing the probability of winning a losing spin, a minor win, a re-spin win, and a bonus in a slot machine according to the fourth embodiment. [Figure 136] Figure 136 is a diagram showing the stop control of sequentially pressed small wins in a reel-type gaming machine according to the fourth embodiment. [Figure 137] Figure 137 is a schematic diagram illustrating the game flow in a slot machine according to the fourth embodiment. [Figure 138] Figure 138 is an illustrative diagram showing the behavior of the reels when a specific combination of symbols is won while in AT mode and during a bonus round. [Figure 139] Figure 139 is an illustrative diagram showing the behavior of the reels when a specific combination of symbols is won while in AT mode and during a bonus round. [Figure 140] Figure 140 is an illustrative diagram showing the behavior of the reels when a specific combination of symbols is won while in AT mode and during a bonus round. [Figure 141]Figure 141 is an illustrative diagram showing the behavior of the reels when a specific combination of symbols is won while in AT mode and during a bonus round. [Figure 142] Figure 142 is a diagram relating to the illumination of a betting lamp, applicable to the gaming machine according to this specification. [Figure 143] Figure 143 is a diagram relating to the illumination of a betting lamp, applicable to the gaming machine according to this specification. [Figure 144] Figure 144 is a diagram relating to the illumination of a betting lamp, applicable to the gaming machine according to this specification. [Figure 145] Figure 145 is a diagram relating to the increase in the number of credits applicable to the gaming machines described herein. [Figure 146] Figure 146 is a diagram relating to a lamp provided on the front door, applicable to the gaming machine according to this specification. [Figure 147] Figure 147 is a diagram of a lamp provided on the front door, applicable to the gaming machine according to this specification. [Figure 148] Figure 148 is a diagram relating to a reel stopping operation applicable to the gaming machine according to this specification. [Figure 149] Figure 149 is a diagram relating to a reel stopping operation applicable to the gaming machine according to this specification. [Figure 150] Figure 150 is a perspective view of a gaming machine with its door open, applicable to the gaming machine described herein. [Figure 151] Figure 151 is a diagram relating to a motor drive board applicable to a gaming machine according to this specification. [Figure 152] Figure 152 is a diagram relating to a harness applicable to a gaming machine according to this specification. [Figure 153] Figure 153 is a diagram relating to a medal selector and a chute body applicable to a gaming machine according to this specification. [Figure 154] Figure 154 is a diagram relating to an input reception sensor applicable to a gaming machine according to this specification. [Modes for carrying out the invention]

[0008] First, the meaning of each term used in this specification will be explained. "Random number" refers to a random number used in a slot machine to determine the content of a game (a lottery conducted by an electronic computer, sometimes also called a drawing), and includes not only random numbers in the narrow sense but also pseudo-random numbers (for example, hardware random numbers, built-in random numbers generated by the main control chip including the CPU, and software random numbers as pseudo-random numbers). For example, this could include the so-called "basic random number" that affects the outcome of the game, specifically the "winning random number" associated with special roles or winning roles (small roles, re-play roles) that lead to transitions to special games. "CPU" is synonymous with what is well known in this industry and is not limited in any way to the architecture used (CISC, RISC, number of bits, etc.) or processing performance. "Power outage" refers to a situation where the power supply voltage to a gaming machine falls below a certain level, regardless of whether the power switch on the gaming machine is operated. This includes, for example, the interruption of power supply due to unforeseen circumstances such as damage to the power supply unit or a power outage. "ROM" is synonymous with what is commonly known in this industry, and it physically holds information (for example, when current is applied for data retrieval, it will be "1" if the element configuration is conductive, and "0" if the element configuration is non-conductive). RAM is synonymous with what is commonly known in this industry, and it electrically holds information (for example, when current is applied for data retrieval, it will be "1" if it is charged, and "0" if it is not charged. It is common for backup power to be supplied to some or all of the data held in RAM in the event of a power outage)."Game state" refers to, for example, a special game state in which game tokens are easily acquired and which is advantageous to the player (a so-called jackpot game, sometimes referred to as bonus activation, type 1 BB activation, type 1 BB activation time, type 2 BB activation, type 2 BB activation time, etc.), an internal state in which the bonus win is carried over (sometimes referred to as type 1 BB internal, type 2 BB internal, etc.), a replay probability variation game state (RT state) in which the winning rate of replay roles is higher (or lower) than in a normal game state in which the winning rate of replay roles is a predetermined value, an AT (Assist Time) state in which the stopping order and stopping position (sometimes referred to as stopping operation method) of the reels to win a role can be announced, an ART (Assist Replay Time) state which is a combination of the RT state and the AT state, an advantageous section in which AT-related processing can be performed and a normal section in which AT-related processing is not performed, etc. Furthermore, even in normal gameplay, there are RT states, AT states (sometimes referred to as "AT gameplay state," "AT state," or "notification state," and sometimes simply as "AT"), and states that are not in AT state are sometimes referred to as "non-AT gameplay state," "non-AT state," or "non-notification state," and sometimes simply as "non-AT"), as well as notifying the stopping operation method in AT state, which may be referred to as "executing AT," "executing navigation," "executing instructions," "executing push order navigation," or "executing notification gameplay." Examples include high-probability normal gameplay states, low-probability normal gameplay states, etc. (referred to as "lottery states" in this example), which have different probabilities of transitioning to the ART state. Furthermore, there is no problem with combining game states {In addition, there is no problem with all of these game states and functions (for example, the lottery for transitioning to the AT state, the output of notification instructions regarding the stopping order of the reels, etc.) being implemented on the main control board that controls the progress of the game}. Furthermore, in this example, the AT state and the RT state are described separately, with the RT state being referred to as "RT1" and the AT state as "Normal Gameplay State," etc. However, the RT state and the AT state may be combined and referred to as the ART state, with the ART state being referred to as "Normal Gameplay State," etc. "Winning Role" refers to the type of condition device (or condition device number) that is won through internal lottery (sometimes referred to as internal draw)."Notification state" refers to the state of the AT where push-order navigation described later can be performed. Even in games where a condition is met that prevents push-order navigation from being performed because the winning combination does not differ depending on the order in which the reels stop, if the state of the AT is such that push-order navigation can be performed, it is considered a "notification state". "Counter value" is also called the "number of notification games that can be performed", and is the remaining number of AT games or the counter value of the AT counter M60, described later. For example, if the "number of notification games that can be performed" is 1 or more (including the game in question where it has become "0"), push-order navigation described later can be performed. Alternatively, the "number of notification games that can be performed" may be the difference in the number of game tokens obtained based on the winning of a small win (mainly the push-order bell win) (the number of tokens paid out minus the number of tokens inserted) or the number of times the push-order bell win has been performed. Furthermore, "special notification state" refers to the state of the AT that is most advantageous to the player, and in this example, it is called the "bonus-focused state". The "predetermined game state" may be any one or more combinations of all the game states and notification states described in this example. The "specific condition" is a condition under which the AT counter value can be reduced. For example, a specific condition may be that one game has ended, or that a predetermined role (for example, the push-order bell role) has been won. The "Type 1 Special Role" is a role that increases the number of symbol combinations related to winning for each predetermined number of spins, or increases the probability that the condition device related to winning for each predetermined number of spins will be activated. It activates when predetermined conditions are met and can continue to operate until the result of a number of spins not exceeding 12 is obtained, and is sometimes referred to as RB (Regular Bonus). The "Type 1 Special Role Continuous Operation Device" is a device that can continuously operate the Type 1 Special Role. It activates when a specific symbol combination is displayed and terminates when predetermined conditions are met, and is sometimes referred to as BB (Big Bonus) or Type 1 BB. A "Type 2 Special Bonus" is a bonus that activates a conditional device for winning prizes, regardless of the outcome of the prize draw. It activates under predetermined conditions and terminates once the result of one game is obtained, and is sometimes referred to as a CB (Challenge Bonus).A "Type 2 Special Bonus Continuous Activation Device" is a device that can continuously activate Type 2 Special Bonuses. It activates when a specific combination of symbols is displayed and terminates when a predetermined condition is met. It is sometimes referred to as MB (Middle Bonus) or Type 2 BB. A "Normal Bonus" is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when a specific combination of symbols is displayed and terminates when the result of one game is obtained. It is sometimes referred to as SB (Single Bonus). An "All JACIN Type" is a configuration in which a JACIN is considered to have occurred when a Type 1 BB bonus is won, and the game is always in RB mode during the execution of Type 1 BB. A "JACIN Lottery Type" is a configuration in which the game alternates between non-RB mode and RB mode during the execution of Type 1 BB. Furthermore, an "uncontrolled reel" is a reel in which the pull-in control that may be executed after a stop operation is not performed, and the reel stops at the closest possible reel position from the reel position where the stop operation was received. An "all CB type" is a configuration in which the game is always in CB mode when a Type 2 Big Bonus (BB) is being executed. A "CB transition lottery type" is a configuration in which the game alternates between being in non-CB mode and being in CB mode when a Type 2 Big Bonus (BB) is being executed.

[0009] Furthermore, the following embodiments are merely examples, and are not limited to the following forms in terms of the location and function of each means, the order of each step in various processes, the timing of flag on / off, the names of the means responsible for each step of processing, etc. Also, the above embodiments and modifications should not be interpreted as being applicable only to specific ones, but any combination is acceptable. For example, a modification of one embodiment should be understood as a modification of another embodiment, and even if one modification and another modification are described independently, it should be understood that a combination of the two modifications is also described.

[0010] <<<First Embodiment>>> Before describing each component, we will briefly explain the features of the revolving-type gaming machine P according to the first embodiment. The following details will be described with reference to the drawings.

[0011] First, the basic structure of the front side of the reel-type gaming machine P according to the first embodiment will be explained with reference to Figure 1 (Figure 2 for some components). The reel-type gaming machine P mainly consists of a front door, a back box (also called a cabinet or base), a reel unit installed inside the back box, a hopper device, a power supply unit E, a main control board M (a board on which the main control chip C including the CPUMC is mounted), and a sub-control board S (a board on which the sub-control chip SC including the CPUSC is mounted). These will be explained in order below.

[0012] <Front Door DU> The front door DU includes mechanisms for visualizing the game state, mechanisms for inputting game media, mechanisms for operating the reel unit, and other mechanisms. Specifically, as mechanisms for visualizing the game state, it is equipped with a reel window D160, a coin insertion indicator light D210, a start lamp D180, a re-play lamp D290, a coin insertion lamp D300, a special game state display device D250, a credit count display device D200, a payout display device (button press order display device) D270 (sometimes called a button press order display device D270), an AT counter value display device D280, a favorable section display device YH, etc. Furthermore, as mechanisms for inserting game media and inputting the number of bets, it is equipped with a coin slot D170 and a bet button D220, and as a mechanism for paying out the inserted game media, it is equipped with a settlement button D60. Finally, as mechanisms for operating the reels, it is equipped with a start lever D50 and a stop button D40. In the first embodiment, the slot machine is equipped with a control panel that protrudes towards the player, on which a start lever D50, stop button D40, coin slot D170, bet button D220, payout button D60, sub-input button SB, directional pad SB2, etc., are attached. Each element will be described in detail below.

[0013] <Mechanism for making the game status visible> Next, the main parts of the mechanism for making the game status visible will be described. The reel window D160 is a transparent component made of synthetic resin or the like that forms part of the front door DU, and is configured so that the reel unit installed inside the game machine frame can be seen through the reel window D160. In addition, the number of tokens inserted indicator light D210 is made up of three LEDs, and is configured so that the same number of LEDs as the number of tokens currently bet (the number of game tokens inserted to start a game) are lit up. Specifically, the number of tokens inserted indicator light D210 is composed of three LEDs (lamps): 1-bet lamp D211, 2-bet lamp D212, and 3-bet lamp D213. When one token is bet, 1-bet lamp D211 lights up, 2-bet lamp D212 is off, and 3-bet lamp D213 is off. When two tokens are bet, 1-bet lamp D211 lights up, 2-bet lamp D212 lights up, and 3-bet lamp D213 is off. When three tokens are bet, 1-bet lamp D211 lights up. The 2-bet lamp D212 lights up, the 3-bet lamp D213 lights up (this does not apply to the next game after the re-play stop indicator is displayed; details will be described later). The start lamp D180 is made of an LED and lights up when the start lever D50 is operational (accepting input) and turns off when the start lever D50 is operational (not accepting input). The re-play lamp D290 is made of an LED and lights up when the re-play stop indicator is displayed and turns off when the next game after the re-play stop indicator is displayed has ended. The insertable lamp D300 lights up (may blink) when it is operational Furthermore, the special game state display device D250 is composed of a 7-segment display and is configured to display the total number of payouts made during special gameplay. Alternatively, the special game state display device D250 may be omitted. In such a configuration, the total number of payouts can be displayed on the performance display device S40 (sometimes also called the second information display unit), as described later, allowing players to recognize the total number of payouts made during special gameplay, thus creating a user-friendly gaming machine. Additionally, the credit count display device D200 is composed of a 7-segment display and is configured to display the total number of tokens (credits) stored in the gaming machine as the player's tokens.Furthermore, the payout display device (button stop order display device) D270 is composed of a 7-segment display and is configured to notify the player of the most advantageous reel stop order in games where a condition is met in which the winning combination can differ depending on the number of game tokens currently being paid out and the order in which the reels stop (the order in which the left stop button D41, middle stop button D42, and right stop button D43) {these are so-called button stop order combinations (sometimes called button stop order combinations), but it is generally configured so that the profit margin (number of tokens paid out, subsequent RT state, etc.) given to the player can differ if the winning combination or the combination of symbols displayed after stopping differs} (this notification is sometimes called button stop order navigation). Thus, the payout display device (button stop order display device) D270 is configured to display two things: the number of game tokens currently being paid out and the reel stop order that will give the player the highest profit, and the display is configured in a way that prevents the player from mistaking which of the two displays is being displayed, and the details of this display configuration will be described later. Furthermore, the AT counter value display device D280 is configured to display the number of games in which the player can remain in an advantageous AT state (in this example, sometimes referred to as the push-order navigation state or the notification game, and details will be described later) that is guaranteed when the player proceeds with the game according to the push-order navigation display shown on the push-order display device D270 (sometimes also called the first information display unit) (in this way, the push-order display device D270 notifies the player of an advantageous way to operate the stop button (stop operation method) and this is sometimes referred to as "executing push-order navigation," "executing AT," "executing navigation," "executing instructions," or "executing notification game"), among the states related to AT (details will be described later). Note that the AT counter value display device D280 may also be omitted, and in such a configuration, the number of games in which the player can remain in the AT state can be displayed on the performance display device S40, allowing the player to recognize the number of games in which the advantageous AT state is guaranteed, thus making it a user-friendly gaming machine. Furthermore, the payout count display device (button press order display device) D270 may be configured to consist of two separate devices: a payout count display device and a button press order display device.

[0014] Furthermore, the advantageous section indicator YH is made up of LEDs and is configured to light up when it is an "advantageous section" and turn off when it is not an "advantageous section" (the timing of lighting up and turning off will be described later).In this example, the slot machine can take the following forms, as with conventional slot machines: a special game state in which it is easy to acquire game tokens and is advantageous to the player (so-called jackpot game, which includes bonus games and what are called first-class BBs and second-class BBs); a replay probability variation game state (RT state) in which the winning rate of replay roles is higher (or lower) than in the normal game state in which the winning rate of replay roles is a predetermined value; an AT (Assist Time) state in which the stopping order and stopping position of the reels to win a role can be announced; an ART (Assist Replay Time) state which is a combination of the RT state and the AT state; and so on.In addition to these "game states", it is possible to set one of three "game sections": "normal section", "standby section", and "advantageous section". In this example, no "waiting period" is set; instead, either a "normal period" or a "favorable period" is set. Of these, the "favorable period" is positioned as being relatively more advantageous to the player than the other "playing periods." For example, the "playing state" being in AT or ART mode is associated with the "favorable period." That is, when the "playing state" is in AT or ART mode, the favorable period indicator YH lights up. As will be described later, the setting control of the "playing period" is performed on the main control board that controls the progress of the game, just like the setting control of the "playing state." Therefore, the lighting / extinguishing status of the favorable period indicator YH can be used to honestly communicate to the player whether the progress of the game is relatively advantageous to them.As will be explained later, when the "advantageous period" continues until it reaches a predetermined upper limit of games (for example, 1500 games), the "normal period" is forcibly set. At that time, any remaining AT-related states are also forcibly terminated (information for maintaining the AT state is cleared and initialized), so the change in the set "game period" can also affect the transition of the "game state". This automatically suppresses the excessive increase in gambling potential caused by "game states" such as the AT state and ART state, which have a relatively high degree of design freedom. As mentioned above, when the "advantageous period" continues until it reaches a predetermined upper limit of games (for example, 1500 games), the "normal period" is forcibly set, meaning the "advantageous period" ends, but the conditions for ending the "advantageous period" are not limited to this. In the slot machine described in this example, the conditions for ending the "advantageous section" are: "execution of one push-order navigation that allows the acquisition of the small role with the highest payout among the small roles that constitute a push-order role (for example, if there are small roles that pay 7, 3, and 1 coin as small roles that constitute a push-order role, the push-order navigation that allows the acquisition of 7 coins, which has the highest payout, is the one that allows the acquisition of 7 coins, and if there is a push-order role that allows the acquisition of 7 coins or 1 coin depending on the order, and a push-order role that allows the acquisition of 3 coins depending on the order, the push-order navigation that allows the acquisition of 3 coins does not fall under the definition of push-order navigation here)", or "winning one of BB, RB, or MB", AND "any termination condition (failure to win the 40G 1 set loop lottery (AT), fixed 32G elapsed (false premonition), etc.)", or "advantageous section of 1500G". Furthermore, in the case of a specification where there are no push-order bell roles (for example, a specification where there are push-order sequences for replays to transition to RT state, but there are no small roles where the number of payouts differs depending on the push-order sequence), the condition for ending the advantageous period, "one push-order navigation that allows you to acquire the small role with the highest payout," is excluded. Also, in the first embodiment, the small roles that constitute the push-order roles are composed of roles that include roles corresponding to 11-coin roles and roles corresponding to 1-coin roles, so "execution of one push-order navigation that allows you to acquire the small role with the highest payout" means notifying the push-order sequence that allows you to acquire 11 medals (allows you to win an 11-coin role).

[0015] <Mechanism for Enabling Input of Gaming Mediums> Next, the main parts of the mechanism for enabling input of gaming mediums will be described. The medal slot D170 is the slot for inserting gaming medals, and when the machine is in a medal-receiving state, the gaming medals inserted into the slot are guided into the inside of the gaming machine. The inside of the gaming machine is also equipped with sensors to detect the insertion of medals, namely the insertion acceptance sensor D10s, the first insertion sensor D20s, and the second insertion sensor D30s. These sensors are configured to detect the inserted medals as bet medals when it is determined that the gaming medals guided into the inside of the gaming machine have been inserted normally. The bet button D220 is configured to be operable by the player, and by operating it, the player can bet the stored medals (credit medals). The payout button D60 is configured to be operable by the player, and by operating it, the player can be refunded the stored medals (credit medals) and / or bet medals. Furthermore, the game tokens refunded by operating the settlement button D60 are configured to be dispensed into the payout slot D240.

[0016] <Mechanism for operating the reel unit> Next, the start lever D50 is configured to be operable by the player, and the operation of the reels can be started by operating it. In addition, the stop buttons D40 are equipped with a left stop button D41, a middle stop button D42, and a right stop button D43, which can be operated by the player, and the operation of the reels can be stopped sequentially by operating each of these stop buttons.

[0017] <Other mechanisms provided on the front door DU> Next, the main parts of the other mechanisms provided on the front door DU will be described while referring to the perspective view showing the internal configuration of the rotary gaming machine P with the front door DU in FIG. 2 opened. On the front door DU, as mechanisms for enhancing the趣味性 of the game, there are provided an effect display device S40 for displaying effects such as pre-announcement effects and background effects, a game effect lamp D26 (not shown) that can light up in various lighting modes, a door substrate D for signal relay, a medal selector DS for detecting the inserted medals, etc., a speaker S20 that can output sound, a middle panel (middle decorative panel), an upper panel D130, and a lower panel D140, etc., which are members formed of synthetic resin, etc. The effect display device S40 is attached to the upper part on the back side of the front door DU so that the display part for displaying effects etc. can be visually recognized through the perspective area formed on the upper panel. Also, the decoration lamp unit D150 and the LED lamp unit S10 have light sources that emit light according to the progress of the game of the rotary gaming machine P. The decoration lamp unit D150 is provided on each of the right and left sides sandwiching the lower panel D140, and the LED lamp unit S10 is provided on each of the right and left sides sandwiching the upper panel D130 (the decoration lamp unit D150 and the LED lamp unit S10 may be collectively referred to as the lamp unit). Also, below the reel window D160 on the back of the front door DU, the door substrate D is attached. Input signals such as the aforementioned stop button D40, start lever D50, settlement button D60, etc. are input to this door substrate D, and it has the function of a relay substrate that directly or processes the input signals and outputs them to the main control substrate M described later. Also, corresponding to the medal insertion port D170, a medal selector DS, which will be described in detail later, is provided near the door substrate D on the back of the front door DU. It has the function of detecting the medals inserted from the medal insertion port D170, performing a simple authenticity check, guiding appropriate medals to the hopper H40 described later, and returning inappropriate medals to the medal tray D230 described later. Further, one speaker S20 is provided on each of the left and right below the door substrate D. The middle panel is for operation This is the upper part of the table, below the upper panel D130, and is the panel section including the reel window mentioned above. The sub-input button SB and directional pad SB2 attached to the aforementioned control table D190 are components used for operations on the menu screen described later, button mashing effects on the sub-control board S (by repeatedly pressing the sub-input button SB, an effect related to whether or not a bonus has been won is executed), and mini-games (for example, an effect indicating whether or not entry into the "AT state" is successful). The front door DU of the slot machine P is equipped with a medal tray D230 for receiving game medals (sometimes simply called medals) released from the discharge port D240, and a door switch D80 capable of detecting the open / closed state of the front door DU. The front door DU is also equipped with a keyhole D260, and the front door DU can be opened by inserting a key (door key) that matches the shape of the keyhole D260 into the keyhole D260 and twisting it in a predetermined direction (for example, clockwise). Furthermore, in the first embodiment, the system is configured so that an error state (such as a door open error) can be cleared by inserting the door key into the keyhole D260 and twisting it in a predetermined direction (for example, counterclockwise). In addition, a bet button lamp S50 is provided inside the bet button D220, and the bet button lamp S50 is composed of an LED controlled by the sub-control board S, and the player can perceive that the operation of the bet button D220 is valid when the bet button lamp S50 lights up (or flashes). In addition, a stop button lamp S60 is provided inside the stop button D40 (one is provided for each of the three stop buttons: left stop button D41, middle stop button D42, and right stop button D43), and the stop button lamp S60 is composed of an LED controlled by the sub-control board S, and the player can perceive that the operation of the stop button D40 is valid when the stop button lamp S60 lights up (or flashes) and / or the color of the light.Furthermore, the system is configured such that only the stop button lamp S60 corresponding to the active stop button D40 lights up in the color corresponding to the active stop button D40. For example, if the left stop button D41 is inactive, the middle stop button D42 is active, and the right stop button D43 is active, the stop button lamp S60 corresponding to the left stop button D41 will be off, the stop button lamp S60 corresponding to the middle stop button D42 will be lit, and the stop button lamp S60 corresponding to the right stop button D43 will be lit. In this way, the lighting patterns of the three stop button lamps S60 can differ. Furthermore, by varying the lighting color and lighting pattern of the stop button lamp S60 (for example, by varying between steady on and flashing, or between slow flashing and fast flashing), the system may be configured to make it easier for the player to identify which stop button to press in a game where push-button navigation is performed. For example, when all reels are spinning and the player has won a push-button bell where the correct push order is "left → middle → right" (maximum payout), the stop button lamp corresponding to the left stop button may be made to flash white, and the stop button lamps corresponding to the middle stop button and the stop button lamps corresponding to the right stop button may be made to light up blue. After that, when the player operates the left stop button to stop the left reel, the stop button lamp corresponding to the left stop button may be turned off, the stop button lamp corresponding to the middle stop button may flash white, and the stop button lamp corresponding to the right stop button may be made to light up blue.

[0018] Next, the back box (also referred to as the cabinet or base) and the devices installed inside the back box will be described. A reel unit is mounted approximately in the center of the back box, with a portion of it visible through the reel window D160. The reel unit comprises a reel M50 and a drive source for the reel M50 (such as a stepping motor). The reel M50 also includes a left reel M51, a middle reel M52, and a right reel M53. Each reel section is made of synthetic resin or similar material, and multiple patterns are depicted on the outer circumference of each reel section (on the reel strip MO). The rotation and stopping movements of each reel section are enabled based on the operation of the start lever D50 and the stop buttons D40. Although not shown in the diagram, LEDs (hereinafter sometimes referred to as reel backlights) are provided inside the left reel M51, the middle reel M52, and the right reel M53. When the LEDs are lit, the light transmitted through the outer circumference of the reel section makes it appear as if the outer circumference of the reel section is lit. In addition, a reel circuit board K, which will be described later, is housed above reel M50 to drive each of the reels (left reel M51, middle reel M52, and right reel M53).

[0019] Furthermore, above the reel M50 is a main control board M, which will be described later and is responsible for controlling the entire game. To the left of the reel M50 is a sub-control board S, which will be described later and is responsible for controlling various effects performed using the effect display device S40, LED lamp unit S10, speaker S20, etc., as shown in Figure 1. The main control board M is connected to a setting key switch M20, which is used to execute the setting change device control process (to change settings), and a setting / reset button M30, which can change setting values ​​and clear errors. In Figure 2, the setting key switch M20 and the setting / reset button M30 are not shown, but they should be provided in an appropriate location on the main control board M (i.e., in a location where manual access is difficult without opening the front door DU).

[0020] Below the reel M50 are a hopper H40 for collecting inserted game tokens and a token dispensing device H for dispensing the tokens, as well as a power supply board E for supplying power to the entire slot machine P. The game tokens dispensed from the token dispensing device H pass through the coin chute D90 and are dispensed from the outlet D240. A power switch E10 for turning on the power to the slot machine P is also provided on the front of the power supply board E (sometimes called the power supply unit E). Details of the token dispensing device H will be described later.

[0021] <Medal Selector DS> Next, the medal selector DS will be explained in detail with reference to Figure 3. Figure 3 is a perspective view showing the path (selector) of game tokens inserted into the medal slot D170 inside the slot machine P. The medal selector DS has an insertion acceptance sensor D10s located near the door board D, which serves as a passage for game tokens inserted from the medal slot D170. Below the insertion acceptance sensor D10s, there is a coin chute D90 and other components for guiding the game tokens to the discharge port D240. The insertion acceptance sensor D10s has the function of sorting game tokens inserted from the medal slot D170 mainly based on their dimensions and accepting only game tokens that conform to the standard dimensions. Tokens (or other foreign objects) that are determined not to conform by this function are returned to the discharge port D240 by a blocker D100. If a player inserts a game token before operating the start lever D50 (when token insertion is enabled), the token is sorted by the insertion acceptance sensor D10s, and only those that meet the specifications are inserted into the hopper H40. Tokens that do not meet the specifications are returned to the discharge port D240 via the coin chute D90. In contrast, if a game token is inserted after the start lever D50 has been operated (when token insertion is disabled), regardless of whether it meets the specifications, the inserted token is returned to the discharge port D240 via the coin chute D90. Furthermore, inside the insertion acceptance sensor D10s (at the back of the flow path), there is a sensor related to token insertion, which will be described in detail later. When a game token that meets the dimensional specifications and has been accepted passes through, it is detected by the first insertion sensor D20s and the second insertion sensor D30s, and the signal is supplied to the main control board M, which will be described later.

[0022] Next, we will describe in detail the sensors related to medal insertion. When a game medal is inserted into the medal slot D170, it first passes through the insertion acceptance sensor D10s. The insertion acceptance sensor D10s is a mechanical double sensor, and when a game medal passes through, two protruding mechanisms are pressed, turning it on and allowing the game medal to pass through the passage normally. With this configuration, if a foreign object other than a game medal (a foreign object that does not meet the specifications, for example, one with a smaller diameter than a game medal) is inserted, the two protruding mechanisms will not be pressed. Since such a medal cannot maintain an upright position, it cannot pass through the passage (the medal falls over) and, as mentioned above, passes through the coin chute D90 and is refunded to the discharge opening D240. In addition, the insertion acceptance sensor D10s is also configured to determine an error if it remains ON for a predetermined period of time or longer (as a result, the blocker D100 may turn OFF).

[0023] When a game token passes through blocker D100 successfully, it immediately passes through the first insertion sensor D20s and the second insertion sensor D30s. These insertion sensors (first insertion sensor D20s and second insertion sensor D30s) consist of two sensors (arranged adjacent to each other at a distance smaller than the standard diameter of a game token), and are configured to detect various errors by monitoring the on / off status of each sensor (the sequence in which the on / off combinations of the first insertion sensor D20s and the second insertion sensor D30s transition, etc.) and the duration of the on / off state.

[0024] <Medal Dispensing Device H> Next, the medal dispensing device H will be described in detail using the front view and top view of the medal dispensing device H shown in Figure 4. The medal dispensing device H operates when the settlement button is operated or when game medals are dispensed due to a win, while there are credits (game medals electronically stored inside the game machine) or bet medals (medals inserted to start the game). When it operates, first the hopper motor H80 is driven, causing the disc H50 to rotate around the disc rotation axis H50a. The rotation displaces the discharge biasing means H70, causing the game medals inside the medal dispensing device H to flow down from the game medal outlet H60 toward the discharge port D240. Furthermore, the dispensing sensors (first dispensing sensor H10s and second dispensing sensor H20s) consist of two sensors, and are configured to detect various errors by monitoring the on / off status of each sensor (such as the sequence of transitions in the on / off combinations of the first dispensing sensor H10s and the second dispensing sensor H20s) and the duration of the on / off state. More specifically, for example, when the game tokens pass through the game token exit H60 normally, the displacement of the discharge biasing means H70 causes a sensor state transition from the state of first payout sensor H10s=off and second payout sensor H20s=off to first payout sensor H10s=off and second payout sensor H20s=off → first payout sensor H10s=on and second payout sensor H20s=off → first payout sensor H10s=on and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=on → first payout sensor H10s=off and second payout sensor H20s=off. Therefore, it can be exemplified that the system is configured to generate an error if a movement contrary to this sensor state transition is detected.

[0025] Next, Figure 5 shows a list of the basic specifications of the reel-type gaming machine in the first embodiment. The reel-type gaming machine according to the first embodiment has a set number of 3 tokens (maximum number of game tokens that can be bet in one game), the number of symbols on the left reel M51, the middle reel M52, and the right reel M53 is 20 each, and the valid lines for determining winnings are "upper line on the left reel M51, middle line on the middle reel M52, and right reel It is a single line of "Lu M53 Lower". The maximum payout is 11 coins, and the minimum payout is 1 coin (the correspondence between winning combinations and payouts will be explained later). The priority order for winning combinations (priority order for drawing in coins) is "re-spin combination → small combination (bell, watermelon, etc.) → bonus". For example, if a re-spin combination and a bonus occur simultaneously, the combination of symbols that will result in a re-spin combination will be displayed, and the bonus will not be awarded. Also, if both a bell and a watermelon occur, and the stop button is pressed at a position where both can be drawn in (within 4 frames of the winning stop position), the system is configured to draw in the small combination with the higher payout first. It should be noted that the configuration shown in the diagram is merely an example, and there is no problem in changing the number of frames on each reel (for example, changing to 21 frames) or changing the configuration of the active lines (for example, changing to 5 lines with 3 horizontal and 2 diagonal lines, or changing to 1 line with M51 at the bottom of the left reel, M52 in the middle of the middle reel, and M53 at the top of the right reel). Furthermore, in terms of the control for drawing in small wins that grant different benefits to the player depending on the order in which the buttons are pressed, if the operation is performed with the predetermined correct button sequence, the control is set to draw in the small win with the highest payout amount (coin priority control), and if the operation is performed with an incorrect button sequence different from the correct button sequence, the control is set to draw in the symbol that has the highest probability of winning (among the possible combinations of symbols that can win) from among the symbols that can be stopped (located within 4 frames from the stop operation) (number priority control).

[0026] Next, Figure 6 shows the reel arrangement of the slot machine in the first embodiment. As shown in the figure, the number of symbols for the left reel M51, middle reel M52, and right reel M53 is 20 (numbers 0 to 19), and there are 10 types of symbols: "Black Seven", "White Seven", "Sheep", "Blank", "Bell", "Replay A", "Replay B", "Watermelon A", "Watermelon B", and "Cherry". Here, "Blank" is a symbol that is included in the symbol combinations that make up a winning combination, just like the other symbols, and does not mean that it is a symbol that does not make up a winning combination. For example, a symbol combination that includes "Blank" and makes up a winning combination is "Watermelon B, Replay A, Blank", which results in Replay 02. Note that the configuration shown in the figure is just one example, and there is no problem in increasing, decreasing or changing the types of symbols.

[0027] Next, Figures 7 to 9 show lists 1 to 3 of symbol combinations in the first embodiment. In the first embodiment, there are multiple symbol combinations for each condition device, and as will be described later, the system is configured so that one of the symbol combinations stops and is displayed on the active line (the aforementioned 1 line) depending on the stopping order and stopping position of the left reel M51, the middle reel M52, and the right reel M53. Furthermore, even if the same type of symbol does not line up on the active line, the system is configured so that the same symbol is likely to line up in a row on a line other than the active line from the player's perspective (for example, in the case of watermelons, they line up in a horizontal line in the middle row, or three watermelon symbols are configured to line up in a straight line on any of the reels). Furthermore, in the first embodiment, there are three symbol combinations that result in a Type 1 BB role (a continuous action device for a so-called Type 1 special role, but hereinafter sometimes simply referred to as a BB role): "Sheep, Sheep, Sheep" which is a Type 1 BB-A (continuously operates RB-A and ends when more than 264 coins are dispensed); "Black Seven, Black Seven, Black Seven" which is a Type 1 BB-B (continuously operates RB-B and ends when more than 132 coins are dispensed); and "White Seven, White Seven, White Seven" which is a Type 1 BB-C (continuously operates RB-B and ends when more than 132 coins are dispensed). In the first embodiment, when a Type 1 BB win is achieved and the BB is executed (the mechanism is activated), during the execution of the BB, a single lottery table is referenced in all games during the BB to draw winning roles other than the mechanism (minor roles, re-play roles) (this is a method in which the table referenced when drawing roles is not switched during the execution of a single BB, and may hereafter be referred to as the All JACIN type). The format of the Type 1 BB win is not limited to this, and the system may be configured to allow switching of the table referenced when drawing roles during the execution of a single BB. Also, when the RT state is "RT1" and a symbol combination corresponding to re-play 04 corresponding to numbers 14 to 16 is displayed, the system is configured to transition to RT0 (details of the RT state will be described later). Since "RT0" is a less favorable RT state for the player than "RT1", the transition from "RT1" to "RT0" is sometimes referred to as falling.Furthermore, when the symbol combination corresponding to replay 05 for number 17 is displayed, a "black seven" may be displayed on the lower row of the left reel M51, the middle reel M52, and the right reel M53. When the symbol combination corresponding to replay 05 for number 18 is displayed, a "white seven" may be displayed on the lower row of the left reel M51, the middle reel M52, and the right reel M53 (details will be described later). Furthermore, if the push-order bell, which is a conditional device for "Winning - A1" to "Winning - A6" described later, is won, if the player stops the reels in the most advantageous push-order sequence, the symbol combinations corresponding to numbers 21 to 27, "Winning 01" to "Winning 03," will be displayed, and 11 game tokens will be paid out. On the other hand, if the player stops the reels in a push-order sequence different from the most advantageous sequence, the symbol combinations corresponding to numbers 39 to 56, "Winning 08" to "Winning 11," will be displayed, and 1 game token will be paid out. Note that the "-" in the diagram indicates that any symbol can be displayed when stopped. For example, for "Bell---Bell" corresponding to number 23, if the bell is displayed on the active lines of the left reel M51 and the right reel M53, 11 game tokens will be awarded regardless of which symbol is displayed on the active line of the middle reel M52.

[0028] Next, Figure 10 is a list of condition devices in the first embodiment. In this figure, the condition device number is referred to as the winning number, and this term may also be used hereafter. In the first embodiment, there are re-play symbols from re-play-A to re-play-D3 (winning numbers 1 to 6), and the re-play symbol displayed when stopped may differ depending on the stopping order and stopping position of the left reel M51, the middle reel M52, and the right reel M53. In the first embodiment, as shown in the rightmost column, "Condition Device," multiple types of condition devices can be displayed when stopped depending on the stopping order and stopping position of the left reel M51, the middle reel M52, and the right reel M53. Among these multiple types of condition devices, those that result in the same winning number are grouped together and shown in the third column from the right, "Condition Device (Name)." Specifically, for example, in the "Replay-A" condition device corresponding to winning number 1, three types of condition devices, "Replay 01," "Replay 02," and "Replay 03," can be displayed depending on the stopping order and position of the left reel M51, the middle reel M52, and the right reel M53. Note that "Condition Device (Name)" may be simply referred to as "Condition Device." In addition, condition devices related to replays, such as "Replay 01," may be referred to as replay roles, condition devices that result in the payout of game tokens upon winning, such as "Winning 01," may be referred to as minor roles, and condition devices that trigger the start of a Big Bonus (BB) when displayed, such as "Type 1 BB-A," may be referred to as BB roles. Furthermore, if the winning numbers are 21-23 or 25-27, the BB (Big Bonus) and minor roles will be won simultaneously. In such cases, if the left stop button D41, middle stop button D42, and right stop button D43 are operated at a position where the symbol corresponding to the winning minor role can be displayed, the symbol corresponding to the minor role will be displayed instead of the symbol corresponding to the BB. Conversely, if the left stop button D41, middle stop button D42, and right stop button D43 are operated at a position where the symbol corresponding to the minor role cannot be displayed (cannot be pulled in), the symbol corresponding to the BB will be displayed instead of the symbol corresponding to the minor role.Specifically, for example, if the winning condition for winning number 21 is "Type 1 BB-B + Winning-C", then either the cherry, which is "Winning 12" or "Winning 13", or the black seven, which is "Type 1 BB-B", may be displayed as the stop. More specifically, when the reels are stopped in the order of left reel M51 → middle reel M52 → right reel M53, (1) if the left stop button D41 is operated at a timing when the symbol numbers 0 to 4 (see reel arrangement in Figure 6) are located in the upper position of the left reel M51 at the first stop, then the symbol number 4, which corresponds to "Winning 12", will stop in the upper position of the left reel M51, and "Winning 12" will be displayed as the stop, regardless of the stopping positions of the middle reel M52 and the right reel M53. (2) If the left stop button D41 is operated at the timing when symbol numbers 5 to 12 are located in the upper position of the left reel M51 during the first stop, symbol numbers 6, 11, or 16 corresponding to "Winning 13" will stop in the upper position of the left reel M51, and "Winning 13" will be displayed regardless of the stopping positions of the middle reel M52 and the right reel M53. (3-1) If the left stop button D41 is operated at the timing when symbol numbers 13 to 19 are located in the upper position of the left reel M51 during the first stop, symbol numbers 17 or 19 corresponding to "Type 1 BB-B" will stop in the upper position of the left reel M51. (3-2) If the middle stop button D42 is operated at the timing when symbols number 14 to 18 are located in the middle of the middle reel M52 during the second stop, symbol number 18, which corresponds to "Type 1 BB-B", will stop in the middle of the middle reel M52. Then, if the right stop button D43 is operated at the timing when symbols number 13 to 17 are located in the lower part of the right reel M53 during the third stop, symbol number 17, which corresponds to "Type 1 BB-B", will stop in the lower part of the right reel M53, and the BB symbol will be displayed. (3-3) If the middle stop button D42 is operated at the timing when symbols number 19 to 13 are located in the middle of the middle reel M52 during the second stop, symbol number 18, which corresponds to "Type 1 BB-B", will not stop in the middle of the middle reel M52, and neither condition device will be displayed.

[0029] Next, the "Role" section illustrates the role of each "Condition Device (Name)". The "Normal Replay" corresponding to winning number 1 is a condition device related to replays where a replay symbol that does not transition to the RT state is displayed regardless of the order in which the stop buttons are pressed. The "Reverse Press White 7 Alignment Replay" corresponding to winning number 2 is a condition device related to replays where a replay symbol that does not transition to the RT state is displayed regardless of the order in which the stop buttons are pressed, but reverse press (right reel M53 → middle reel M By stopping the reels in the order of 52 → left reel M51, and operating the stop button at the timing when the symbol numbers 18-2 on the right reel M53, 9-13 on the middle reel M52, and 5-10 on the left reel M51 are located in the lower row of each reel, a "white seven" will be displayed in the lower row of the right reel M53, middle reel M52, and left reel M51, making it appear to the player that the white sevens are lined up in the lower row. Furthermore, in the game in which a replay-B is won and an AT bonus lottery is won, an animation (details to be described later) instructing the player to aim for the "white seven" by pressing in reverse order can be used to inform the player that they have won the AT bonus lottery. The "Sequential Black 7 Replay" corresponding to winning number 3 is a replay condition device that displays a replay symbol that does not transition to RT state regardless of the order in which the stop buttons are pressed. However, when pressing in the sequential order (stopping the reels in the order of left reel M51 → middle reel M52 → right reel M53), the symbols in the range of 13 to 19 on the left reel M51, the symbols in the range of 14 to 18 on the middle reel M52, and the symbols in the range of 13 on the right reel M53 By operating the stop button at the timing when the range of ~17 is located on the lower row of each reel, the "Black Seven" will be displayed on the lower row of the left reel M51, the middle reel M52, and the right reel M53, making it appear to the player that the Black Sevens are lined up on the lower row. Furthermore, in the game in which a replay-C is won and an AT bonus lottery is won, an animation (details described later) instructing the player to aim for the "Black Seven" by pressing the buttons in order will be performed to inform the player that they have won the AT bonus lottery.

[0030] Furthermore, the "RT Maintenance RP1** (3 choices)" corresponding to winning number 4 is a conditional device in which the re-playable role displayed when the first reel is stopped can differ depending on whether the left reel M51, the middle reel M52, or the right reel M53 is selected (which stop button is operated). If the first reel is selected as the left reel M51, re-play 01, re-play 02, or re-play 03, which does not transition the RT state, will be displayed. If the first reel is selected as the middle reel M52 or the right reel M53, re-play 04, which can transition the RT state from "RT1" to "RT0", will be displayed. Furthermore, the "RT Maintenance RP*1* (3 choices)" corresponding to winning number 5 is a conditional device in which the re-playable role displayed when the first reel is stopped can differ depending on whether the left reel M51, the middle reel M52, or the right reel M53 is selected (which stop button is operated). If the first reel is selected as the middle reel M52, re-playable role 03, which does not transition the RT state, will be displayed. If the first reel is selected as the left reel M51 or the right reel M53, re-playable role 04, which can transition the RT state from "RT1" to "RT0", will be displayed. Furthermore, the "RT Maintenance RP**1 (3 choices)" corresponding to winning number 6 is a conditional device in which the re-playable role displayed when the first reel is stopped can differ depending on whether the left reel M51, the middle reel M52, or the right reel M53 is selected (which stop button is operated). If the first reel is selected as the right reel M53, re-playable role 01 or re-playable role 03, which does not transition the RT state, will be displayed. If the first reel is selected as the left reel M51 or the middle reel M52, re-playable role 04, which can transition the RT state from "RT1" to "RT0", will be displayed.

[0031] Furthermore, "Push Order Bell 123" to "Push Order Bell 321," corresponding to winning numbers 7 to 12, are conditional devices where the winning combination can differ depending on which of the six reel stopping order is chosen. For example, "Left Reel M51:1, Middle Reel M52:2, Right Reel M53:3" means that "123" means stopping the reels in the order "Left Reel M51 → Middle Reel M52 → Right Reel M53." For example, in the case of "Winning Combination - A1" (winning number 7), stopping the reels in the order "Left → Middle → Right" (correctly choosing the order) will result in the symbol combination "Winning Combination 01," which awards the maximum number of coins, 11. Note that "123" in "Push Order Bell 123," etc., indicates the order of pressing the reels (reel stopping order) that can award the maximum number of coins for that winning number. Furthermore, if the reels are stopped in a sequence other than the one that allows for the maximum number of coins to be won, that is, if the correct sequence is not chosen, one coin will be paid out. This configuration allows for the creation of multiple game states with different profit margins for the player. For example, in AT-related states such as "AT state," the player is guided to press the buttons for the re-spinning role and the bell (the button press display device D270 displays the button press sequence that yields the highest profit), while in AT-related states such as "normal game state," the player is not guided to press the buttons. The AT-related states will be explained later.

[0032] Furthermore, the "common bell" corresponding to winning number 13 is a device that allows players to win the maximum number of game tokens, 11 tokens, regardless of which of the winning numbers 04 to 07 stops on, meaning that the maximum profit can be obtained regardless of the order in which the buttons are pressed, and is sometimes referred to as a "button-order irrelevant bell". Also, the "watermelon A" corresponding to winning number 15 is configured to make it easier for three watermelons (either watermelon A or watermelon B) to line up on a parallel line, for example, winning number 60, 14, will result in three watermelons A lined up in the middle of each reel in Figure 9. Furthermore, "Watermelon B," which corresponds to winning number 16, is configured to make it easier for three watermelons (either Watermelon A or Watermelon B) to line up diagonally. For example, in Figure 9, winning number 66, Watermelon B, will be placed on the upper part of the left reel M51, Watermelon B on the middle part of the middle reel M52, and Watermelon A on the lower part of the right reel M53, resulting in three watermelons lined up diagonally downwards to the right. Also, "BB Weak Rare Small Win (Diagonal Bell Lineup)," which corresponds to winning number 17, is a condition device that can result in three bells lined up on an active line. Details will be described later, but it is a condition device that triggers an AT increase lottery when won during BB. Also, "BB Strong Rare Small Win (V-Shaped Bell Lineup)," which corresponds to winning number 18, is a condition device that can result in bells stopping and being displayed on the upper part of the left reel M51, the middle part of the middle reel M52, and the upper part of the right reel M53. Details will be described later, but it is a condition device that triggers an AT increase lottery when won during BB.

[0033] Next, the "Bonus Winning Information" field assigns a number from 0 to 3 to each winning number. In the first embodiment, winning numbers that do not include a bonus (BB role) have a bonus winning information of 0, while winning numbers that include a bonus (BB role) have a bonus winning information of 1 for the winning number (19) that includes type 1 BB-A, 2 for the winning numbers (20-23) that include type 1 BB-B, and 3 for the winning numbers (24-27) that include type 1 BB-C. By storing the bonus winning information, the main control board M can store information regarding whether or not a BB was established and which BB role was won. Further details about the bonus winning information will be described later.

[0034] Next, in the "Winning / Replay Information" section, a number from 0 to 18 is assigned to each winning number. In the first embodiment, winning numbers that do not include a replay role or a minor role (winning number 0 corresponding to a loss and winning numbers 19, 20, and 24 corresponding to a bonus) have a winning / replay information of 0, while winning numbers that include a replay role or a minor role are assigned a winning / replay information of 1 to 18 for each condition device. By storing the winning / replay information, the main control board M can store information regarding which replay role or minor role was won. Further details of the winning / replay information will be described later.

[0035] Next, the "Performance Group Number" field is assigned a number from 0 to 11 for each winning number. By transmitting the Performance Group Number from the main control board M to the sub-control board S, the sub-control board S can determine which performance to execute. Details about the Performance Group Number will be described later.

[0036] Next, the "Payout Group Number" field is assigned a number from 0 to 13 for each winning number. The main control board M stores the Payout Group Number, and by using this stored Payout Group Number when executing AT-related lotteries (e.g., AT lottery, AT bonus lottery), the program and data capacity required to execute AT-related lottery processing can be reduced. Note that even if a condition device with a Payout Group Number of 0 is won, the AT lottery and AT bonus lottery will not be executed. On the other hand, if a condition device with a Payout Group Number that is not 0 is won, the AT lottery or AT bonus lottery may be executed. Details of the Payout Group Number will be described later. Furthermore, it is also possible to configure the system so that the AT lottery or AT bonus lottery can be executed even if a condition device with a Payout Group Number of 0 is won. In such a configuration, it is preferable to configure the system so that when a condition device with a Payout Group Number of 0 is won and the AT lottery or AT bonus lottery is executed, the result of the lottery is always a loss (not a win).

[0037] Next, Figure 11 is a list showing the lottery probabilities (also called winning rates or winning probabilities) for the winning numbers (also called condition device numbers or winning roles) and bonuses (also called BB or BB roles) related to minor roles and re-play roles in the first embodiment, which are determined by the role lottery means. In this figure, the winning rates for the winning numbers are illustrated.

[0038] First, we will detail the probability of winning in "RT0," "RT1," and "RT2," which are when the Big Bonus (BB) is not active. In the first embodiment, the appearance rate (probability of winning) of winning roles (especially replay roles) may differ depending on the RT state, and the appearance rate of "replay roles" (the total appearance rate of all replay roles) is higher in "RT1" than in other RT states. In addition, "Replay 04" (a so-called fall-out replay role, which can be displayed when the replay role is displayed in "RT1" and no bonus has been won, after which the game will transition to "RT0"), which can be displayed when the replay symbols stop at winning numbers 4 to 6, is mainly won in "RT1" and hardly appears in "RT0." In "RT2," "Replay 04" can be displayed when the replay symbols stop at winning numbers 4 to 6, but even if "Replay 04" is displayed, the RT state will not transition. Furthermore, if "Replay 04" is displayed as stopped in "RT1", a fall animation (for example, "Too bad" displayed on the animation display device S40) is executed to notify that the game has transitioned to "RT0", i.e., that the RT state has fallen. Conversely, if "Replay 04" is displayed as stopped in "RT0", the fall animation may not be executed. By configuring the game in this way, even though "Replay 04" is displayed as stopped, the fact that the fall animation was not executed allows the player to recognize that they have won a Big Bonus (BB), thereby increasing the enjoyment of the game. Furthermore, if the game is configured in this way, the sound effect output when "Replay 04" is displayed as stopped may be different from the sound effect output when a replay role other than "Replay 04" (for example, "Replay 01" which does not transition the RT state) is displayed as stopped. By configuring the game in this way, it is possible to make it easier for the player to recognize that "Replay 04" has been displayed as stopped. Furthermore, the player may remain in "RT1" in both cases: when the AT is in a state where button-press navigation is not generated (for example, the "normal game state," sometimes referred to as the non-AT game state) and when the AT is in a state where button-press navigation is generated (for example, the "AT state," sometimes referred to as the AT game state).In this case, when a winning number is selected that has the potential to transition (fall) from "RT1" to "RT0", the system may be configured not to output a special sound effect indicating that the RT state may fall when the player is not in AT mode, based on the operation of the start lever D50. This makes it possible to transition the game state without the player realizing that there is a possibility of falling to "RT0" when the player is not in AT mode. On the other hand, when the player is in AT mode, the system may be configured to output a special sound effect indicating that the RT state may fall based on the operation of the start lever (and to notify the player of the push order navigation that displays a re-play role that does not cause the RT state to fall). This makes it possible for the player to be careful not to fall out of RT mode and to operate the stop button D40 after the special sound effect is notified. In addition, "Re-play 05" (a re-play role that, when displayed in AT mode, notifies the player that they have won the AT bonus lottery), which can be displayed when the winning number is 2 or 3, mainly appears in "RT1" and almost never appears in other RT states. Furthermore, the state transitions related to the RT state associated with the stopping display of these symbol combinations that result in re-play will be described later. Also, as will be described later, in the first embodiment, the push order navigation that notifies the player of the reel stopping order that is most advantageous to the player can be executed by the push order display device D270 and the performance display device S40. Furthermore, there is no problem in changing the lottery probability as appropriate. Also, in the first embodiment, a bonus. The symbols are designed to overlap with minor roles, and overlap with Watermelon A, Watermelon B, and some Cherries. Specifically, winning numbers 21-23 and 25-27 are conditions that allow for the overlap of bonuses and minor roles.

[0039] Furthermore, in the "RT2" state, since a BB has been won and the BB is not yet activated, if you win the BB role (a standalone BB role that does not overlap with a minor role, sometimes called a standalone BB role or standalone BB) for winning numbers 20 and 24, the new BB role win will be invalid, and only the minor role win will be valid. Specifically, for example, in the "RT2" state, and you have won (carried over) a Type 1 BB-A, if you win a Type 1 BB-C for winning number 24, the Type 1 BB-C related to that winning number 24 will be invalid. In other words, it will be the same situation as if you had won a "miss" for winning number 0. However, the carried-over Type 1 BB-A will remain in the winning state. Furthermore, in the "RT2" state, since a BB has been won and the BB is not yet activated, if a condition device is won where the small wins and BB wins for winning numbers 21-23 and 25-27 overlap, the new BB win will be invalid, and only the small wins will be valid. Specifically, for example, in the "RT2" state, and a Type 1 BB-A has been won (carried over), if a "Type 1 BB-B + Winning C" for winning number 21 is won, the Type 1 BB-B related to that winning number 21 will be invalid, and only Winning C will be valid. In other words, it will be the same situation as when a "Winning C" for winning number 14 is won. The carried-over Type 1 BB-A will remain in the won state. Note that the overlap with the bonus is not limited to small wins; it may also overlap with some of the re-play wins. For example, some of the re-play wins for winning numbers 4-6 may overlap with the bonus win. In this way, by making the bonus coincide with the condition device that includes the RT transition replay (a replayable role that can transition to the RT state), there is a possibility of winning a bonus even when the condition device including the RT transition replay is triggered, and even if the RT transition replay is displayed as stopped, it does not negate the possibility of a bonus, thus making it possible to keep the player hopeful. In this configuration, the RT state will not transition even if the RT transition replay is displayed as stopped.This makes the game more engaging for players, as they might think they've won a bonus because, even though they've entered an RT state (an RT state where the replay probability is relatively low), the replay probability hasn't actually decreased (they're winning replays frequently).

[0040] Next, we will describe in detail the probability of winning in "Type 1 BB-A, B, C" when BB is activated. In the first embodiment, when BB is activated, it is configured so that three small wins can be won: "Common Bell" with winning number 13, "Weak Rare Small Win during BB (Diagonal Bell Alignment)" with winning number 17, and "Strong Rare Small Win during BB (V-Shaped Bell Alignment)" with winning number 18. When a BB is activated while in the "AT state" and either "Weak Rare Small Win during BB (Diagonal Bell Alignment)" or "Strong Rare Small Win during BB (V-Shaped Bell Alignment)" is won, an AT increase lottery is performed (details will be described later).

[0041] Furthermore, the upper part of the same figure illustrates the probability of small wins occurring when the setting value is 1. In this example, the probability of the common bell (winning number 13) occurring is uniform regardless of the RT state. However, as shown in the lower part of the same figure, the probability of the common bell occurring varies depending on the setting value (6 levels in this example). Specifically, the number of occurrences is 3204 for setting 1, 3404 for setting 2, 3604 for setting 3, 3904 for setting 4, 4204 for setting 5, and 4504 for setting 6. The probability of occurrence increases as the setting value increases. With this configuration, for example, if a player plays while measuring the number of times the common bell occurs (number of wins), they can play with the expectation that the setting value of the gaming machine they are playing is relatively high if they frequently win with the common bell. In addition, the expected value per game increases as the setting value increases, and the payout rate increases as the setting value increases. Although the appearance rate of the common bell varies depending on the setting, the AT lottery, AT bonus lottery, and high probability state transition lottery described later are not performed depending on whether the common bell is won. Therefore, it is designed not to affect the state transition lottery related to AT (also referred to as the AT lottery).

[0042] Furthermore, the middle section of the same figure shows a list of expected values ​​when push-order navigation is available. In this figure, when push-order navigation is performed in a state where push-order navigation can be performed by the push-order display device D270 and the performance display device S40, such as "AT state", the average payout per game (the average number of medals paid out by the winning combination, also called the expected number of game tokens obtained in one game) and the expected increase / decrease in medals per game (the ratio of the number of medals paid out to the number of medals inserted when playing with a 3-coin bet, where a value greater than 1 means the expected value is positive and the number of medals will increase, while a value less than 1 means the expected value is negative and the number of medals will decrease) are illustrated. The average payout per game can be calculated as follows: "Sum of the number of replayable symbols (sum of the number of symbols for winning numbers 1-6) × Payout for replayable symbols (3 coins) + Sum of the number of small symbols (11-coin symbols) (small symbol appearance rate) (sum of the number of symbols for winning numbers 7-16) × Payout for small symbols (11 coins) (11 coins) / Sum of all symbols (65536)". The expected increase / decrease in medals per game can be calculated as follows: "Average payout per game / Number of medals inserted per game (3 coins)". The number of medals inserted per game (number of game media inserted when playing one game) is 3, and the system is configured so that the expected increase / decrease in medals per game is greater than 1 when the average payout per game is greater than 3. As shown in the figure, in the first embodiment, "RT1" has the relatively largest expected increase / decrease in medals per game. Note that the values ​​in the diagram do not take into account the increase or decrease in medals due to bonuses. In other words, if the game is played in a situation where push order navigation occurs (also referred to as being operated in the optimal operation mode or in the advantageous operation mode), the number of medals will increase in "RT1". Note that in "RT0" and "RT2", although not shown, in a situation where push order navigation does not occur, the expected increase or decrease in medals per game is less than 1, and the number of medals will decrease.In the first embodiment, the expected value of medal increase / decrease per game is greater than 1 when there is a push-order navigation in "RT0" or "RT2," but this is not limited to this, and the system may be configured so that the expected value of medal increase / decrease per game is less than 1 when there is a push-order navigation in "RT0" or "RT2." In addition, when a combination of symbols that will result in a re-game is displayed, the number of medals bet in the previous game (3 medals) is actually automatically bet, but in calculating the expected value of medal increase / decrease in the first embodiment, it is calculated assuming that 3 medals will be paid out. In addition, one game may be referred to as one game.

[0043] Furthermore, the average payout per game in each RT state is 3.511291504 when the RT state is "RT0", 4.737915039 when the RT state is "RT1", and 3.67137146 when the RT state is "RT2". In addition, the expected increase / decrease in medals per game in each RT state is 1.170430501 when the RT state is "RT0", 1.579305013 when the RT state is "RT1", and 1.223790487 when the RT state is "RT2". When push order navigation is available, the RT state "RT1" is the most advantageous RT state for the player. Note that these values ​​are for setting 1. Furthermore, the winning numbers and bonus probabilities for the above-mentioned minor roles and re-spin roles are merely examples. For example, the system may be configured so that the expected increase / decrease in medals per game during "RT2" (when a Big Bonus is internally established) is less than 1. By configuring it in this way, even if a player fails to line up a bonus in a game where they could have lined up a bonus when a push-order navigation is present, their medal count will gradually decrease. This prevents strategies that would allow a player to increase their medal count by intentionally failing to line up a bonus in a game where they could have, when a push-order navigation is present and they could have been established. Specifically, it is preferable to design the probability of a loss in "RT2" to be higher than the probability of winning all the minor roles (winning-A1 to winning-I) in "RT2", and it is preferable to set the winning probability of the re-spin role so that it is designed in this way (if the winning probability of the re-spin role is designed to be high, the probability of a loss will be lower, so it is preferable to design the winning probability of the re-spin role so that it is not too high). In this example of "RT2", the combined winning probability of all minor roles is 18784 / 65536, the combined winning probability of all re-spins is 12501 / 65536, and the probability of a loss is 34251 / 65536 (see Figure 11), so the probability of a loss is designed to be higher than the combined winning probability of all minor roles.

[0044] Furthermore, as shown in Figure 11, in the first embodiment, the appearance rate of type 1 BB-A is assigned the same number of values, 40, for all settings from 1 to 6. Also, the appearance rate of type 1 BB-C is assigned the same number of values, 160, for all settings from 1 to 6. In contrast, the appearance rate of type 1 BB-B is assigned 160 for setting 1, 180 for setting 2, 200 for setting 3, 220 for setting 4, 240 for setting 5, and 270 for setting 6. In other words, the appearance rate of type 1 BB-B is assigned different values ​​depending on the setting. Thus, type 1 BB-A and type 1 BB-C function as BBs without setting differences (type 1 BB-A and type 1 BB-C are sometimes referred to as BBs without setting differences or bonuses without setting differences), while type 1 BB-B functions as a BB with setting differences (type 1 BB-B is sometimes referred to as a BB with setting differences or bonuses with setting differences). Furthermore, the appearance rate of Type 1 BB-A, Type 1 BB-B, and Type 1 BB-C is uniform regardless of the RT state ("RT0" and "RT1"). Note that the appearance rates of Type 1 BB-A and Type 1 BB-C (combined) are the same regardless of the setting value, but the appearance rate of Type 1 BB-B (combined) differs depending on the setting value. Note that the combined appearance rate of Type 1 BB-B is the same even if the setting value is different, but the appearance rate of each winning number may be configured to differ depending on the setting value, and in such a configuration, Type 1 BB-B may also be called a BB with setting differences.

[0045] Next, the schematic electrical configuration of the reel-type gaming machine P according to the first embodiment will be explained with reference to the block diagram in Figure 12. First, the reel-type gaming machine according to the first embodiment is configured with a main control board M that controls the progress of the game, and a sub-control board S, door board D, reel board K, power supply board E, relay board IN, setting key switch M20, setting / reset button M30, etc., connected to it so that data can be exchanged. The solid lines in the figure indicate the movement related to data exchange. The dashed lines indicate the power supply route. However, the power supply route is not limited to this; for example, power may be supplied from the power supply board E to the relay board IN or door board D without going through the main control board.

[0046] The main control board (sometimes referred to as the main control means, main board, main control means, main board, or main game unit) M is the board that controls the overall progress of the game played in the slot machine P. The main control board M is equipped with a main control chip C, and the main control chip C is equipped with a CPU C100 (sometimes referred to as CPU MC), an internal ROM C110, an internal RAM C120, etc., which are connected to each other via a bus and can exchange data. The main control board M receives signals from the door board D mounted on the front door DU indicating that the start lever D50, etc., has been operated, and controls the operation of the various boards by outputting control commands (or control signals) to the sub-control board S, the door board D, the slot board K, etc. {For example, by outputting an instruction number (also referred to as a push order number, instruction information, or operation information) to the sub-control board S, the sub-control board S can execute push order navigation on the performance display device S40}.

[0047] Furthermore, the sub-control board (sometimes referred to as sub-control means, sub-board, sub-control means, sub-board, or sub-game unit) S, like the main control board M mentioned above, is equipped with a sub-control chip SC. The sub-control chip SC includes a CPU SC100, ROM, RAM, etc., and is configured to exchange data with each other via a bus. Various LED lamps S10 (including bet button lamp S50 and stop button lamp S60), speaker S20, performance display device S40, reel backlight (also called back lamp) S30, etc. are connected to the sub-control board S. The reel backlight S30 is a light installed inside the left reel M51, middle reel M52, and right reel M53, which illuminates the symbols drawn on the surface of the reels from behind. The sub-control board S analyzes control commands received from the main control board M and outputs drive signals to various LED lamps S10, speakers S20, performance display devices S40, reel backlight S30, etc., thereby performing various effects. In this example of a reel-type gaming machine, multiple LEDs are provided as the reel backlight S30 so that the player can individually identify nine ranges: the upper, middle, and lower positions of the left reel, the upper, middle, and lower positions of the middle reel, and the upper, middle, and lower positions of the right reel. For example, when the LED corresponding to the upper position of the left reel lights up and all other LEDs turn off, the player can identify that the upper position of the left reel is lit. Furthermore, this example of a reel-type gaming machine is configured to perform a backlight effect (sometimes referred to as a backlight effect) that suggests to the player that a predetermined combination of symbols has stopped by changing the lighting pattern of the reel backlight S30 when a predetermined combination of symbols is displayed.

[0048] The door board D includes the aforementioned input acceptance sensor D10s, first input sensor D20s, second input sensor D30s, stop button D40 for stopping the rotating reel M50, start lever D50 for starting the rotation of reel M50, settlement button D60 for dispensing stored game tokens (credits) and inserted game tokens to end the game, and various display panels D70 {not shown, but including the aforementioned number of tokens inserted indicator light D210, start lever}. The door board D is connected to the main control board M mentioned above, and is capable of exchanging data. Therefore, when the start lever D180, stop button D290, payout number display device D300, special game state display device D250, payout number display device (push order display device) D270 is a collection of display devices such as the credit number display device D200 and the advantageous section display device YH. The door switch D80 is used to determine whether the front door is open or closed, to clear errors and change setting values, and the blocker D100 is used to return game tokens (or other foreign objects) that are deemed unsuitable after being inserted to the discharge port D240. Furthermore, this door board D is connected to the main control board M mentioned above so as to be able to exchange data. For this reason, when the start lever D50, stop button D40, settlement button D60, etc., provided on the front door DU are operated, signals related to the operation are supplied to the main control board M via the door board D. In addition, the signal that the insertion acceptance sensor D10s detects when game tokens pass through is also supplied to the main control board M via the door board D.

[0049] Furthermore, the reel circuit board K is connected to a reel motor K10 for rotating the reel M50 and a reel sensor K20 for detecting the rotational position of the reel M50. The reel circuit board K drives the reel motor K10 while detecting the rotational position of the reel M50 using the reel sensor K20, thereby enabling the reel M50 to stop at a predetermined stopping position. In addition, in the reel-type gaming machine of the first embodiment, a so-called step motor (sometimes called a stepping motor) is used for the reel motor K10. The step motor is set to 480 steps for one rotation of the reel M50. In addition, each reel (left reel M51, middle reel M52, right reel M53) is set to a predetermined number (for example, 20) of symbols of approximately uniform size, and the number of steps corresponding to one symbol is set to 24 steps (=480 / 20). Furthermore, there is no problem in changing the number of steps or the number of symbols per reel rotation.

[0050] Furthermore, the medal dispensing device H is connected to the main control board M via the relay board IN, and performs the operation of dispensing a predetermined number of game medals (for example, 10 medals) based on the control signal from the main control board M. The medal dispensing device H is also connected to a first dispensing sensor H10s and a second dispensing sensor H20s, which determine whether the medals have been dispensed correctly and measure the number of game medals dispensed, and a hopper motor H80 for rotating the disk H50.

[0051] These various control boards, and the power consumed by them, are supplied from the power supply board E (a board that controls the presence or absence of power supply by the power switch E10). In Figure 12, the dashed arrows show how power is supplied from the power supply board E. As shown in the figure, the main control board M and the sub-control board S receive power directly from the power supply board E, while the various boards (door board D, reel board K, and relay board IN) receive power via the main control board M. A predetermined amount of AC voltage (for example, 100V) is supplied to the power supply board E, and this power is converted to a specified DC voltage before being supplied to each control board and board.

[0052] Furthermore, the main control board M is connected to a setting key switch M20 used to execute the setting change device control process described later (to change settings), and a setting / reset button M30 that can perform actions such as changing setting values ​​and clearing errors. The main control board M also has a reel control means that controls the rotation and stopping of the reels M50 (left reel M51, middle reel M52, right reel M53), an AT lottery means that performs an AT transition lottery to transition to the "AT state", which is an AT-related state advantageous to the player, and an AT increase lottery means that performs an AT increase lottery to increase the remaining AT games (or the counter value of the AT counter M60), which is the number of games that can be stayed in the "AT state".

[0053] Next, Figures 13 to 36 are flowcharts showing the general processing flow performed by the main control board M in the first embodiment.

[0054] Furthermore, flowcharts are mainly composed of processing steps (illustrated as rectangles), decisions (illustrated as diamonds), flow lines (arrows), and terminals indicating start, end, return, etc. (illustrated as rounded rectangles). In addition, if a processing step is illustrated in detail in another flowchart, the part that refers to that other flowchart is illustrated as a subroutine (illustrated as a rectangle with double lines on the left and right). In the development stage of amusement machines, it is common to develop machines with different specifications simultaneously, but in this example, the main processing is configured so that no subroutines that would be executed in machines with different specifications (subroutines that are not normally used) are left in the main processing, thereby preventing the execution of processing related to unused subroutines that are not normally executed due to noise or fraudulent activity.

[0055] First, Figure 13 is a flowchart showing the processing flow that is executed for the first time by the CPUC100 of the main control board M after the power of the slot machine P is turned on (or during a system reset or user reset). First, in step 1000, after the power of the slot machine P is turned on, in step 1002, the CPUC100 of the main control board M performs the initial setup of the timer interrupt (here, the timer interrupt is not started, but only the type of timer interrupt is set, and in subsequent processing, when a timer interrupt is started, the flowchart related to timer interrupt processing described later will be executed periodically). Next, in step 1004, the CPUC100 of the main control board M performs the serial communication settings (setting of speed, data length, data transmission method, etc.) as a function setting of the main control chip C. Next, in step 1006, the CPUC100 of the main control board M calculates the checksum from the starting address of the RAM area to the address immediately before the checksum area. Next, in step 1008, the CPUC100 of the main control board M checks the RAM area (for example, based on the calculated checksum and the checksum data held in the checksum area, it checks whether the data stored in the built-in RAMC120 is correctly retained after power cut and power restoration), and generates power restoration data. Next, in step 1010, the CPUC100 of the main control board M checks the switch status of the setting key switch M20. Next, in step 1014, the CPUC100 of the main control board M determines whether the setting key switch M20 is off or not.

[0056] If the answer in step 1014 is Yes, then in step 1016, the CPUC100 of the main control board M checks the on / off status of the power-off processed flag in RAM (which is turned on in step 1904) and the checksum status of all RAM (the result of the check in step 1006) to determine whether the power-off recovery data in RAM is normal. If the answer in step 1016 is Yes, then in step 1020, the CPUC100 of the main control board M initializes the RAM area within the determined initialization range. Next, in step 1022, the CPUC100 of the main control board M restores the stack pointer based on the data related to the stack pointer saved during the power-off processing (step 1902). Next, in step 1036, the CPUC100 of the main control board M checks the RAM area and determines whether the data related to the setting values ​​in the RAM area is within the normal range (0 to 5 in this example). If the answer in step 1036 is Yes, then in step 1038, the CPUC100 of the main control board M performs input port reading. Next, in step 1040, the CPUC100 of the main control board M starts the timer interrupt set in step 1002. Then, in step 1042, the CPUC100 of the main control board M turns off the power-off processed flag and returns to the power-off processing according to the restored stack pointer.

[0057] Furthermore, if the answer in step 1016 is No, then in step 1024, the CPUC100 of the main control board M sets a backup error display (for example, by setting an error number in the register area). Next, in step 1300, the CPUC100 of the main control board M executes the unrecoverable error processing described later.

[0058] Also, if the answer is No in step 1036, in step 1046, the CPUC100 of the main control board M sets a setting value error display (for example, it will be displayed on the payout display device D270) (for example, it sets it in the register area). Next, in step 1300, the main control board CPUC100 on board M executes the unrecoverable error handling described later.

[0059] Furthermore, if the answer in step 1014 is No, in step 1028, the CPUC100 of the main control board M checks the on / off status of the power-off processed flag in RAM (which is turned on in step 1904) and the checksum status of all RAM (the result of the check in step 1006) to determine whether the power-off recovery data in RAM is normal. If the answer in step 1028 is Yes, in step 1030, the CPUC100 of the main control board M determines and sets the initialization range of RAM to a predetermined range excluding the storage area that stores the setting value (setting value data) in RAM (for example, set in the register area), and proceeds to step 1034. The range not included in the RAM initialization range is not limited to the storage area that stores the setting value (setting value data), but also includes the total cumulative number of games in the "advantageous section", the total cumulative number of games in the game section (advantageous section + normal section), the result of calculating the proportion of time spent in the "advantageous section", etc. This configuration allows for the calculation and display of the proportion of time spent in the "advantageous period" during gameplay (advantageous period ratio). The calculation of the advantageous period ratio is configured to be performed at the end of each game. The advantageous period ratio is displayed when the gaming machine is powered on (for example, on a 4-digit 7-segment display). Specifically, the display sequence is "advantageous period ratio → consecutive bonus ratio per 6000 games → bonus ratio per 6000 games → cumulative consecutive bonus ratio → cumulative bonus ratio," repeated at 5-second intervals. The consecutive bonus ratio is "number of payouts when RB is active / total payouts," and the bonus ratio is "number of payouts when RB, CB, or SB is active / total payouts." On the other hand, if the answer in step 1028 is No, then in step 1032, the CPUC100 of the main control board M determines and sets the initialization range of the RAM to a specific range that includes a storage area for storing setting values ​​(setting value data) in the RAM (for example, set in the register area), and proceeds to step 1034. Next, in step 1034, the CPUC100 of the main control board M performs initialization of the RAM area within the initialization range determined in step 1030 or step 1032.Next, in step 1100, the CPUC100 of the main control board M executes the setting change device control process, which will be described later.

[0060] Although not shown in the diagram, it is preferable that the initial value (value at the start of processing) of the temporary storage area (RAM area, etc.) installed on the main control board M be configured not to be a value that would trigger a special game (to prevent the special game from being executed incorrectly if the process for determining whether to execute the special game is executed due to noise or fraudulent activity immediately after the program starts). Also, although not shown in the diagram, if random numbers such as winning random numbers are stored in the RAM area of ​​the main control board M, it is preferable to secure a dedicated storage area and configure the byte storing the information related to the random number to store only the information related to that random number (not other information such as various timer values) (to prevent the information related to the random number from being overwritten by noise, etc., when manipulating other data stored in the same byte).

[0061] Next, Figure 14 is a flowchart of the setting change device control process related to the subroutine of step 1100 in Figure 13, and is also called the setting change mode. First, in step 1102, the CPUC100 of the main control board M sets the stack pointer (initializes it to the starting address of the process). Next, in step 1104, the CPUC100 of the main control board M activates a timer interrupt. Next, in step 1106, the CPUC100 of the main control board M determines whether the setting value (setting value data) in the RAM area is within the normal range (0 to 5 in this example). Note that if the setting value (setting value data) was managed as 1 to 6, it is necessary to initialize the RAM and reset the setting value to "1" when it becomes "0". Therefore, in this example, by managing the normal range of the set value (set value data) as 0 to 5, the correction processing of the set value (set value data) after RAM initialization (processing in steps 1106 and 1108) can be eliminated, thereby shortening processing time and reducing processing capacity. If the answer in step 1106 is Yes, in step 1108, the CPUC100 of the main control board M sets the set value (set value data) to a predetermined value (for example, 0 = the value that is most disadvantageous to the player) and proceeds to step 1110. On the other hand, if the answer in step 1106 is No, the system also proceeds to step 1110. Next, in step 1110, the CPUC100 of the main control board M displays an error indicator LED (for example, the payout count display device D270) indicating that the setting change device is operating (for example, "88" which lights up all segments), and displays the setting value on the setting indicator LED (not shown) (the display related to the setting value is a number obtained by adding 1 to the setting value (setting value data) held in RAM), and proceeds to step 1112. As mentioned above, the payout count display device D270 is also used when notifying the button press order. Because it is configured in this way, for example, if a malfunction occurs in some of the 7-segment LEDs (some segments cannot be lit), it may notify incorrect information when notifying the button press order.To prevent such a situation, when the setting change device is in operation, the payout display device D270 will light up all 7 segments to show "88," allowing confirmation of whether the 7 segments are malfunctioning and preventing any disadvantage to the player. Furthermore, as a configuration for displaying the setting value (setting value data), the system may have a RAM memory area for displaying the setting value that stores data obtained by adding 1 to the setting value (setting value data) in the memory area that stores the setting value, and the system may be configured to display the setting value by referring to this memory area. Although not shown, after executing the process in step 1110, the system executes a process to send a command to the sub-control board S indicating that it has transitioned to setting change mode.

[0062] Next, in step 1112, the CPUC100 of the main control board M determines whether the setting / reset button M30 has switched from off to on. If the answer in step 1112 is Yes, then in step 1114, the CPUC100 of the main control board M adds 1 to the current setting value (setting value data) (if the result of the addition exceeds 5, the setting value (setting value data) becomes 0), and proceeds to step 1116. Note that if the answer in step 1112 is No, the process also proceeds to step 1116. Next, in step 1116, the CPUC100 of the main control board M determines whether the start lever D50 has switched from off to on. If the answer in step 1116 is No, the process proceeds to step 1112, and the process from step 1112 to step 1116 is looped. If the answer in step 1116 is Yes, then in step 1118, the CPUC100 of the main control board M determines whether the setting key switch M20 has switched from On to Off. If the answer in step 1118 is No, the process in step 1118 is repeated. On the other hand, if the answer in step 1118 is Yes, then in step 1120, the CPUC100 of the main control board M displays an error indicator LED (not shown) indicating that the setting change device has finished operating, clears the setting value (setting value data) displayed on the setting indicator LED (not shown), and proceeds to the game progress control process in step 1200. Although not shown, after executing the process in step 1120, the CPUC100 executes a process to send a command to the sub-control board S indicating that the setting change mode has ended.

[0063] Next, Figure 15 is a flowchart of the unrecoverable error handling related to the subroutine in step 1300 in Figure 13 (and called in other flowcharts). First, in step 1302, the CPUC100 of the main control board M disables interrupts (the flowchart related to timer interrupt handling described later is not executed thereafter). Next, in step 1304, the CPUC100 of the main control board M sets the output port address and the number of output ports. Next, in step 1306, the CPUC100 of the main control board M turns off the output ports (in this example, 0 to 6, which are display outputs to various LEDs and drive outputs to various motors). Next, in step 1308, the CPUC100 of the main control board M sets the next port output address (this is repeated to sequentially stop the display outputs to various LEDs and drive outputs to various motors). Next, in step 1310, the CPUC100 of the main control board M determines whether output to each output port has finished. If the answer to step 1310 is Yes, then in step 1312, the CPUC100 of the main control board M executes the set error display (indicating that some error has occurred when this process is executed), repeats the execution of this process, and terminates when the power supply voltage drops and a reset signal is input. (That is, it enters an infinite loop and does not accept any operation to prompt recovery). If the answer to step 1310 is No, proceed to step 1306. The process from step 1306 to step 1310 clears the output to the LEDs and motors (however, the external output signals are not cleared, so it is possible to output error information and the game progress at the time of the error to the hall computer).

[0064] Next, Figure 16 is a flowchart of the game progress control process (first page) related to the subroutine of step 1200 in Figure 14. First, in step 1202, the CPUC100 of the main control board M sets the stack pointer (initializes it to the starting address of the process). Next, in step 1203, the CPUC100 of the main control board M sets the data in the RAM area necessary for the game (for example, the maximum number of bets, the valid lines for winning, etc.). Step 1203 also includes the process of setting data (data of "0" to clear the RAM address) to clear the data used in the previous game {for example, the condition device number (winning number), the performance group number, the instruction information}. Alternatively, the condition device number, performance group number, instruction information, etc. may be configured not to be cleared, but to be overwritten with the number selected when the next game is executed. Next, in step 1204, the CPUC100 of the main control board M sets the RT state for the game (for example, "RT0"). (It sets the RT state determined in step 1704 in Figure 27.) Next, in step 1205, the CPUC100 of the main control board M sets a command (a command to the sub-system) related to the RT state set in step 1204. Note that the process of setting the RT state may also be performed in step 1704 in Figure 27. Alternatively, the command (a command to the sub-system) related to the RT state may be set in step 1704. Furthermore, when sending the RT state to the sub-system, it is not necessary to send it at all times; the system may be configured to send the RT state to the sub-system only when the game section is in the "advantageous section". Next, in step 1206, the CPUC100 of the main control board M sets the AT-related state for the game (for example, "AT in progress"). (It sets the AT-related state determined in steps 1420 and 1429 in Figure 21, steps 1435, 1439, and 1443 in Figure 22, and steps 1444-3 and 1444-4 in Figure 23). Next, in step 1207, the CPUC100 of the main control board M sets a command (a command to the sub-system) related to the AT-related state set in step 1206.Furthermore, the process of setting the AT status may also be performed in steps 1416 and 1428 of Figure 21, step 1438 of Figure 22, and step 1444-1 of Figure 23. Also, when sending the AT status to the sub-system, it is not necessary to send it constantly, but only when the game section is in the "advantageous section". The system may be configured to transmit the status related to the AT to the sub-system. Next, in step 1208, the CPUC100 of the main control board M sets the game section (for example, "advantageous section") for the game (sets the game section determined in steps 3510, 3516, and 3520 in Figure 31). Next, in step 1208-1, the CPUC100 of the main control board M sets a command (a command to the sub-system) related to the game section set in step 1208. Next, in step 1209, the CPUC100 of the main control board M determines whether the medal dispensing device H is full of game medals. Specifically, it is equipped with a medal auxiliary tank HS (details will be described later) for storing medals that have overflowed from the medal dispensing device H, and the determination is made by the conduction / non-conductivity of current by two full-capacitation electrodes DE (details will be described later) that can enter the inside of the medal auxiliary tank HS (if current conducts through the medals, it is determined to be full). If the answer in step 1209 is Yes, proceed to step 1218.

[0065] On the other hand, if the answer in step 1209 is No, then in step 1210, the CPUC100 of the main control board M turns on the medal full error flag (for example, by updating the medal full error flag area in the RAM area with a value equivalent to On). Next, in step 1212, the CPUC100 of the main control board M displays the error number corresponding to the medal full error on the 7-segment LED (for example, the storage indicator LED or the acquired medal count LED). Next, in step 1214, the CPUC100 of the main control board M determines whether the medal full error has been cleared (for example, whether the current from the two full detection electrodes provided in the medal auxiliary tank HS is not conducting, and whether the setting / reset button M30 has been pressed). If the answer in step 1214 is Yes, then in step 1216, the CPUC100 of the main control board M turns off the medal full error flag (for example, by updating the medal full error flag area in the RAM area with a value equivalent to Off), and proceeds to step 1218. On the other hand, if the answer in step 1214 is No, the process proceeds to step 1212. Next, in step 1218, the CPUC100 of the main control board M permits the acceptance of medal insertion (the insertion operation will be performed automatically in the next game after a re-play win), and proceeds to the next process (the process in step 1220). Here, in step 1218, the ON process of blocker D100 (the process of forming the medal flow path) is performed. Specifically, if a re-play win occurred in the previous game, the ON process of blocker D100 is executed, provided that the current number of stored medals (credits) is less than a predetermined value (50 medals in this example). In other words, if the current number of stored medals (credits) is at the predetermined value, the ON process of blocker D100 is not executed. On the other hand, if a re-play win did not occur in the previous game, the ON process of blocker D100 is executed uniformly.With this configuration, even if a re-spinning combination is achieved, if the stored number (credits) has not reached a predetermined value, the game tokens can be inserted. This allows players to continue playing smoothly (without feeling any discomfort) even when they are in an RT state with a higher probability of winning a re-spinning combination than an RT state such as "RT1" (for example, "RT1"), or when a re-spinning combination that is difficult to recognize as a re-spinning combination (a re-spin disguised as a minor win: a combination of symbols such as bell-bell-bell on an invalid line or a cherry on the left reel) stops.

[0066] Next, Figure 17 is a flowchart of the game progress control process (second page) related to the subroutine of step 1200 in Figure 16. First, in step 1220, the CPUC100 of the main control board M determines whether or not game tokens have been bet or stored (no credits exist). If the answer in step 1220 is Yes, then in step 1221, the CPUC100 of the main control board M determines whether or not the setting value display condition is met (for example, the condition is met when the door switch D80 and the setting key switch M20 are all turned on). If the answer in step 1221 is Yes, then in step 1222, the CPUC100 of the main control board M displays the setting value on the setting display LED (not shown, but may be the payout number display device D270, the credit number display device D200, or the number inserted indicator light D210) (transitions to setting confirmation mode), and proceeds to step 1221 on the condition that the setting key switch M20 is turned off. Furthermore, when the conditions for transitioning to the setting change mode are met, a process is executed to send a command to the sub-control board S indicating that the setting change mode will be started, and when the conditions for ending the setting change mode are met, a process is executed to send a command to indicate that the setting change mode will be ended. If the answer in step 1220 or step 1221 is No, then in step 1224, the CPUC100 of the main control board M performs management related to the insertion and settlement of game tokens. Next, in step 1225, the CPUC100 of the main control board M checks the number of game tokens that can be accepted. Next, in step 1226, the CPUC100 of the main control board M determines whether the blocker D100 is on or off. If the answer in step 1226 is Yes, then in step 1227, the CPUC100 of the main control board M determines whether the first input sensor D20s or the second input sensor D30s is ON (in the first embodiment, there are two input sensors for detecting the insertion of a medal, and when the first input sensor D20s or the second input sensor D30s is ON, it is determined that one game medal has been received).If the answer in step 1227 is Yes, then in step 1230, the CPUC100 of the main control board M determines whether the first insertion sensor D20s and the second insertion sensor D30s are off (if the first insertion sensor D20s or the second insertion sensor D30s turns on and then both turn off, it determines that one game token has been received and passed through the first insertion sensor D20s and the second insertion sensor D30s). If the answer in step 1230 is Yes, then in step 1231, the CPUC100 of the main control board M determines that it has received the insertion of one normal game token. Although not shown in the diagram, after step 1231, the CPUC100 of the main control board M determines whether the number of credits is at the upper limit (50 in this example) and the number of bets is at the maximum (3 in this example). If it determines Yes, it controls the blocker D100 to turn off (a state in which no medal flow path is formed). If the result in step 1230 is No, the process in step 1230 is repeated, and if the result in step 1226 or step 1227 is No, the process proceeds to step 1232.

[0067] Next, in step 1232, the CPUC100 of the main control board M determines whether or not the settlement button D60 has been operated. If the answer in step 1232 is Yes, then in step 1233, the CPUC100 of the main control board M determines whether or not there are remaining credits or bet game tokens. If the answer in step 1233 is Yes, then in step 1234, the CPUC100 of the main control board M turns on the hopper drive flag (a flag in the RAM area that is turned on when the hopper motor H80 is being driven) and dispenses one game token. Next, in step 1236, the CPUC100 of the main control board M determines whether or not the first payout sensor H10s or the second payout sensor H20s is turned on (in the first embodiment, there are two payout sensors for detecting token dispensing, and when the first payout sensor H10s or the second payout sensor H20s is turned on, it is determined that the dispensing operation of one game token has been performed). If the answer in step 1236 is Yes, proceed to step 1247. Although not explicitly stated in the flowchart, if the previous game was a re-spin, only the remaining credits will be subject to settlement.

[0068] On the other hand, if the answer in step 1236 is No, then in step 1241, the CPUC100 of the main control board M determines whether a predetermined time (for example, 5 seconds) has elapsed since the hopper was driven (after the timing of the processing in step 1234). Specifically, it determines whether the situation in which it is determined that no medals have been dispensed despite the hopper drive signal being sent to the hopper motor H80 (the hopper motor H80 is rotating) has continued for a predetermined time. If the answer in step 1241 is Yes, then in step 1242, the CPUC100 of the main control board M turns on the empty medal error flag (for example, it updates the empty medal error flag area with a value equivalent to "on"). Next, in step 1244, the CPUC100 of the main control board M displays the empty medal error. Next, in step 1245, the CPUC100 of the main control board M determines whether the empty medal error has been cleared (for example, whether the setting / reset button M30 has been pressed). If the answer in step 1245 is Yes, then in step 1246, the CPUC100 of the main control board M turns off the empty medal error flag (for example, by updating the empty medal error flag area in the RAM area with a value equivalent to Off), and proceeds to step 1247. On the other hand, if the answer in step 1245 is No, proceeds to step 1244.

[0069] Next, in step 1247, the CPUC100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (if the first payout sensor H10s or the second payout sensor H20s turns on and then both turn off, it is determined that the payout operation for the one game token that was being dispensed has been completed). If the answer in step 1247 is Yes, in step 1248, the CPUC100 of the main control board M turns off the hopper drive flag and proceeds to step 1233. If the answer in step 1241 or step 1247 is No, the system proceeds to step 1236.

[0070] On the other hand, if the answer in step 1232 or step 1233 is No, then in step 1251, the CPUC100 of the main control board M determines whether the start lever D50 is valid (for example, whether the prescribed number of game tokens to start the game have been inserted) and whether the start lever D50 has been operated. If the answer in step 1251 is Yes, then in step 1253, the CPUC100 of the main control board M determines whether the setting value in the RAM area is within the normal range (in this example, 0 to 5). If the answer in step 1253 is Yes, then in step 1254, the CPUC100 of the main control board M performs the process of obtaining a random number and turning off the blocker D100, and then proceeds to the next process (the process in step 3600). On the other hand, if the answer in step 1253 is No, then in step 1256, the CPUC100 of the main control board M sets a setting value error display (for example, by setting an error number in the register area). Next, in step 1300, the CPUC100 of the main control board M performs recovery error processing. If the result in step 1251 is No, the process proceeds to step 1220.

[0071] Next, Figure 18 is a flowchart of the game progress control process (third page) related to the subroutine of step 1200 in Figure 16. First, in step 3600, the CPUC100 of the main control board M executes the internal lottery execution process, which will be described later. Next, in step 1259, the CPUC100 of the main control board M determines whether the current state of the AT is a state in which an AT bonus lottery can be performed. In this example, the states of the AT in which an AT bonus lottery can be performed are "AT state", "bonus specialization state", "specialization pre-announcement state", and "advantageous BB state". In "advantageous BB internal gameplay", the AT counter value may be greater than 0, but the AT bonus lottery is not performed. This is to prevent the player from gaining an advantage by deliberately not matching the BB symbol combination in "advantageous BB internal gameplay". Note that it may be configured to perform an AT bonus lottery in "advantageous BB internal gameplay". In such a configuration, even if the AT increase lottery is won during "advantageous BB internal gameplay," the notification may not be given immediately. Instead, the notification of the AT increase lottery being won, or the remaining number of AT games after the AT game count has been increased, may be given at the time the BB ends.

[0072] If the answer in step 1259 is Yes, then in step 1500, the CPUC100 of the main control board M executes the game count increase execution process, which will be described later, and proceeds to step 1400. On the other hand, if the answer in step 1259 is No, the process also proceeds to step 1400. This game count increase execution process can also be performed using different lottery tables depending on the state related to the AT, but it is preferable that the lottery probability does not differ depending on the setting value (the lottery is performed using the same lottery table). Next, in step 1400, the CPUC100 of the main control board M executes the AT state transition control process, which will be described later. Next, in step 1450, the CPUC100 of the main control board M executes the condition device number management process, which will be described later.

[0073] Here, we will list and detail the states related to AT in this example (as shown in the AT state transition diagram in Figure 30). (1) "Low probability state" is a state in which AT has not been won (the right to transition to "AT state" has not been acquired) and a bonus role has not been won. Note that "low probability state" is the so-called "normal state" and is therefore sometimes referred to as "normal state". (2) "Normal BB internal game" is a state in which a BB role has been won in the "low probability state", but the BB role has not been awarded and the AT lottery has not been won. (3) "Normal BB state" is a state that is executed when a combination of symbols corresponding to a BB role is displayed when a BB role has been won in the "low probability state" and the AT lottery has not been won, or when a combination of symbols corresponding to a BB role is displayed when the BB role is displayed in the "normal BB internal game". (4) The "high probability state" is a state in which the player has not won the AT lottery (has not acquired the right to transition to the "AT state") and has not won a bonus role, and is a state in which it is easier to win the AT than the aforementioned "low probability state". As will be explained later, when the player transitions to the "high probability state", the player will not transition to the "low probability state" until the high probability game count has elapsed. (5) The "AT state" is a state in which the AT (push order navigation) is performed and the remaining AT game count (AT counter value) is reduced. Even if the AT counter value becomes 0, if the player wins the continuation lottery described later, a predetermined value will be set in the AT counter and the "AT state" will continue. (6) The "special premonition state" is a state in which the player has acquired the right to transition to the "special bonus state", which is a state in which the number of AT games is relatively easier to increase than the "AT state". (7) The "special bonus state" is a state in which the number of AT games is relatively easier to increase than the "AT state". (8) "Gameplay during advantageous BB" refers to a state in which a BB role is won in a "high probability state", "AT state", "special pre-announcement state", or "bonus special state", but the BB role has not been awarded. (9) "Gameplay during standby BB" refers to a state in a "low probability state" where a BB role is won, and the AT lottery is won through the BB role, but the BB role has not been awarded.(10) The "advantageous BB state" is a state that is executed when a BB role is won in the "high probability state", "AT state", "special premonition state", or "bonus special state" and the symbol combination corresponding to the BB role is displayed when stopped, or when the symbol combination corresponding to the BB role is displayed when stopped during "advantageous BB internal gameplay", or when a BB role is won in the "low probability state" and the AT lottery is won by the BB role and the symbol combination corresponding to the BB role is displayed when stopped, or when the symbol combination corresponding to the BB role is displayed when stopped during "standby BB internal gameplay". (12) The "revival feasibility performance state" is an AT-related state that is entered when the AT counter value becomes 0 and the continuation lottery described later is not won. In the "revival feasibility performance state", the revival lottery described later is executed and if the revival lottery is won, the state is entered into the "AT state" (a predetermined value is set in the AT counter), and if the revival lottery is not won, the state is entered into the "low probability state".

[0074] Next, in step 1550, the CPUC100 of the main control board M starts the rotation of all reels, as described later, and proceeds to step 1261-1. Next, in step 1261-1, the CPUC100 of the main control board M determines whether or not there has been a request to create a pull-in point (requested to determine the stopping positions of the rotating left reel M51, middle reel M52, and right reel M53, and is requested as appropriate depending on the stopping order and the stopping positions of the other reels). If the answer in step 1261-1 is Yes, then in step 1262, the CPUC100 of the main control board M creates a pull-in point and proceeds to step 1263. On the other hand, if the answer in step 1261-1 is No, the system also proceeds to step 1263. Thus, in "BB internal gameplay," even if the stop buttons are not stopped in the correct order that results in a payout of 11 coins in a game in which a push-order bell is won (for example, in the case of winning - A1, the stop buttons are not stopped in the order of "left → middle → right") (if the reels are stopped in the incorrect order), the reel stop control (hereafter referred to as "reel stop control" or simply "stop control") is configured to ensure that a combination of symbols that results in a payout of 11 coins is awarded. Next, in step 1263, the CPUC100 of the main control board M performs a reel stop acceptance check. Next, in step 1264, the CPUC100 of the main control board M determines whether or not any of the stop buttons (left stop button D41, middle stop button D42, right stop button D43) has been operated. If the answer to step 1264 is Yes, then in step 1265, the CPUC100 of the main control board M determines the stopping position of the reel corresponding to the operated stop button (for example, left reel M51 corresponds to left stop button D41). On the other hand, if the answer to step 1264 is No, the process proceeds to step 1266. Next, in step 1266, the CPUC100 of the main control board M performs a full reel stop check. Then, in step 1267, the CPUC100 of the main control board M determines whether all reels (left reel M51, middle reel M52, right reel M53) have stopped. If the answer to step 1267 is Yes, then in step 1268, the CPUC100 of the main control board M compares the symbol stop position data in RAM with the internal winning combination stop position data.Next, in step 1269, the CPUC100 of the main control board M determines whether the displayed combination of symbols is normal or not (it is determined to be abnormal if it does not match the winning combination determined by the internal lottery). The determination of whether the displayed combination of symbols is normal in step 1269 is based on whether the reel stopping control based on the operation of the stop button has been completed successfully. In a game in which a winning combination has been won, even if the stop button is operated in a manner that allows the winning combination to be won, and the reel position at which it actually stopped is not normal (the winning combination determined by the internal lottery was not displayed as stopped to the player's eyes), if the reel stopping control has been completed successfully by the processing inside the game machine, the payout of game tokens based on the winning combination will be performed. If the answer in step 1269 is Yes, the process proceeds to step 1274. On the other hand, if the answer in step 1269 is No, then in step 1270, the CPUC100 of the main control board M sets a display judgment error display (for example, by setting it in the register area). Next, in step 1300, the CPUC100 of the main control board M executes recovery error processing. On the other hand, if the answer in step 1267 is No, proceed to step 1261-1.

[0075] Next, in step 1274, the CPUC100 of the main control board M executes the process of dispensing game tokens due to a win. Next, in step 1275, the CPUC100 of the main control board M determines whether or not there has been a win that warrants dispensing game tokens {if the number of game tokens acquired through the win exceeds the maximum number of credits (50 in this example), the game tokens will be dispensed}. If the answer in step 1275 is Yes, then in step 1276, the CPUC100 of the main control board M turns on the hopper drive flag (a flag that is turned on when the hopper motor H80 is being driven) and dispenses one game token. Next, in step 1277, the CPUC100 of the main control board M determines whether the first payout sensor H10s or the second payout sensor H20s is ON (if the first payout sensor H10s or the second payout sensor H20s is ON, it determines that the payout operation for one game token is being performed). If the answer in step 1277 is Yes, the system proceeds to step 1286.

[0076] On the other hand, if the answer in step 1277 is No, then in step 1279, the CPUC100 of the main control board M determines whether a predetermined time (for example, 5 seconds) has elapsed since the hopper was driven (after the timing of the processing in step 1276). If the answer in step 1279 is Yes, then in step 1280, the CPUC100 of the main control board M turns on the empty medal error flag (for example, updates the empty medal error flag area in the RAM area with a value equivalent to turning it on). Next, in step 1281, the CPUC100 of the main control board M displays the empty medal error on the 7-segment LED. Next, in step 1282, the CPUC100 of the main control board M determines whether the empty medal error has been cleared (for example, whether the setting / reset button M30 has been pressed). If the answer in step 1282 is Yes, then in step 1283, the CPUC100 of the main control board M turns off the empty medal error flag (for example, by updating the empty medal error flag area in the RAM area with a value equivalent to Off), and proceeds to step 1286. On the other hand, if the answer in step 1282 is No, proceeds to step 1281.

[0077] Next, in step 1286, the CPUC100 of the main control board M determines whether the first payout sensor H10s and the second payout sensor H20s are off (if the first payout sensor H10s or the second payout sensor H20s is turned on and then both the first payout sensor H10s and the second payout sensor H20s turn off, it is determined that the payout operation for the one game token that was being dispensed has been completed). If the answer in step 1286 is Yes, then in step 1288, the CPUC100 of the main control board M turns off the hopper drive flag and proceeds to step 1290. If the answer in step 1279 or step 1286 is No, the system proceeds to step 1277. Next, in step 1290, the CPUC100 of the main control board M determines whether the payout corresponding to the winning combination (the winning combination for which the answer in step 1275 was Yes) has been completed. If the answer to step 1290 is Yes, proceed to step 3400. If the answer to step 1286 is No, proceed to step 1277; if the answer to step 1275 is No, proceed to step 3400; and if the answer to step 1290 is No, proceed to step 1276.

[0078] Next, in step 3400, the CPUC100 of the main control board M executes the remaining game count management process, which will be described later. Next, in step 1700, the CPUC100 of the main control board M executes the RT state transition control process, which will be described later. Next, in step 1750, the CPUC100 of the main control board M executes the AT state start control process, which will be described later. Next, in step 3500, the CPUC100 of the main control board M executes the game section transition control process, which will be described later. Next, in step 1293, the CPUC100 of the main control board M executes the game end process (for example, clearing the number of bets, game state transition process, etc.) and proceeds to the next process (process in step 1202).

[0079] Next, Figure 19 is a flowchart of the internal lottery execution process related to the subroutine in step 3600 of Figure 18 in the first embodiment. First, in step 3602, the CPUC100 of the main control board M sets the internal lottery table (a table used when executing the internal lottery, which stores the winning number and the number to be placed for comparison with the acquired random number), and proceeds to step 3604. Next, in step 3604, the CPUC100 of the main control board M obtains the winning number related to the set internal lottery table address. It is possible to generate winning information for prizes and re-play from the winning number. Furthermore, if a bonus and a minor role are won at the same time, or if a bonus and a re-play role are won at the same time, it is possible to generate winning information for both prizes / re-play and bonuses from the winning number. The specific generation process will be described later. Next, in step 3606, the CPUC100 of the main control board M obtains the number of repetitions related to the set internal lottery table address. Here, the number of repetitions is the number of consecutive winning numbers for which the payout group number is the same and the number of units used for comparison with the acquired random number is the same, and is pre-stored in the ROM of the main control board M. For example, payout group number 2 contains 9 winning numbers from 4 to 12, and the three consecutive winning numbers from 4 to 6, which are push-order replay roles, have the same number of units, and the six consecutive winning numbers from 7 to 12, which are push-order bell roles, have the same number of units, so the number of repetitions for push-order replay roles is 3 and the number of repetitions for push-order bell roles is 6. Note that the lottery table used when acquiring winning numbers 4 to 6, which are push-order replay roles, and the lottery table used when acquiring winning numbers 7 to 12, which are push-order bell roles, are configured as a single lottery table. Next, in step 3608, the CPUC100 of the main control board M acquires the payout group number related to the set internal lottery table address and proceeds to step 3610.

[0080] Next, in step 3610, the CPUC100 of the main control board M acquires the setting value data. Next, in step 3612, the CPUC100 of the main control board M acquires the specified address data. Next, in step 3614, the CPUC100 of the main control board M determines whether or not it has won the internal lottery (whether or not the acquired random number was present in the internal lottery table that was searched). If the answer in step 3614 is Yes, it has been determined that it has won the internal lottery, so the subsequent internal lottery table address is not checked (lottery is not performed) and the process moves to the next step (process in step 1259). On the other hand, if the answer in step 3614 is No, in step 3616, the CPUC100 of the main control board M updates the number of repetitions. Next, in step 3618, the CPUC100 of the main control board M determines whether or not there are any remaining repetitions. If the answer to step 3618 is Yes, the process proceeds to step 3610, and steps 3610 to 3618 are repeatedly executed until the remaining number of repetitions is exhausted or the internal lottery is won. If the answer to step 3618 is No, in step 3620, the CPUC100 of the main control board M updates the internal lottery table address (updated to the address related to the next payout group number), and the process proceeds to step 3604, executing the process from step 3604 onwards. The specific process of the internal lottery will be described later.

[0081] Next, Figure 20 is a flowchart of the game count increase execution process related to the subroutine of step 1500 in Figure 18 in the first embodiment. First, in step 1502, the CPUC100 of the main control board M determines whether the state related to AT is "AT state", "special premonition state" or "special increase state". If the answer in step 1502 is Yes, then in step 1504, the CPUC100 of the main control board M determines whether the payout group number related to the game is the payout group number related to the AT increase role (a winning number that can increase the remaining number of AT games in the "AT state", which in this example is replay-B, replay-C, and win-D) (in this example, 1 and 3). If the answer in step 1504 is Yes, then the process proceeds to step 1514. Furthermore, if the answer in step 1502 is No, in other words, if the state related to AT is the advantageous BB state, then in step 1512, the CPUC100 of the main control board M determines whether the payout group number for that game is the payout group number (in this example, 5, 6) related to the bonus role during BB (a winning number that can increase the remaining number of AT games in the "advantageous BB state"; in this example, Entry-H, Entry-I). If the answer in step 1512 is Yes, the system proceeds to step 1514, and if the answer in step 1512 is No, the system proceeds to step 1518. Furthermore, if the answer in step 1504 is No, then in step 1506, the CPUC100 of the main control board M determines whether the state related to AT is the "bonus-focused state". If the answer in step 1506 is Yes, then in step 1508, the CPUC100 of the main control board M determines whether the payout group number for the game in question is related to the special bonus role (a winning number that can increase the remaining AT game count in the "bonus bonus state" but does not increase the remaining AT game count in the "AT state"; in this example, it is Replay-A, Replay-D1~D3, and Win-A1~A6) and whether the payout group number for that game is 2, 13 in this example. If the answer in step 1508 is Yes, proceed to step 1514. If the answer in step 1506 or step 1508 is No, proceed to step 1518.

[0082] Next, in step 1514, the CPUC100 of the main control board M refers to the winning bonus game count lottery table and determines the number of AT bonus games based on the payout group number related to that game (for example, it determines whether or not the latched random value in the lottery table shown outside the box falls within a certain range). The process of determining the number of AT bonus games is also referred to as executing the AT bonus lottery. Next, in step 1516, the CPUC100 of the main control board M adds the determined number of AT bonus games to the counter value of the AT counter M60 and sets the AT counter value after the addition to the counter value of the AT counter M60. Next, in step 1517, the CPUC100 of the main control board M sets a command related to the determined number of AT bonus games (this is a command to the sub-control board S, and by receiving this command, the sub-control board S can recognize whether or not the AT bonus has been executed and how many games have been added), and proceeds to step 1518. Furthermore, if the payout group number is 7-11, which is the payout group number related to the winning numbers that include a bonus (winning numbers 19-27), then a lottery related to AT (AT lottery, AT bonus lottery) may also be held.

[0083] Here, the lottery table shown outside the diagram is an example of a lottery table for the number of additional games awarded upon winning. In the first embodiment, if an additional game is awarded upon winning in one of the states related to the AT where the push-button navigation is performed (in this example, "AT state", "special premonition state", "additional special state", "advantageous BB state"), the number of additional AT games will be determined by lottery from "0" to "300" based on the payout group number related to that game, and the determined value will be added to the counter value of the AT counter M60. If "0" is determined, the remaining number of AT games will not increase (when "0" is determined, it may be said that the AT additional game lottery was not won).

[0084] Furthermore, the average (expected) number of AT bonus games when a bonus role is won is as shown in the diagram. Specifically, if the winning role is Watermelon A, it can be calculated as follows: {Number of placements (600) × AT bonus games (0) + Number of placements (100) × AT bonus games (10) + Number of placements (300) × AT bonus games (30) + Number of placements (24) × AT bonus games (100)} / Total number of placements (1024) = 12.1 (games).

[0085] Next, if the winning combination is Replay-B or Replay-C, the number of games can be calculated as follows: {Number of placements (500) × AT bonus game count (0) + Number of placements (200) × AT bonus game count (50) + Number of placements (300) × AT bonus game count (100) + Number of placements (24) × AT bonus game count (300)} / Total number of placements (1024) = 46.1 (games).

[0086] Next, if the winning combination is Replay-A or Replay-D1~D3, and Win-A1~A6, the number of games can be calculated as follows: {Number of placements (300) × AT additional games (10) + Number of placements (600) × AT additional games (30) + Number of placements (124) × AT additional games (50)} / Total number of placements (1024) = 26.61 (games). Note that if the winning combination is Replay-A or Replay-D1~D3, and Win-A1~A6, the number of AT games will only be increased if the AT state is in the "Specialized Addition State".

[0087] Next, if the winning combination is a weak rare combination during BB, the number of games can be calculated as follows: {Number of placements (800) × AT bonus game count (0) + Number of placements (100) × AT bonus game count (10) + Number of placements (100) × AT bonus game count (30) + Number of placements (24) × AT bonus game count (100)} / Total number of placements (1024) = 6.3 (games).

[0088] Next, if the winning combination is a strong rare combination during BB, the number of games can be calculated as follows: {Number of placements (300) × AT bonus game count (0) + Number of placements (300) × AT bonus game count (30) + Number of placements (400) × AT bonus game count (50) + Number of placements (24) × AT bonus game count (300)} / Total number of placements (1024) = 35.4 (games).

[0089] In the first embodiment, when an AT bonus lottery is performed, the average number of AT bonus games may differ depending on the type of winning combination, but depending on the setting value, the average number of AT bonus games may not differ. Here, if the system is configured to perform an AT bonus lottery based on the winning number, for example, if the same process is performed as an AT bonus lottery for winning number 7 and winning number 8, it is necessary to perform a process to determine whether the winning number is 7 or 8. However, as in the first embodiment, by configuring the system to perform an AT bonus lottery based on the payout group number, if the same process is performed as an AT bonus lottery for winning number 7 and winning number 8, it is possible to perform the process for either the AT bonus lottery for winning number 7 or winning number 8 by only determining whether the payout group number is 2.

[0090] Returning to the flowchart explanation, in step 1518, the CPUC100 of the main control board M determines whether the winning number for the game in question (or the winning information for winning a prize / re-play, or the payout group number, etc.) is a winning number for re-play-B (reverse-press white 7 replay, which is a re-play where white 7s can be lined up in an invalid line by stopping with a reverse press). If the answer in step 1518 is Yes, in step 1520, the CPUC100 of the main control board M determines whether there was an increase in the number of AT games due to re-play-B, in other words, whether the number of AT games added due to winning re-play-B was not 0. If the answer in step 1520 is Yes, in step 1522, the CPUC100 of the main control board M sets a reverse-press instruction command (a command to the sub-control board S, which will execute an animation instructing the player to line up white 7s on the invalid line with a reverse press ("right → middle → left")) and proceeds to step 1526. On the other hand, if the answer is No in step 1520, then in step 1524, the CPUC100 of the main control board M will issue a reverse press avoidance command (a command to the sub-control board S, which instructs a pressing order other than reverse press ("right → middle → left") to prevent the white seven from aligning on the invalid line). Set the (to be executed) and proceed to step 1526. Note that if the answer in step 1518 is No, proceed to step 1526. Next, in step 1526, the CPUC100 of the main control board M determines whether the winning number for the game (or the winning information for winning the prize / re-play, or the payout group number, etc.) is a re-play-C (a re-play where the black sevens can be lined up in an invalid line by stopping the reels in order). If the answer in step 1526 is Yes, in step 1528, the CPUC100 of the main control board M determines whether there was an increase in the number of AT games due to a re-play-C, in other words, whether the number of AT games added due to winning a re-play-C was not 0. If the answer in step 1528 is Yes, then in step 1530, the CPUC100 of the main control board M sets a sequential press instruction command (a command to the sub-control board S, which will execute an animation instructing the player to press the buttons in the sequential order ("left → middle → right") to align the black sevens on the invalid line), and proceeds to the next process (the process in step 1400). On the other hand, if the answer in step 1528 is No, then in step 1532, the CPUC100 of the main control board M sets a sequential press avoidance command (a command to the sub-control board S, which will instruct the player to press the buttons in an order other than sequential ("left → middle → right") to prevent the black sevens from aligning on the invalid line), and proceeds to the next process (the process in step 1400). Note that if the answer in step 1526 is No, the process also proceeds to the next process (the process in step 1400). In the first embodiment, a reverse-press instruction command, a reverse-press avoidance command, a forward-press instruction command, and a forward-press avoidance command are transmitted to the sub-control board S, and the sub-control board S is configured to execute a performance related to the button-press navigation upon receiving these commands. However, the system is not limited to this configuration. When the AT bonus lottery is won, a command indicating that the AT bonus lottery has been won and a command related to the number of AT bonus games (for example, a command related to the number of AT bonus games related to the processing in step 1517) may be transmitted to the sub-control board S, and the sub-control board S may be configured to determine the timing and manner of execution of the performance related to the button-press navigation upon receiving the command.For example, in a game in which Replay-B is won, the sub-control board S may be configured to select and execute a performance mode that instructs reverse pressing in the game in which the command is received (a game in which the number of AT games is increased), or the sub-control board S may not execute the performance that instructs reverse pressing in the game in which the command is received, but may be configured to execute a performance that instructs a pressing order that allows for matching 7s on an invalid line in a game in which a predetermined condition is subsequently met (for example, a specific Replay role (for example, Replay-B or C) is won). Alternatively, in a game in which Replay-B is won and the sub-control board S receives the command (a game in which the number of AT games is increased), the performance instructing reverse pressing may not be executed, and the AT game count increase performance (a performance in which the display related to the remaining number of AT games displayed on the performance display device S40 increases, for example, "+30G") may be executed in the game in which the predetermined conditions (for example, after a predetermined number of games (a continuous performance may be executed at the same time, in which case the final game of the continuous performance) are satisfied) are met. In this example, the performance display device S40 is also configured to display a display related to the remaining number of AT games, and this display and the remaining number of AT games stored on the main control board may be the same or different. In a game where a signal is received (a game in which the number of AT games can be increased), an example of when the AT game increase animation is not performed without executing the animation instructing reverse pressing, and then performed in a subsequent game that satisfies predetermined conditions, is when the sub-control board S is performing a special animation that encourages the winning of a bonus (for example, a predetermined sequence of animations) (because the probability of winning replay-B is low (including 0%) during the bonus, if the pressing sequence that allows for matching 7s is announced, the player will realize that they have not won a bonus), or when the sub-control board S is performing a special animation. Furthermore, the information that the sub-control board S uses to determine that the AT increase lottery has been won on the main control board M and that the remaining number of AT games has been increased is as follows: (1) Information regarding the remaining number of AT games is transmitted from the main control board M to the sub-control board S after the AT increase lottery.Subsequently, the sub-control board S calculates the difference between the information on the remaining AT games transmitted previously and the information on the remaining AT games transmitted this time, and determines the number of AT games added by winning the AT addition lottery. (2) The sub-control board M sends a command to the sub-control board S regarding the number of AT games added as a result of the AT addition lottery. If the AT addition lottery is not won, a command indicating that the AT addition lottery was not won is sent to the sub-control board S, and the sub-control board S may be configured to determine the presentation mode for the push-button navigation when it receives this command. For example, in a game in which replay-B is won, the sub-control board S may be configured to select and execute a presentation mode that instructs the player to press the middle button (operating the middle stop button as the first stop, which is a push-button sequence to avoid getting 7s) in the game in which the command was received (a game in which no AT game count was added). Furthermore, although the AT bonus lottery was performed on the main control board M, the information that allows the sub-control board S to determine that no bonus was awarded for the remaining AT games is as follows: (1) After the AT bonus lottery, information regarding the remaining AT games is sent from the main control board M to the sub-control board S. Subsequently, the sub-control board S calculates the difference between the previously sent information regarding the remaining AT games and the currently sent information regarding the remaining AT games to determine the number of AT bonus games won in the AT bonus lottery (if the value obtained by subtracting the currently sent information regarding the remaining AT games from the previously sent information regarding the remaining AT games is 1, it is determined that the AT bonus lottery was not won). (2) A command is sent to the sub-control board S indicating that the number of AT bonus games is 0 as a result of the AT bonus lottery on the main control board M.

[0091] Next, Figure 21 is a flowchart (first page) of the AT state transition control process related to the subroutine of step 1400 in Figure 18 in the first embodiment. First, in step 1402, the CPUC100 of the main control board M determines whether the current state related to AT is a state related to AT in which an AT lottery can be executed. In the first embodiment, the only state related to AT in which an AT lottery can be executed is the "high probability state". Winning a BB in the "high probability state" transitions to "advantageous BB internal gameplay", and then when a BB role is won, it transitions to the "advantageous BB state", and when the executed BB ends, it transitions to the "AT state", and the initial value of 50 AT games is set in the AT counter. Even if a BB is won in the "low probability state", it transitions to "normal BB internal gameplay" and does not transition to the "AT state". However, it is not limited to this, and it is also possible to configure it so that when a BB is won in the "normal gameplay state", an AT lottery can be won triggered by the BB role. In this configuration, if a Big Bonus (BB) is won in the "normal game state" and the BB triggers an AT (Attack Time) lottery, the game transitions to the "advantageous BB internal game" state, and then by lining up the BBs, the game transitions to the "advantageous BB state". In the "normal game state", when a BB is won but the BBs have not been lined up, the game section may be the "advantageous section" or the "waiting section". If the answer in step 1402 is Yes, in step 1404, the CPUC100 of the main control board M determines whether the condition device for the game is an AT lottery trigger (in this example, the first type BB-A or first type BB-C, which are BBs with no setting difference). In the first embodiment, both the winning numbers for BBs with no setting difference alone (winning numbers 19, 24) and the winning numbers for BBs with no setting difference and small roles overlap (winning numbers 25, 26, 27) are AT lottery triggers. If the answer in step 1404 is Yes, then in step 1406, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to "Game in progress during advantageous BB," and proceeds to step 1410. Also, if the answer in step 1402 or step 1404 is No, the process proceeds to step 1410.In the first embodiment, the AT winning rate (whether or not you can win) related to the AT lottery is configured to differ when the state related to the AT is different, but when the state related to the AT is the same, the AT winning rate related to the AT lottery is the same even if the setting value is different (if you win a Big Bonus in the "high probability state", you will always win an AT regardless of the setting value = then you will transition to the "in AT state").

[0092] Next, in step 1410, the CPUC100 of the main control board M determines whether or not the state of the AT for the next game and beyond has been determined. If the answer in step 1410 is Yes, then in step 1412, the CPUC100 of the main control board M determines whether or not the current state of the AT is "low probability state". If the answer in step 1412 is Yes, then in step 1414, the CPUC100 of the main control board M determines whether or not the condition device for that game is a state upgrade role (a small role that, when won, can transition from "low probability state" to "high probability state", in this example being a cherry). If the answer in step 1414 is Yes, then in step 1416, the CPUC100 of the main control board M executes a high probability state transition lottery, which is won at a predetermined probability (in this example, 1 / 2, and can be changed as long as it does not differ depending on the setting value). Next, in step 1418, the CPUC100 of the main control board M determines whether or not it has won the executed high probability state transition lottery. If the answer in step 1418 is Yes, then in step 1420, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to be "high probability state," and proceeds to step 1430.

[0093] Furthermore, if the answer in step 1412 is No, then in step 1424, the CPUC100 of the main control board M determines whether the current state of the AT is "high probability state". If the answer in step 1424 is Yes, then in step 1426, the CPUC100 of the main control board M determines whether the counter value of the high probability obstacle counter KHc is 1 (the final game of the high probability obstacle, and the 10th game since entering the "high probability state"). If the answer in step 1426 is Yes, then in step 1428, the CPUC100 of the main control board M determines whether the conditions for transitioning to low probability are met. In the first embodiment, when the state related to AT is in the "high probability state", the game section is in the "advantageous section", and when the game section is in the "advantageous section", the "advantageous section" will not end unless the push-button navigation is executed at least once, or the "advantageous section" continues for a predetermined number of games (1500 games in this example) (that is, even if the low probability state transition lottery is won, the "high probability state" will not end if the low probability transition conditions are not met, such as the push-button navigation not being executed at least once). Furthermore, if a BB role is won during the "advantageous section" and the BB is executed, the "advantageous section" may be configured to end at any time even if the push-button navigation has not been executed even once during the "advantageous section". If the answer in step 1428 is Yes, in step 1429 the CPUC100 of the main control board M determines the state related to AT for the next game and onward to the "low probability state", and proceeds to step 1430. Here, the condition for transitioning to a low probability state is satisfied when the push-order navigation is executed once. Furthermore, if there are two types of push-order winning combinations (winning numbers where the winning combination differs depending on the order in which the reels stop, resulting in different profit rates for the player), one with a maximum payout of 8 coins and one with a maximum payout of 11 coins, the one with the higher maximum payout will be used. The condition for transitioning to a low probability state may be that the push-button navigation for 11 winning combinations has been executed once. Furthermore, if the result is No in steps 1410, 1414, 1418, 1424, 1426, or 1428, the system will proceed to step 1430. Thus, in the first embodiment, when a transition to a "high probability state" is made, the high probability obstacle counter KHc is set to 10 games, which are high probability obstacle games, and the system is configured not to transition to a "low probability state" until the counter value becomes 0. However, this lottery method is merely an example, and for example, the system may be configured so that the low probability state transition lottery is not performed for 10 games after transitioning to a "high probability state" (staying in the "high probability state" is guaranteed), and then, after the 10 games have elapsed, a lottery to transition from a "high probability state" to a "low probability state" is performed in each game with a predetermined probability (for example, 1 / 20). Furthermore, the probability of winning the AT lottery (low probability AT lottery, high probability AT lottery) and the state upgrade lottery is the same for all settings.

[0094] Next, Figure 22 is a flowchart (second image) of the AT state transition control process related to the subroutine of step 1400 in Figure 18 in the first embodiment. First, in step 1430, the CPUC100 of the main control board M determines whether the current state of the AT is "AT in state". If the answer in step 1430 is Yes, then in step 1431, the CPUC100 of the main control board M determines whether the counter value of the AT counter M60 is greater than or equal to a predetermined value (4 in this example). In the first embodiment, when the state related to AT is "in AT state" and the AT counter value is 4 or more, in other words, when the number of remaining AT games is 4 or more, there is a 1 / 2 probability when Watermelon B is won that the player acquires the right to transition to the "special bonus state" and can transition to the "special bonus premonition state". On the other hand, when the state related to AT is "in AT state" and the AT counter value is 3 or less, in other words, when the number of remaining AT games is 3 or less, even if Watermelon B is won, the player does not acquire the right to transition to the "special bonus state" (sometimes called the special bonus state transition lottery), and does not transition to the "special bonus premonition state" or the "special bonus state". However, the system is not limited to this, and even when the AT counter value is 3 or less, it may be configured to execute a lottery (sometimes called a special state transition lottery) to win a Watermelon B and acquire the right to transition to the "Special Addition State". If the system is configured in this way and the player wins the lottery to acquire the right to transition to the "Special Addition State" by winning a Watermelon B when the AT counter value is 3 or less, the system may be configured to enter (or transition to) the "Special Pre-State" or "Special Addition State" from the game following the win of the lottery, or the system may be configured to enter (or transition to) the "Special Pre-State" or "Special Addition State" when the AT counter value reaches a predetermined value (for example, 1 or 0), or the system may be configured to enter (or transition to) the "Special Pre-State" or "Special Addition State" after a predetermined number of games from the game in which the lottery was won. Furthermore, when transitioning to the "bonus-focused state," it is not necessarily required to go through the "pre-bonus state." For example, the system may be configured to allow a direct transition from the "AT state" to the "bonus-focused state."If the answer in step 1431 is Yes, then in step 1432, the CPUC100 of the main control board M determines whether the condition device for the game is a special transition role (a small role that can execute a lottery to acquire the right to transition to the "special bonus state", in this example being Watermelon B). If the answer in step 1432 is Yes, then in step 1433, the CPUC100 of the main control board M executes a lottery to transition to the special state, which is won with a predetermined probability (1 / 2 in this example). Next, in step 1434, the CPUC100 of the main control board M determines whether the executed lottery for transitioning to the special state was won. If the answer in step 1434 is Yes, then in step 1435, the CPUC100 of the main control board M determines the state for the AT from the next game onward to be the "special premonition state" and proceeds to step 1444-1. On the other hand, if the answer in step 1431 is No, then in step 1436, the CPUC100 of the main control board M determines whether the counter value of the AT counter M60 is 1 (if the AT counter value is 1, it is the final AT game). If the answer in step 1436 is Yes, then in step 1437, the CPUC100 of the main control board M performs a continuation lottery with a predetermined probability of winning (2 / 3 in this example). Next, in step 1438, the CPUC100 of the main control board M determines whether it has won the continuation lottery that was performed. If the answer in step 1438 is Yes, then in step 1439, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to be "AT in progress" and proceeds to step 1444-1 (the initial number of AT games (50 in this example) is set in the AT counter to satisfy the conditions for transitioning to the AT state). On the other hand, if the result in step 1438 is No, then in step 1443, the CPUC100 of the main control board M determines the state for the AT in the next game and beyond to "state for revival / failure to perform effect," and proceeds to step 1444-1. Note that if the result in step 1430, step 1432, step 1434, or step 1436 is No, the game proceeds to step 1444-1. Thus, in the first embodiment, a continuation lottery is performed in the final game of the AT, and if the continuation lottery is won, the initial value of 50 games is set again in the AT counter M60. In other words, if the number of AT games is not considered, the gameplay is such that the AT of 50 games per set continues to loop 2 / 3 of the time.Furthermore, the timing of the continuation lottery is not limited to the final game of the AT. For example, the system may be configured to execute the continuation lottery in the first game of the AT (the first game after entering the "AT state" or the first game after the initial value is set for the AT counter M60). By configuring it in this way, it is already determined whether or not the next set (the AT related to the continuation lottery win) will be executed (whether or not the AT will continue) in the "AT state". This allows for different AT effects depending on whether or not the continuation lottery is won. For example, if the continuation lottery is won, the background music can be changed (a song plays, etc.) when the counter value of the AT counter M60 is 1 or more (during the execution of the AT), or an effect that definitively indicates that the continuation lottery has been won can be executed.

[0095] Next, Figure 23 is a flowchart (third page) of the AT state transition control process related to the subroutine of step 1400 in Figure 18 in the first embodiment. First, in step 1444-1, the CPUC100 of the main control board M determines whether the current state related to AT is the state for revival / failure performance. If the answer in step 1444-1 is Yes, then in step 1444-2, the CPUC100 of the main control board M determines whether the condition device related to the game is a revival role (a role that, when won in the "state for revival / failure performance", allows transition to the "AT state" in the next game, in other words, a role that allows AT to be re-entered). Here, in the first embodiment, the revival role is a role that includes any of the following: Watermelon A, Watermelon B, Cherry, or Bonus role (only the BB role with no setting difference, and does not include the BB role with setting difference), and when the condition device related to the game becomes a revival role, it is referred to as winning the revival lottery. If the answer in step 1444-2 is Yes, then in step 1444-3, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to be "AT state" and proceeds to step 1445. At this point, the initial number of AT games (50 in this example) is set in the AT counter to satisfy the conditions for transitioning to the AT state. On the other hand, if the answer in step 1444-2 is No, then in step 1444-4, the CPUC100 of the main control board M determines the state of the AT for the next game and beyond to be "low probability state" and proceeds to step 1445. Note that if the answer in step 1441-1 is No, the system also proceeds to step 1445. Thus, in the first embodiment, even if it is the final game of the AT and the continuation lottery is not won, the system transitions to the "revival possibility / failure performance state," and if the revival lottery is won in the "revival possibility / failure performance state," the system is configured to transition to the "AT state" from the next game. Furthermore, while the "Revival / Failure Presentation State" is considered a "favorable section," the AT-related lotteries (AT bonus lottery, continuation lottery, etc.) that occur during the "AT state" are not performed. Instead, the revival lottery is enabled, meaning that the way AT-related lotteries are performed differs between the "AT state" and the "Revival / Failure Presentation State."

[0096] Next, in step 1445, the CPUC100 of the main control board M determines whether or not the state related to the AT for the next game and beyond has been determined. If the answer in step 1445 is Yes, then in step 1446, the CPUC100 of the main control board M determines whether or not the conditions for transitioning to an AT state have been met (for example, as shown in Figure 30, this is met when 10 pre-announcement games have been played in the "special pre-announcement state"). If the answer in step 1446 is Yes, then in step 1447, the CPUC100 of the main control board M determines the state related to the AT for the next game and beyond, and proceeds to step 1448 (for example, as shown in Figure 30, if the number of pre-announcement games has been played in the "special pre-announcement state", it is determined to be the "bonus special state"). Note that if the answer in step 1445 or step 1446 is No, the system also proceeds to step 1448. Next, in step 1448, the CPUC100 of the main control board M sets a high probability counter value command (in this example, a command to the sub-side, which relates to the current high probability counter value, in other words, the remaining number of games in which the high probability state is guaranteed), and proceeds to step 1449-1. Next, in step 1449-1, the CPUC100 of the main control board M determines whether the state of AT for the next game and beyond will be determined to be "Game in the middle of an advantageous Big Bonus". If the answer in step 1449-1 is Yes, then in step 1449-2, the CPUC100 of the main control board M resets the counter value of the high probability counter KHc to zero and proceeds to the next process (process in step 1450). Note that if the answer in step 1499-1 is No, the process also proceeds to the next process (process in step 1450).

[0097] In the first embodiment, the AT winning rate differs depending on the lottery state. If a BB role (BB role with no setting difference) is won in the "low probability state," the AT transition lottery is not won (and the system does not transition to the "AT state" afterward). On the other hand, if a BB role (BB role with no setting difference) is won in the "high probability state," the AT transition lottery is won (and the system transitions to the "AT state" afterward). However, the system is not limited to this. If a predetermined condition device A is used as the AT lottery role, and the system is configured to have "high probability state A" and "high probability state B" as states related to the AT, which is the "advantageous section," then if a condition device A is won in "high probability state A," the AT transition lottery is won with a probability of 1 / 10, and if a condition device A is won in "high probability state B," the AT transition lottery is won with a probability of 1 / 2. Furthermore, if the AT transition lottery is won, the system may be configured to transition to the "AT preparation state," which is a preparatory state for transitioning to the "AT in progress state," and then transition to the "AT in progress state" when a predetermined termination condition (for example, 10 games have passed since transitioning to the "AT preparation state") is met.

[0098] Next, Figure 24 is a flowchart of the condition device number management process related to the subroutine of step 1450 in Figure 18 in the first embodiment. First, in step 1451, the CPUC100 of the main control board M determines whether the current game section is a "favorable section". If the answer in step 1451 is Yes, then in step 1452, the CPUC100 of the main control board M issues a command related to the winning / re-play information (a command on the sub-control board S side, for example, a command related to the winning / re-play information for the game in question). The ND is set. Next, in step 1454, the CPUC100 of the main control board M determines whether the condition device for the game is a button-press-order type (a condition device in which the winning combination differs depending on the button-press order, for example, Win-A1). If the answer in step 1454 is Yes, in step 1458, the CPUC100 of the main control board M determines the instruction number (also called the button-press order number) for the game based on the winning and replay winning information for the game, and stores the instruction number in a RAM address for storing the instruction number (an address different from the RAM address for displaying the button-press order navigation). The instruction number is information related to the button-press order, and in this example, it is determined by the main control board M and transmitted to the sub-control board S (details will be described later). The sub-control board S can then display the button-press order navigation on the display device S40 by receiving the instruction number. The system is configured so that the instruction number is determined even if the button-press order navigation is not executed (although not shown, the instruction number is reset to its initial value based on clearing the instruction number). Furthermore, when executing a button-pressing order guessing game, the system may be configured to determine a predetermined instruction number (e.g., AX) specifically for the button-pressing order guessing game. Next, in step 1460, the CPUC100 of the main control board M executes a button-pressing order navigation display on the button-pressing order display device D270 based on the instruction number related to the game (see Figure 34 for an image of the button-pressing order navigation display on the main control board). Next, in step 1466, the CPUC100 of the main control board M sets a command (a command to the sub-side) related to the instruction number determined in step 1458 (for example, by setting it in the register area) and proceeds to step 1472 (see Figure 34 for an image of the button-pressing order navigation display on the sub-control board). In this example, displaying the reel stopping order that will yield the highest profit to the player on the button-pressing order display device D270 and the performance display device S40 is referred to as button-pressing order navigation, displaying button-pressing order navigation, etc. In the first embodiment, the button press order navigation is displayed based on the instruction number. For example, the button press order "left → middle → right" is configured to be displayed as "=1" on the button press order display device D270. This configuration ensures that "=1" is displayed in both the case of a button press order bell and a button press order re-play.However, this is not limited to the above, and the display method may be configured to be different when the "left → middle → right" button press navigation is displayed on the button press display device D270 in a game involving a button press sequence bell, and when the "left → middle → right" button press navigation is displayed on the button press display device D270 in a game involving a button press sequence replay. In other words, the number of types of display methods for the button press navigation displayed on the button press display device D270 may be configured to be the same as the number of types of winning / replay winning information.

[0099] Furthermore, if the answer in step 1451 or step 1454 is No, in step 1468, the CPUC100 of the main control board M performs a masking process on the winning / re-play information for the game and stores the masked information at a predetermined address in RAM. If the winning / re-play information for the game is transmitted to the sub-control board S, and this winning / re-play information is recognized through fraudulent activity, the most profitable button press sequence (reel stopping sequence) for the game will be recognized. Therefore, in this example, the system is configured to perform a masking process (a process to make the winning / re-play information (especially information related to the button press sequence) confidential) on the winning / re-play information for the game before transmitting it to the sub-control board S, thereby preventing the recognition of the most profitable button press sequence. Furthermore, in the first embodiment, the masking method is configured to send a performance group number to the sub-control board S side, with multiple winning / re-play winning information (preferably winning / re-play winning information with similar roles, for example, multiple winning / re-play winning information that can stop and display symbol combinations that become re-play winning roles that transition the RT state depending on the order of pressing the buttons) as one performance group number (for example, winning / re-play winning information 4 to 6 are set as performance group 4). However, the masking method is not limited to this, and for example, it may be configured to add newly masked winning / re-play winning information after the existing winning / re-play winning information (0 to 18 in this example). Furthermore, in such cases, it is desirable to configure the system to create a masked version of the winning / re-play information by combining multiple winning / re-play winning pieces from the existing winning / re-play winning information into a single winning / re-play winning piece, similar to the performance group number (for example, making winning / re-play winning pieces 4-6 into winning / re-play winning piece 19 (newly created winning / re-play winning piece), which is the masked version of the winning / re-play winning piece). In addition, if the system determines that the game will notify operation information (push order navigation) based on the status of the AT on the main control board M, it may send the winning / re-play winning information to the sub-control board S, and if the game will not notify operation information, it may send the performance group number to the sub-control board S. When configured in this way, the command related to the instruction number may or may not be sent to the sub-control board S.

[0100] Next, in step 1470, the CPUC100 of the main control board M sets a command (a command to the sub-side) related to the performance group number after the mask processing has been executed (for example, by setting it in the register area), and proceeds to step 1472. Next, in step 1472, the CPUC100 of the main control board M sets a command (a command to the sub-side) related to bonus winning information (which allows the sub-side to recognize whether or not a bonus has been won), and proceeds to the next process (the process in step 1550). In the first embodiment, the system is configured to derive winning / re-play winning information and bonus winning information from the winning number, but the method of deriving this information will be described later. Furthermore, as shown in the lower part of the same figure, examples of display for the push-button navigation include, in the case of "AT state", (1) when a fall-out re-play role is included → navigation to a push-button sequence in which the fall-out re-play role is not displayed as a stop, (2) in the case of a bell (1-coin role / 11-coin role) → navigation to a push-button sequence that yields the most payout, and so on. Thus, in the first embodiment, when the game section is an "advantageous section", the system is configured to transmit winning / re-play information (a number that identifies the type of winning role and the most advantageous push-button sequence for the player) and instruction numbers (a number that identifies the most advantageous push-button sequence for the player) to the sub-control board S, while when the game section is a "normal section", the system is configured to transmit a performance group number (a number that identifies only the outline of the winning role) to the sub-control board S. In other words, during the "advantageous period," the system can transmit the winning and replay information related to the game, including winning and replay information where the outcome of the game and the player's benefits differ depending on the button press order, directly to the sub-control board S. However, during game periods that are not the "advantageous period," the system does not transmit the winning and replay information related to the game. Instead, in cases where the winning and replay information differs depending on the button press order, the system transmits a performance group number with the information related to the button press order concealed to the sub-control board S.

[0101] Furthermore, in cases where the game section is not an "advantageous section," the system is configured to perform a masking process when transmitting the winning / re-play information determined by the main control board M to the sub-control board S to determine the performance group number, and then transmit that performance group number to the sub-control board S. The performance group number is obtained by grouping the winning / re-play information related to winning roles that have a similar role (for example, re-play roles that include fall-out re-play roles, push-order bells, etc.) and assigning a number to each. By configuring the system to perform a masking process (a process to conceal the winning / re-play information (especially information related to the push order)) on the winning / re-play information related to the game before transmitting it to the sub-control board S, it is possible to prevent situations where information related to the winning / re-play information is recognized through fraudulent means, and a highly profitable push order (reel stopping order) related to the game is recognized.

[0102] Next, Figure 25 is a flowchart of the reel rotation start preparation process related to the subroutine of step 1550 in Figure 18 in the first embodiment. First, in step 1552, the CPUC100 of the main control board M determines whether the timer value of the minimum game interval timer M70 (subtraction timer) is 0. Here, the minimum game interval timer M70 is a timer that measures the time (4.1 seconds in this example) that should be guaranteed from one game start timing (reel rotation start timing) to the next game start timing (reel rotation start timing). If the answer in step 1552 is Yes, then in step 1554, the CPUC100 of the main control board M sets the timer value of the minimum game interval timer M70 to a new minimum time (sometimes called minimum game time, 4.1 seconds in this example) and starts it. On the other hand, if the answer in step 1552 is No, the CPUC100 of the main control board M executes an infinite loop process. Next, in step 1556, the CPUC100 of the main control board M clears the information related to the reel stop order and the button press order for the completed game. Next, in step 1558, the CPUC100 of the main control board M clears the information related to the reel stop and the pull-in point creation request for the completed game. Next, in step 1560, the CPUC100 of the main control board M initializes the symbol stop position data for the completed game. Next, in step 1562, the CPUC100 of the main control board M sets the output request for the reel rotation start waiting state for the game. Next, in step 1564, the CPUC100 of the main control board M sets the reel control command for the game and proceeds to the next process (processing in step 1260). In other words, the processing in steps 1562 and 1564 makes it possible to send a command to the sub-control board S to indicate that the reels are about to start rotating.

[0103] Next, Figure 26 is a flowchart of the remaining game count management process related to the subroutine of step 3400 in Figure 18 in the first embodiment. First, in step 3402, the CPUC100 of the main control board M determines whether the current game section is an "advantageous section". As will be explained in more detail later, an "advantageous section" is one of the game sections and is a game section that is easily set in game situations that are advantageous to the player, such as when the AT state is "AT in state". If the answer in step 3402 is Yes, then in step 3404, the CPUC100 of the main control board M decrements the value of the advantageous section remaining game count counter YKc-1 (a decrement counter, which is initially set to 1500, the maximum number of games that can be stayed in an "advantageous section", and can be decremented every game during the period of being an "advantageous section") by 1.

[0104] Next, in step 3408, the CPUC100 of the main control board M determines whether the current state of the AT is "AT in progress". If the answer in step 3408 is Yes, then in step 3410, the CPUC100 of the main control board M deducts 1 from the AT counter value. Next, in step 3412, the CPUC100 of the main control board M determines whether the state of the AT is a high probability state. If the answer in step 3412 is Yes, then in step 3414, the CPUC100 of the main control board M deducts 1 from the counter value of the high probability failure counter KHc and proceeds to the next process (process in step 1700). Note that if the answer in step 3402, step 3408, or step 3412 is No, the process also proceeds to the next process (process in step 1700). Thus, in the first embodiment, when the state related to AT that the push order navigation can display is "AT state", the AT counter value is deducted every game. However, when the state is "advantageous BB state", "advantageous BB internal gameplay", "special premonition state", or "bonus special state", the AT counter value is not deducted even if the game is played. In other words, the AT counter value remains (1 or more remains). ) If the situation transitions from "AT state" to "special pre-announcement state", the system is configured to allow the transition (transition) from "AT state" → "special pre-announcement state" → "bonus special state" while maintaining the AT counter value. Furthermore, even if the AT state is "AT state", if a winning number including a bonus role is determined in that game, the AT counter value may not be deducted by 1. In this case, for example, the AT counter value stored in the RAM of the main control board M may not be deducted, but the display of the remaining AT game count shown on the display device S40 controlled by the sub-control board S may be controlled to be deducted. For example, if the AT counter value is "30" and the remaining AT games displayed on the display device S40 are "30", and the game is played and a bonus is won, the AT counter value will remain "30", or the value obtained by the AT bonus lottery related to that game, "30 + α", will be stored. However, when the start lever D50 is operated, the remaining AT games displayed on the display device S40 may be "29", or the value obtained by the AT bonus lottery, "29 + α", may be displayed. (Note that the "α" obtained by the bonus lottery may not be announced during that game, but may be announced in specific games after that game (at the start of a bonus game, during a bonus game, at the end of a bonus game, or in games that meet predetermined conditions after the end of a bonus game)). Furthermore, the remaining AT game count displayed on the display device S40 is deducted by 1 with each game played, even during "advantageous BB internal gameplay," and can be configured to continue deducting AT game counts with each game until an animation suggesting a bonus is confirmed (for example, a bonus confirmation screen) is displayed. By configuring it in this way, when a bonus is won in a state where push-button navigation can be executed, such as "AT state," the player will not immediately realize that they have won a bonus. In other words, after the winning numbers, including the bonus role, are determined, a series of animations spanning multiple games that tease whether or not a bonus has been won can be executed using the display device S40, etc., thereby enhancing the enjoyment of the game.Furthermore, after a bonus game ends, the number of remaining AT games displayed on the performance display device S40 can be controlled to display a value of "30" or greater if the result of the AT bonus lottery is to be announced. Furthermore, if the AT counter value is "1" and the number of remaining AT games displayed on the performance display device S40 is "1", and the game is played and a bonus is won, the display for the number of remaining AT games on the performance display device S40 will become "0". However, while maintaining this state, a series of performance sequences spanning multiple games are executed to hype whether or not a bonus has been won. If the AT counter value is "1" and the number of remaining AT games displayed on the performance display device S40 is "1", and the game is played and a winning number (or winning entry / re-play information, or payout group number) that allows for the AT bonus lottery to be executed is won, and the AT bonus lottery is not won, then the number of AT games becomes "0", and the number of AT games displayed on the performance display device S40 becomes "0". Furthermore, when the number of remaining AT games is small, the probability of executing a continuous performance sequence may be set lower (including 0%) than when the number of remaining AT games is large.

[0105] Next, Figure 27 is a flowchart of the RT state transition control process related to the subroutine of step 1700 in Figure 18 in the first embodiment. First, in step 1702, the CPUC100 of the main control board M determines whether the conditions for transitioning to the RT state have been met in the game. In the first embodiment, the conditions for transitioning to the RT state are configured to be met by executing a RAM clear (initialization of RAM), displaying the stop of replay (in this example, displaying the stop of replay 04), and winning, starting, or ending a Big Bonus (BB). If the answer in step 1702 is Yes, then in step 1704, the CPUC100 of the main control board M determines whether or not to transition to the RT state and the RT state for the next game and beyond based on the met RT state transition conditions (see the RT state transition diagram in Figure 28), and proceeds to the next process (process in step 1750). Note that if the answer in step 1702 is No, the process also proceeds to the next process (process in step 1750). In the first embodiment, the RT state transition control process is performed after all reels have stopped, but when transitioning to "RT1", the transition timing may be when the lever is turned on. The timing for transitioning to the RT state (storing the RT number in RAM) can be determined as appropriate.

[0106] Next, Figure 28 is an RT state transition diagram in the first embodiment. In the first embodiment, there are four RT states: "RT0" to "RT2" and "Type 1 BB-A, B, C". The RT state transitions when the conditions indicated by the arrows in the figure are met. A specific example of an RT state transition is when the RT state is "RT1" and RAM initialization is performed, or when Replay 04 is displayed as stopped, the state transitions to "RT0". Specifically, when Replay 04 is displayed as stopped, if "Replay-D1" is won while the RT state is "RT1", and the left stop button is operated as the first stop, Replay 01 to 03 will be displayed as stopped, and the RT state remains "RT1". On the other hand, when "Replay-D1" is won while the RT state is "RT1", and the middle stop button or right stop button is operated as the first stop, Replay 04 will be displayed as stopped, and the RT state transitions from "RT1" to "RT0".

[0107] Furthermore, if the RT state is "RT0" or "RT1" and a BB role is won, and the BB role is not awarded in the game in which it was won (the condition device related to type 1 BB-A, B, C is activated), the RT state will transition to "RT2". Also, if a BB role is awarded in "RT2" (type 1 BB-A, B, C is activated), the RT state will transition to "type 1 BB-A, B, C". Also, if the BB ends in "type 1 BB-A, B, C" (type 1 BB-A, B, C operation ends), the RT state will transition to "RT1". Furthermore, if the AT state is in a "low probability state" and a Big Bonus (BB) is won, and the BB ends, the RT state will transition to "RT1," which is highly advantageous for the player. However, since the AT state is one in which no button press navigation is displayed, if the player wins "Replay - D1~D3" and stops the reels with an incorrect button press sequence (the first stop is a choice of left, middle, or right button; one of the three is the correct button press sequence and a replay other than Replay 04 is displayed, while two of the three are incorrect button press sequences and Replay 04 is displayed), Replay 04 will be displayed, and the game will transition from "RT1" to "RT0." Furthermore, if the AT state is "high probability state," "in AT state," "special premonition state," or "special bonus state," and a Big Bonus (BB) is won, and the BB ends, the RT state will transition to "RT1," which is highly advantageous for the player. Additionally, the AT state is one in which push-button navigation is generated, and even when "Replay - D1~D3" is won, Replay 04 will guide the player to the correct push-button sequence that is not displayed, thus allowing "RT1" to be maintained.

[0108] Next, Figure 29 is a flowchart of the AT state start control process related to the subroutine of step 1750 in Figure 18 in the first embodiment. First, in step 1752, the CPUC100 of the main control board M determines whether the conditions for transitioning to the AT state have been met in the game. The conditions for transitioning to the AT state are met, for example, when (1) a BB with no setting difference that was won in the "high probability state" has ended, (2) a continuation lottery has been won, or (3) a revival lottery has been won. If the answer in step 1752 is Yes, then in step 1754, the CPUC100 of the main control board M sets the initial AT game count (in this example, 50, which is the number of games that will start to be counted after transitioning to the "in-AT state") in the AT counter M60, triggered by the transition to the "pre-AT state", and proceeds to step 1756. If the answer in step 1752 is No, the system also proceeds to step 1756. Next, in step 1756, the CPUC100 of the main control board M determines whether the current state of the AT is a high probability state or not. If the answer in step 1756 is Yes, then in step 1758, the CPUC100 of the main control board M determines whether the state of the AT for the next game is a high probability state or not. If the answer in step 1758 is Yes, then in step 1760, the CPUC100 of the main control board M sets the number of high probability games (10 in this example) to the high probability counter and proceeds to the next process (process in step 3500). Note that if the answer in step 1756 or step 1758 is No, the process also proceeds to the next process (process in step 3500). Furthermore, if you win a Big Bonus (BB) in the "High Probability State" and transition to the "Advantageous BB Internal Gameplay" state, and then win another BB, you will transition to the "Advantageous BB State." If the number of AT games is increased in this "Advantageous BB State," then when the BB ends and you transition from the "Advantageous BB State" to the "AT State," the initial value set in the AT counter will exceed 50. Specifically, if the number of AT games is increased by 30 in the "Advantageous BB State" and then you transition to the "AT State," the AT counter will be set to 80 (initial value 50 + increase of 30).In this case, if an animation is performed to inform the player that 30 games have been added during the "advantageous BB state," it is desirable to inform the player that the initial number of AT games is 80 at the start of the "AT state." However, as an alternative notification method, it is also conceivable to intentionally omit the animation that informs the player that 30 games have been added during the "advantageous BB state," and instead present the player with the initial value of 50 games at the start of the "AT state," and then perform an animation to inform the player that 30 games have been added during the AT (for example, immediately after the start of the "AT state" or when the remaining number of AT games on the animation display device S40 is small). By doing this, the player cannot clearly understand whether the AT game count was increased during the "advantageous BB state," or how many games were increased, thus increasing the interest of the game count increase animation that suddenly occurs for unknown reasons during the AT (a state in which push order navigation may occur). In this example, the initial number of AT games is set in the AT counter M60 in step 1754. However, the timing of the process for setting the initial number of AT games is not limited to that in this example. The initial number of AT games may be set in the AT counter M60 at the same time as the AT state transition control process in step 1400 described above. Furthermore, the number of games set in the AT counter M60 (initial number of AT games) is deducted from the time the game resumes after the BB has ended (when the AT state becomes "in AT state") (deduction does not begin during the BB). The counter value of the AT counter M60 is stored in the RAM memory area of ​​the main control board M.

[0109] Next, Figure 30 is an AT state transition diagram in the first embodiment. In the first embodiment, there are 10 AT-related states: "Low probability state", "Normal BB internal gameplay", "Normal BB state", "High probability state", "AT state", "Special pre-announcement state", "Bonus special state", "Advantageous BB internal gameplay", "Advantageous BB state", and "Revival possibility / failure performance state". The AT-related state transitions when the conditions indicated by the arrows in the figure are met. For example, if a Watermelon B is won in the "AT state" and the special state transition lottery, which has a 1 / 2 chance of being won, is won, the state transitions to the "Special pre-announcement state". Also, if 10 games have passed (been played) since transitioning to the "Special pre-announcement state", the state transitions to the "Bonus special state". In addition, the game section is set to have three AT-related states: "Low probability state", "Normal BB internal gameplay", and "Normal BB state", and the "High probability state" Seven AT-related states—"AT in progress," "Specialized pre-announcement state," "Bonus-added special state," "Gameplay during advantageous BB internal," "Advantageous BB state," and "Revival feasibility display state"—are set to the "advantageous section." In other words, even if you are transitioning between the seven AT-related states that constitute the "advantageous section," if 1500 games have passed without being set to the "normal section," the "advantageous section" will be forcibly terminated and set to the "normal section." Also, if you are in an announcement game state where push order navigation is displayed, such as "AT in progress," "Specialized pre-announcement state," or "Bonus-added special state," and "Replay 04" is displayed as a stop, the game state will be maintained.

[0110] As mentioned above, if the AT counter M60 is at 0 and the continuation lottery is unsuccessful while in "AT mode," the game enters "Revival / Failure Performance Mode." If the revival lottery is won in "Revival / Failure Performance Mode," the game returns to "AT mode." On the other hand, if the revival lottery is unsuccessful in "Revival / Failure Performance Mode," the game transitions to "Low Probability Mode" and changes from "Advantageous Section" to "Normal Section."

[0111] When a non-setting-dependent BB (Type 1 BB-A or Type 1 BB-C) is won in the "High Probability State," and the non-setting-dependent BB is activated and the "Advantageous BB State" ends, the player transitions to the "AT State." Similarly, when a non-setting-dependent BB (Type 1 BB-A or Type 1 BB-C) is won in the "AT State," and the non-setting-dependent BB is activated and the "Advantageous BB State" ends, the player transitions to the "AT State." Furthermore, when a non-setting-dependent BB (Type 1 BB-A or Type 1 BB-C) is won in the "Revival Possibility / Destiny Performance State," and the non-setting-dependent BB is activated and the "Advantageous BB State" ends, the player transitions to the "AT State" (because the revival lottery is won). Furthermore, if a setting-dependent BB (Type 1 BB-B) is won in the "Revival Feasibility Performance State," and the setting-dependent BB is activated and the "Advantageous BB State" ends, if the setting-dependent BB was a winning number related to a single BB role (winning number 20), the player will enter a "Low Probability State" after the BB ends (because the revival lottery will not be won as a result of the setting-dependent BB role). If the setting-dependent BB was a winning number that overlapped with a rare role (winning numbers 21-23), the player will enter an "AT State" after the BB ends (because the revival lottery will be won as a result of the rare role).

[0112] Furthermore, if you are in the "advantageous section" and in the "high probability state," you will win a BB (Type 1 BB-B) with a setting difference, the BB with a setting difference will activate, and when the "advantageous BB state" ends, you will transition to the "high probability state."

[0113] Furthermore, the AT-related state that is transitioned to after the end of the "advantageous BB state" is as follows: after a BB is won during AT ("AT state", "special pre-announcement state", "bonus special state") (both BBs with setting differences and BBs without setting differences), the state transitions to the AT-related state at the time of the BB win, which is either the "AT state", "special pre-announcement state", or "bonus special state". After a BB without setting differences is won during non-AT ("high probability state"), the state transitions to the "AT state". Also, after a BB with setting differences is won during non-AT ("high probability state"), the state transitions to the "high probability state".

[0114] Furthermore, the states related to AT are not limited to those of the first embodiment. For example, an AT lottery may be performed when a predetermined winning number is won in a "low probability state" or a "high probability state," and if the AT lottery is won, the system may transition to a "pre-announcement state," and after 16 to 32 games, it may transition to an "AT state." In such a configuration, an AT lottery may be performed when the predetermined condition device is won, and if the AT lottery is not won, the system may transition to a "false pre-announcement state," and after 16 to 32 games, it may transition to a "low probability state" or a "high probability state." In addition, a "waiting period" different from both the "advantageous period" and the "normal period" may be provided as a game section. For example, in a game where an AT lottery is performed when a "cherry" is won, if a "BB+cherry" (BB + cherry) is won and the AT lottery is won, the state during the BB until the "BB" of "BB+cherry" is awarded may be configured as the "waiting period." In this way, by providing a "waiting period," when a player wins a Big Bonus (BB) in a "low probability state" but does not win the AT (Attack Time) lottery, and when a player wins a BB in a "low probability state" but does win the AT lottery, the advantageous period indicator YH remains off during the period until the BB symbol combination is matched (until the advantageous period indicator lights up), thus allowing the player to anticipate whether or not they have won the AT lottery. Furthermore, if a BB is won in a "specialized bonus state," the system may be configured to restart the "specialized bonus state" after the BB ends. In such a configuration, during the BB, a different AT bonus lottery may be executed as if the BB was won in the "specialized bonus state" than if it was won in the "AT state" (for example, it may be easier to win the AT bonus lottery than if it was won in the "AT state," and the number of games added per AT game bonus may be relatively larger). Furthermore, if a Big Bonus (BB) is won in the "Specialized Pre-announcement State," the system may be configured to transition to the "Specialized Bonus State" after the BB ends. In such a configuration, the AT (Attack Time) bonus lottery may be performed during the BB in the same way as a BB won in the "Specialized Bonus State."

[0115] Next, Figure 31 is a flowchart of the game section transition control process related to the subroutine of step 3500 in Figure 18 in the first embodiment. First, in the first embodiment, there is a game section as a section related to the state of the game, and there are two game sections: a "normal section" which is relatively less profitable for the player, and a "favorable section" which is relatively more profitable for the player. To explain the flowchart, first, in step 3508, the CPUC100 of the main control board M determines whether the game section related to the game is a "normal section". If the answer in step 3508 is Yes, then in step 3510, the CPUC100 of the main control board M determines the game section for the next game and subsequent games to be a game section corresponding to the current state of the AT and the current game situation, and proceeds to step 3528. On the other hand, if the answer in step 3508 is No, in other words, if the game section is in an "advantageous section", then in step 3514, the CPUC100 of the main control board M determines whether the counter value of the advantageous section remaining games counter YKc-1 is 0, in other words, whether the "advantageous section" has reached the maximum number of games that can continue. If the answer in step 3514 is Yes, then in step 3515, the CPUC100 of the main control board M clears all information related to AT (therefore, the AT counter value becomes 0, and things like the number of games spent in the "special premonition state" also become 0). On the other hand, if the answer in step 3514 is No, then in step 3518, the CPUC100 of the main control board M determines whether any arbitrary advantageous section termination conditions have been met. Here, any arbitrary advantageous section termination conditions are any termination conditions for the "advantageous section" other than when the counter value of the advantageous section remaining games counter YKc-1 becomes 0, such as when the AT counter value becomes 0 or when the push-order navigation has been executed a predetermined number of times. If the answer in step 3518 is No, that is, if any condition for ending the advantageous period is met, the process proceeds to step 3515. In this way, in the first embodiment, when the "advantageous period" ends and the game is set to the "normal period" from the next game onward, all information related to the AT (information related to the number of AT continuation games, the number of AT remaining games, etc.) is cleared, so that the conditions for becoming an "advantageous period" again in the subsequent "normal period" are not relaxed.Furthermore, the AT-related information cleared by the processing in step 3515 (processing at the end of the advantageous period) includes the counter value of the advantageous period remaining game counter YKc-1, and flags indicating the game state. In addition, this information is also cleared by the RAM clear when the settings are changed, but while the RAM clear when the settings are changed also clears information related to the "condition device related to the continuous operation device (BB)", "RT state", and "stored number of coins", the processing in step 3515 (processing at the end of the advantageous period) does not clear information related to the "condition device related to the continuous operation device (BB)", "RT state", and "stored number of coins". Thus, the range of RAM clearing when the settings are changed and the range of clearing when the "advantageous period" ends (for example, when the processing in step 3515 is executed) are different. It is also possible to configure the system to retain the "condition device related to the continuous operation device (BB)" and "RT state" when the RAM clearing when the settings are changed. Furthermore, the addresses of the range cleared when the "advantageous period" ends are consecutive. By consecutively specifying the addresses of the range to be cleared at the end of the "advantageous period," the system can be cleared with a simple process of specifying the starting address to be cleared and the range of addresses to be cleared during the clearing process. Furthermore, when the "advantageous period" ends, a command indicating the end of the "advantageous period" is sent from the main control board M to the sub-control board S. However, even if the sub-control board S receives this command, it is configured not to erase the game history, such as information indicating that it was an "advantageous period" or how many games were played in the "AT state." However, if a RAM clear is performed when the settings are changed, the game history, such as information indicating that it was an "advantageous period" and how many games were played in the "AT state," will also be erased on the sub-control board S.

[0116] Furthermore, if the "advantageous period" ends because the counter value of the remaining games in the advantageous period counter YKc-1 reaches 0, the following will occur: (1) If the current AT state was in the "high probability state", the AT state will become the "low probability state" in the next game; (2) If the current AT state was in the "advantageous BB internal game" state, the AT state will become the "normal BB internal game" in the next game; (3) If the current AT state was in the "advantageous BB state", the AT state will become the "normal BB state" in the next game; (4) If the current AT state was in the "AT state", "special premonition state", "bonus special state", or "revival possibility / failure animation state", the AT state will become the "low probability state" in the next game (because the AT-related information is cleared).

[0117] Next, in step 3516, the CPUC100 of the main control board M sets the game interval for the next game and beyond to the "normal interval". Next, in step 3517, the CPUC100 of the main control board M turns off the advantageous interval indicator YH because the "advantageous interval" has ended, and proceeds to step 3528. Note that although the system is configured to turn off the advantageous interval indicator YH when the "advantageous interval" ends and the system is set to the "normal interval", the exact timing of the turning off is not limited to the timing in the first embodiment. For example, the system may be configured to turn off the advantageous interval indicator YH when a game token is inserted for the game in which the "advantageous interval" ends and the system becomes the "normal interval". In other words, it is sufficient to configure the system to turn off the advantageous interval indicator YH before the start lever D50, which makes the next game ready to start, is operated. On the other hand, if the answer in step 3518 is Yes, in step 3520, the CPUC100 of the main control board M determines that the game interval for the next game and beyond is the "advantageous interval", and proceeds to step 3528.

[0118] Next, in step 3528, the CPUC100 of the main control board M determines whether it has been decided to set the next game to a new "advantageous section" (i.e., whether it has been decided to set from a "normal section" to an "advantageous section"). If the answer in step 3528 is Yes, then in step 3530, the CPUC100 of the main control board M sets a predetermined value to the advantageous section remaining games counter YKc-1. The predetermined value set to the advantageous section remaining games counter YKc-1 is a fixed number common to all settings (1500 in this example). Next, in step 3534, the CPUC100 of the main control board M lights up the advantageous section indicator YH and proceeds to the next process (process in step 1293). If the answer in step 3528 is No The process then proceeds to the next step (the process in step 1293). In the first embodiment, the process of lighting up the advantageous section indicator YH was performed at the timing of step 3534, but the timing of lighting up the advantageous section indicator YH is not limited to this, and the timing of lighting up the advantageous section indicator YH may be set appropriately during the period from the timing of operating the start lever in the game before it becomes a new "advantageous section" (a game in the "normal section") to the timing when it becomes possible to insert game tokens in the game that becomes a new "advantageous section" (if the game before it becomes a new "advantageous section" was a game related to replay, until the timing when the operation of the start lever in the game that becomes a new "advantageous section" becomes effective).

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

[0120] First, in step 1602, the CPUC100 of the main control board M performs interrupt start processing (for example, saving data held in registers within the CPUC100, checking input ports for power failure detection signals, etc.). Next, in step 1604, the CPUC100 of the main control board M determines whether or not a power failure has been detected at present (in this interrupt processing). If the answer in step 1604 is No, then in step 1900, the CPUC100 of the main control board M performs the power failure processing described later. On the other hand, if the answer in step 1604 is Yes, then in step 1606, the CPUC100 of the main control board M starts timer measurement (updating various timers managed by software). Next, in step 1608, the CPUC100 of the main control board M generates input port data and stores the data (updating the storage area for each input port data in the RAM area). Here, input port data refers to information related to the detection of the settlement button D60, start lever D50, stop button D40, door switch D80, setting key switch M20, setting / reset button M30, power outage detection signal, input acceptance sensor D10s, first input sensor D20s, second input sensor D30s, first dispensing sensor H10s, second dispensing sensor H20s, etc. (i.e., whether or not these operating components are operated and the sensor detection status are sampled at the interrupt interval T).

[0121] Next, in step 1610, the CPUC100 of the main control board M refers to the input port data in the RAM area and switches the door switch flag and the setting key switch flag on or off according to the sampling result of each input port data (for example, if the switch state of the door switch D80 is continuously on over multiple samplings, the door switch flag can be turned on to detect that the front door DU is in the open state without being affected by noise). Next, in step 6100, the CPUC100 of the main control board M executes the reel drive control processing for all reels (left reel M51, middle reel M52, right reel M53) (this is the processing related to the drive control of reel M50, and the details will be described later). Next, in step 1612, the CPUC100 of the main control board M refers to the AT counter M60 and determines whether the counter value is greater than 0. If the answer in step 1612 is Yes, then in step 1613, the CPUC100 of the main control board M displays the remaining AT games (AT game count) on the AT counter value display device D280, and proceeds to step 1614. If the answer in step 1612 is No, the system also proceeds to step 1614. If the system does not have an AT counter value display device D280 controlled by the main control board M, the processing in steps 1612 and 1613 is unnecessary. Next, in step 1614, the CPUC100 of the main control board M outputs output data to the output port. Here, the output data is data for driving the reel M50, blocker D100, etc. Next, in step 1616, the CPUC100 of the main control board M determines whether all error flags are off (although not shown, all error-related flags such as the reverse flow error flag for inserted coins, the number of inserted coins error flag, the coin retention error flag for inserted coins, the insertion abnormality error flag, the payout abnormality error flag, the payout coin retention error flag, the door switch flag, etc. are off). If the answer in step 1616 is Yes, then in step 1618, the CPUC100 of the main control board M sets an error not detected command (a command to the sub-side indicating that no errors have been detected) (for example, by setting it in the register area) and proceeds to step 1622.On the other hand, if the answer in step 1616 is No, then in step 1620, the CPUC100 of the main control board M sets an error detection command (a command to the sub-system indicating that an error has been detected) (for example, by setting it in the register area) and proceeds to step 1622. In step 1620, information related to the error (the currently occurring error) corresponding to the turned-on error flag is sent to the sub-system. Furthermore, the no-error command may only be set when the error has been resolved from a state where an error had occurred (only when it is determined that the flag has been turned off), and the process of setting this information does not need to be performed when no error has been detected (step 1618 may be omitted). In addition, the error detection command may only be set when an error occurs from a state where no error had occurred, or the set process may be performed when the type of error changes from a state where a first error (for example, a coin insertion error) has occurred to a second error (for example, a coin payout error).

[0122] Next, in step 1622, the CPUC100 of the main control board M transmits a control command (a command for the sub-control board) (for example, if it is set in the register area in step 1618 or step 1620, it will transmit the set control command). Here, the commands to be transmitted to the sub-control board S are: a command related to the start lever operation timing (transmitted immediately after the start lever is operated), a command related to the first reel stop acceptance timing (transmitted immediately after the stop button is operated as the first stop), a command related to the second reel stop acceptance timing (transmitted immediately after the stop button is operated as the second stop), a command related to the third reel stop acceptance timing (transmitted immediately after the stop button is operated as the third stop), a command transmitted immediately after all reels have stopped), a command related to the stop timing of the stop display symbol (transmitted immediately after the stop button is operated as the display symbol stop), and a command related to winning / re-play information (start lever Commands such as those transmitted immediately after operation (only during the advantageous period) include commands related to bonus winning information (sent immediately after the start lever is operated), commands related to the RT state (sent between the time all reels stop and the start of the next game), commands related to the AT state (sent between the time all reels stop and the start of the next game), high-security failure counter value commands (sent immediately after the start lever is operated), commands related to the remaining AT games (sent between the time all reels stop and the start of the next game, or immediately after the start lever is operated), and commands related to the game period (sent between the time all reels stop and the start of the next game). Next, in step 1624, the CPUC100 of the main control board M outputs an external terminal signal (a signal for transmitting information from the slot machine P to an external hall computer, etc.). Although not shown, the error information output by this external signal includes door open error, insertion abnormality error, payout abnormality error, insertion acceptance sensor stagnation error, etc. Furthermore, the door open error is configured to occur when the front door DU is opened and the door switch flag is turned on, and the coin insertion sensor retention error is configured to occur when the coin insertion sensor detects a retention of game tokens.Next, in step 1626, the CPUC100 of the main control board M outputs output data for an LED (7-segment LED lamp, etc.) (for example, lighting up a predetermined 7-segment LED unit from among multiple 7-segment LED units, and lighting up a predetermined segment of the 7-segment display) (so-called dynamic lighting). Next, in step 1628, the CPUC100 of the main control board M executes the lighting mode of the LED (for example, changing the lighting color of the LED). Note that step 1628 is optional. Next, in step 1630, the CPUC100 of the main control board M executes software random number management processing (such as updating the random number values ​​managed by software). Next, in step 1632, the CPUC100 of the main control board M acquires internal information register data (the internal information register contains an area where an error flag bit is set if there is an error in the random number generation circuit). Next, in step 1634, the CPUC100 of the main control board M determines whether the frequency of the random number update clock is normal (whether or not the error flag bit indicating the frequency abnormality is set). Specifically, the error flag bit is set if the frequency of the random number update clock falls below a predetermined value. If the answer in step 1634 is Yes, then in step 1636, the CPUC100 of the main control board M determines whether or not the update status of the built-in random number is normal (whether or not the error flag bit indicating the update status abnormality is set). If the answer in step 1636 is Yes, then in step 1638, the CPUC100 of the main control board M executes interrupt termination processing and proceeds to the next process (processing in step 1602). On the other hand, if the answer in step 1634 or step 1636 is No, then in step 1640, the CPUC100 of the main control board M sets the built-in random number error display (for example, by setting an error number in the register area). Next, in step 1300, the CPUC100 of the main control board M performs the previously described unrecoverable error processing.

[0123] Next, Figure 33 is a flowchart of the reel drive control process related to the subroutine of step 6100 in Figure 32 in the first embodiment. Although this process illustrates the process for one reel, it should be noted that the process corresponding to the left reel M51, the middle reel M52, and the right reel M53 is executed. First, in step 6102, the CPUMC of the main control board M determines whether or not the timing for starting the reel rotation start standby state has been reached (for example, the timing after the execution of the process in step 1564 in Figure 25). If the answer in step 6102 is Yes, then in step 6104, the CPUMC of the main control board M updates the reel drive state to the reel rotation start standby state and proceeds to step 6106. On the other hand, if the answer in step 6102 is No, the process also proceeds to step 6106.

[0124] Next, in step 6106, the CPUMC of the main control board M determines whether the reel acceleration state start timing has been reached (the timing when the reel rotation start waiting state ends and the reel acceleration process is started, for example, the execution timing of the process in step 1260 in Figure 18). If the answer in step 6106 is Yes, then in step 6108, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6110, the CPUMC of the main control board M executes the reel acceleration process and proceeds to step 6112. If the reel is stopped, this process will start the rotation of the reel. On the other hand, if the answer in step 6106 is No, the process also proceeds to step 6112.

[0125] Next, in step 6112, the CPUMC of the main control board M determines whether the current reel drive state is the reel acceleration state. If the answer in step 6112 is Yes, then in step 6114, The CPUMC of the main control board M determines whether the end timing of the reel acceleration state has been reached (for example, the timing when all interrupt processing for the "number of interrupt executions" in the reel acceleration state shown in Figure 35, described later, has been executed). If the answer in step 6114 is Yes, then in step 6116, the CPUMC of the main control board M updates the reel drive state to the reel constant speed state. Next, in step 6118, the CPUMC of the main control board M executes the reel constant speed maintenance process and proceeds to step 6120. Note that if the answer in step 6112 or step 6114 is No, the system also proceeds to step 6120.

[0126] Next, in step 6120, the CPUMC of the main control board M determines whether the current reel drive state is a constant reel speed state. If the answer in step 6120 is Yes, then in step 6122, the CPUMC of the main control board M determines whether the reel sensor has detected an index provided on the reel (the reel corresponding to the processing of this subroutine) since the reel entered the constant reel speed state (after the processing in step 6116). Here, although not shown, each reel is provided with one (or more than one) index. The index is provided in a convex shape on, for example, the circumferential surface of the reel and is used to detect whether the reel has passed a predetermined position or has completed one rotation. Each index is detected by the reel sensor. The signal from the reel sensor is electrically connected to the main control board M. When the reel sensor detects (disconnects) an index, its input signal is input to the main control board M, and it is configured to detect that the reel has passed a predetermined position. If the answer in step 6122 is Yes, it is determined that the reel rotation speed has reached a constant speed, and the process proceeds to step 6130. On the other hand, if the answer in step 6122 is No, in step 6124, the CPUMC of the main control board M determines whether a predetermined time (for example, a time value equivalent to executing interrupt processing 400 times) has elapsed since the reel drive state reached a constant speed state. If the answer in step 6124 is No, it is determined that the reel rotation speed has reached a constant speed, and the process proceeds to step 6130. Thus, in this example, it is configured so that it is possible to determine whether the reel rotation speed is normally at a constant speed by having the reel sensor detect the index within a predetermined time after the reel drive state reaches a constant speed state. In this example, the predetermined time is the time required to execute 400 interrupt processes (configured so that 400 interrupt processes can complete 400 steps of rotation), and is longer than the time it takes for the reel to complete one rotation (one revolution) when the reel rotation speed is constant (for example, one reel rotation is 336 steps, and this is the time required to execute 336 interrupt processes).With this configuration, regardless of the distance between the index and the reel sensor at the moment the reel drive state becomes constant speed (the distance from when the reel rotates until the index is detected by the reel sensor), if the reel rotation speed is constant speed, the reel sensor can detect the index within the predetermined time (the time value for executing the interrupt process 400 times) after the reel drive state becomes constant speed.

[0127] Returning to the flowchart explanation, if the answer in step 6124 is Yes, then in step 6126, the CPUMC of the main control board M updates the reel drive state to the reel acceleration state. Next, in step 6128, the CPUMC of the main control board M executes the reel re-acceleration process and proceeds to the process in step 6130. Thus, in this example, if the reel sensor does not detect an index within a predetermined time (for example, a time value equivalent to executing interrupt processing 400 times) after the reel drive state has entered the reel constant speed state, the reel drive state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as in the reel acceleration process) is executed. Note that if the answer in step 6120 is No, the process will also proceed to the process in step 6130. Furthermore, the reel re-acceleration process does not have to be the same as the reel acceleration process described above. The combination of phases excited by the stepping motor and the number of interrupt processes executed for each combination of phases may be different between the reel re-acceleration process and the reel acceleration process.

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

[0129] Next, in step 6134, the CPUMC of the main control board M determines whether the current reel drive state is the reel deceleration standby state. If the answer in step 6136 is Yes, the CPUMC of the main control board M determines whether the timing for ending the reel deceleration standby state (the timing for starting the reel deceleration process) has been reached. If the answer in step 6136 is Yes, in step 6138, the CPUMC of the main control board M starts decelerating the reels (reel deceleration process). Next, in step 6140, the CPUMC of the main control board M updates the reel drive state to the reel deceleration state and proceeds to the process in step 6142. Note that if the answer in step 6134 or step 6136 is No, the process also proceeds to the process in step 6142.

[0130] Next, in step 6142, the CPUMC of the main control board M determines whether the current reel drive state is the reel deceleration state. If the answer in step 6142 is Yes, then in step 6144, the CPUMC of the main control board M determines whether the reel deceleration state termination timing (the timing to finish executing the reel deceleration process) has been reached. If the answer in step 6144 is Yes, then in step 6146, the CPUMC of the main control board M updates the reel drive state to the reel stop state and proceeds to the next process (the process in step 1612). Note that if the answer in step 6142 or step 6144 is No, the process also proceeds to the next process (the process in step 1612).

[0131] Next, using Figure 35, the rotational operation of the reel M50 of the slot machine according to this example will be described in detail. In the slot machine according to this example, the stepping motor starts rotating based on the operation of the start lever D50, and once the rotational speed of the reel reaches a constant speed, it maintains that constant speed (when the reel drive state reaches the constant speed state, the reel constant speed maintenance process is executed, but there are cases where the rotational speed has not actually reached a constant speed). Then, when any stop button is operated, stop control is performed for the reel (stepping motor) corresponding to the operated stop button. Here, the stepping motor is a 4-phase stepping motor having four phases Φ0, Φ1, Φ2, and Φ3 (it does not have to be a 4-phase stepping motor), and rotational control is performed by switching the phase to be excited and exciting the stepping motor in 1-2 phases. That is, by cyclically changing the drive pulse data (combination of phases to be excited), the stepping motor can be rotated in the positive direction. In the diagram, the column labeled "Phase to be excited" indicates which of the Φ0 to Φ3 phases is to be excited (details will be explained later).

[0132] Furthermore, as shown in the "Reel Rotation Speed ​​Image" at the top of the same figure, the drive state from when the stepping motor starts rotating until it stops is divided into six stages, and the stepping motor is driven and controlled according to the drive pattern corresponding to each drive state. The drive states here are "Reel Stop State," "Reel Rotation Start Waiting State," "Reel Acceleration State," "Reel Constant Speed ​​State," "Reel Deceleration Waiting State," and "Reel Deceleration State." In the "Reel Rotation Speed ​​Image," the vertical axis represents the reel rotation speed, with the speed increasing upwards, and the horizontal axis represents time, with time progressing to the right. Also, the example shown in the same figure illustrates a case where no reel rotation malfunction occurs, and this does not apply if a reel rotation malfunction occurs due to factors such as holding the reel by hand or step loss (the case where a reel rotation malfunction occurs will be described later).

[0133] "Reel stopped state" indicates that the reel is stopped. When the reel is in the "reel stopped state," it is stationary and all four phases of the stepping motor are not energized.

[0134] Next, in the "reel stopped state," the reel drive state is updated to the "reel rotation start standby state" based on the operation of the start lever D50 at the timing shown in (1) in the diagram. Here, the "reel rotation start standby state" indicates the state in which the reels are waiting from the time the start lever D50 is operated until the stepping motor acceleration process (reel acceleration process) begins. This waiting period is the time it takes for the reel drive state to transition from the "reel stopped state" to the "reel acceleration state." For example, if the time is measured from the point in the previous game when the reel drive state became the "reel acceleration state," and the start lever D50 for the current game is operated before the minimum game time (approximately 4.1 seconds) has elapsed, the reels will enter the "reel rotation start standby state."

[0135] Next, at the timing shown in (2) in the diagram, the reel drive state is updated from the "reel rotation start waiting state" to the "reel acceleration state". Here, the "reel acceleration state" is the state in which the reel is accelerating to reach a constant speed from a stationary state. In this example, the system is configured so that the acceleration state ends (the reel drive state is updated to the "reel constant speed state") after the timer interrupt process is executed 220 times ("100 + 60 + 30 + 15 + 8 + 4 + 2 + 1 = 220", see the number of interrupt executions in the reel acceleration state in the lower left of the same diagram). Next, at the timing shown in (3) in the diagram, in other words, at the timing when the "reel acceleration state" will end after one more timer interrupt process is executed, the reel rotation speed reaches a constant speed. Note that at this timing, the reel drive state remains in the "reel acceleration state". Next, at the timing shown in (4) in the diagram, the reel drive state is updated from the "reel rotation start waiting state" to the "reel acceleration state," and then the timer interrupt process is executed 220 times, updating the reel drive state to the "reel constant speed state." Thus, in this example, after the reel rotation speed reaches a constant speed, the reel drive state remains in the "reel acceleration state" for one timer interrupt process. In other words, the last combination of phases to be excited in the "reel acceleration state," "φ3, φ0," is configured to execute the interrupt process only once, resulting in an excitation pattern similar to the "reel constant speed state," where the interrupt process is executed once for each combination of phases to be excited (assuming no reel rotation abnormality occurs). By configuring it in this way, the acceleration process until the reel rotation speed reaches a constant speed can be executed stably.

[0136] Here, the lower part of the figure shows the "stepper motor excitation image". In this figure, examples of stepper motor excitation images are shown for when the reel drive state is the "reel acceleration state" and when the reel drive state is the "reel constant speed state". First, the stepper motor excitation image when the reel drive state is the "reel acceleration state" will be described in detail with reference to the lower left part of the figure. Note that "phase to be excited" is the combination of phases to be excited, and "number of interrupt executions" indicates the number of times the interrupt processing that will be performed when exciting with that combination of phases is executed. When performing reel acceleration processing, the system is configured to energize the stepper motor for 220 timer interrupts. This is done by executing interrupts as follows: (KA) 100 interrupts at "φ0" → (KB) 60 interrupts at "φ0, φ1" → (KC) 30 interrupts at "φ1" → (KD) 15 interrupts at "φ1, φ2" → (KE) 8 interrupts at "φ2" → (KF) 4 interrupts at "φ2, φ3" → (KG) 2 interrupts at "φ3" → (KH) 1 interrupt at "φ3, φ0" (the number of interrupts executed is just an example and can be changed). Thus, in this example, when performing reel acceleration processing, the number of interrupts executed for each combination of phases to be energized is gradually reduced.

[0137] Next, the stepper motor excitation image when the reel drive state is "constant reel speed state" will be described in detail with reference to the lower right of the same figure. In this example, when the reel is in a constant reel speed state (when the reel constant speed maintenance process is executed), the stepper motor is excited by repeatedly executing interrupt processes from (TA) to (TG) once, like this: (TA) "φ0" interrupt processing once → (TB) "φ0, φ1" interrupt processing once → (TC) "φ1" interrupt processing once → (TD) "φ1, φ2" interrupt processing once → (TE) "φ2" interrupt processing once → (TF) "φ2, φ3" interrupt processing once → (TG) "φ3" interrupt processing once → (TH) "φ3, φ0" interrupt processing once → (TA) "φ0" interrupt processing once → (TB) "φ0, φ1" interrupt processing once → ... Thus, in this example, when the reel constant speed maintenance process is executed, the number of interrupt processes executed for each combination of phases to be excited is set to one.

[0138] Next, with the reel drive state in the "constant reel speed state," at the timing indicated by (5) in the diagram, a stop button corresponding to one of the reels is operated, and the reel drive state is updated to the "reel deceleration standby state." Here, the "constant reel speed state" is the state in which the reel rotation speed is constant (the combination of the excitation phases is switched with each interrupt process), and the "reel deceleration standby state" is the state from when the player operates the stop button until the stop control begins (in the reel deceleration standby state, reel slip corresponding to the number of slip frames occurs). The duration of this drive state is determined based on the timing of the stop button operation.

[0139] Next, at the timing shown in (6) in the diagram, the reel drive state is updated from "reel deceleration standby state" to "reel deceleration state," and the deceleration of the reel begins. When the reel drive state is updated from "reel deceleration standby state" to "reel deceleration state," a specific phase of the stepping motor is continuously excited for a predetermined time in order to stop the rotation of the reel. For example, four-phase excitation is performed, in which all four phases are excited. After the predetermined time has passed, at the timing shown in (7) in the diagram, the reel drive state is updated from "reel deceleration state" to "reel stopped state," and the reel stops.

[0140] As described above, the reel-driven gaming machine in this example is configured such that if the reel sensor does not detect an index within a predetermined time (for example, a time value equivalent to executing interrupt processing 400 times) after the reel drive state has reached the constant reel speed state, the reel drive state is updated again to the reel acceleration state, and the reel re-acceleration process (the excitation mode of the stepping motor is the same as that of the reel acceleration process) is executed. Therefore, when the reel drive state is the reel acceleration state, in other words, during the execution of the reel acceleration process, it is not determined whether or not the reel acceleration was performed correctly. Furthermore, whether the reel acceleration was performed normally, or in other words, whether the reel was at a constant speed (whether there was a reel rotation malfunction), is determined in step 6124 (which is determined after a predetermined time has elapsed since the reel drive state was updated to a constant speed state). However, if step 6124 determines that the reel is not at a constant speed (a reel rotation malfunction has occurred) because the reel sensor did not detect an index, the system is configured to execute the reel re-acceleration process, that is, to execute the reel acceleration process again from the beginning. In this way, by configuring the system so that it does not determine whether the reel acceleration was performed correctly while the reel acceleration process is running, even if a reel rotation malfunction occurs during the execution of the reel acceleration process, if the reel rotation malfunction is resolved afterward and the remaining reel acceleration process until the end of the reel acceleration process is able to bring the reel rotation speed to a constant speed, the reel sensor will detect the index within a predetermined time after the reel drive state is updated to the constant speed state, and the constant speed maintenance process will be executed without performing a re-acceleration process. This makes it less likely that the player will be unable to continue playing (unable to operate the stop button) due to the execution of the reel re-acceleration process. Furthermore, by configuring the system so that it does not perform a process to determine whether the reel acceleration was performed correctly while the reel acceleration process is running, the amount of data required for processing related to reel rotation can be reduced. Given this configuration, if a reel rotation malfunction occurs in the reel acceleration process of the slot machine according to this example, it will behave as follows.

[0141] <Operation 1> Reel rotation begins → Reel drive state is updated to reel acceleration state → Reel acceleration process is executed → Reel acceleration process is completed → Reel drive state is updated to reel constant speed state → Reel constant speed maintenance process is executed → Reel rotation malfunction occurs during the execution of the reel constant speed maintenance process → Reel rotation malfunction is detected → Reel re-acceleration process is executed. The system is configured to operate as described above. Reel rotation malfunction refers to a case where the rotation of the reel is obstructed by a component provided near the reel, such as the reel window D160 (e.g., the reel rubs against the reel window D160), or a step-out occurs, and the acceleration of the reel is not executed properly. In this way, by configuring the system to execute the reel re-acceleration process even when a reel rotation malfunction occurs during the execution of the reel constant speed maintenance process, the game can proceed smoothly.

[0142] <Operation 2> Reel rotation starts → Reel drive state is updated to reel acceleration state → Reel acceleration process is executed → Reel rotation malfunction occurs during the execution of the reel acceleration process → Reel acceleration process continues → Reel acceleration process ends → Reel drive state is updated to reel constant speed state → Reel constant speed maintenance process is executed → Reel rotation malfunction is detected → Reel re-acceleration process is executed The system is configured to operate as described above. In this way, even if a reel rotation malfunction occurs during the execution of the reel acceleration process, the system is configured to execute the reel re-acceleration process when a reel rotation malfunction is subsequently detected, allowing for smooth gameplay. Furthermore, as described above, even if a reel rotation malfunction occurs during the execution of the reel acceleration process, the reel acceleration process continues, and the execution of the reel acceleration process ends after executing the same number of interrupts as when no reel rotation malfunction occurs. By configuring the system in this way, it is possible to make it easier for the reel rotation speed to reach a constant speed without executing the reel re-acceleration process, for example, if a reel rotation malfunction occurs immediately after the start of the reel acceleration process.

[0143] <Operation 3> Reel rotation begins → Reel drive state is updated to reel acceleration state → Reel acceleration process is executed → Power cut-off process is executed during the execution of the reel acceleration process → Power is restored from the power cut-off → Reel acceleration process continues (executing the unprocessed reel acceleration process) → Reel rotation malfunction occurs during the execution of the reel acceleration process → Reel acceleration process continues (executing the unprocessed reel acceleration process) → Reel acceleration process ends → Reel drive state is updated to reel constant speed state → Reel constant speed maintenance process is executed → Reel rotation malfunction is detected → Reel re-acceleration process is executed The system is configured to operate as described above. In this way, even if a power cut-off process is executed during the execution of the reel acceleration process, the reel acceleration process is continued after power is restored, and then, if the reel sensor does not detect an index within a predetermined time after updating the reel drive state to the reel constant speed state, the reel re-acceleration process is executed, allowing the game to proceed smoothly. Furthermore, if a power outage occurs while the reel acceleration process is running, the system is configured to continue the reel acceleration process after power is restored, and then, if the reel sensor detects an index within a predetermined time after updating the reel drive state to a constant reel speed state, the reel re-acceleration process will not be executed. This configuration makes it less likely that the reel re-acceleration process will prevent the player from continuing the game (being unable to operate the stop button). Note that the power outage process is sometimes referred to as the power outage processing.

[0144] <<Action after the final stop button is pressed>> In the slot machine according to this example, after the final stop button (third stop button) is pressed, the last reel (the reel that has been rotating to the end, also called the third reel) stops and if a winning combination of symbols is displayed, the game tokens may be dispensed. However, the action regarding the dispensing of game tokens may be configured as follows.

[0145] <Operation 1> The reels start spinning as a game in which a winning combination has been achieved → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated as the operation to stop the first reel → The first reel is displayed as stopped → The second stop button is operated as the operation to stop the second reel → The second reel is displayed as stopped → The third stop button is operated as the operation to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A power outage occurs → The third reel moves (rotates) to the stop display position → Power outage is detected → Power outage processing is executed → Power is restored → The combination of symbols corresponding to the winning combination is displayed on the reels → Processing related to the payout of game tokens is executed. The system may be configured to operate as described above. With this configuration, in games where a minor role such as the aforementioned common bell is won, which can be awarded regardless of the timing of the stop button operation, even if a power outage occurs in the arcade immediately after the stop operation of the third stop button is received, the third reel will move (rotate) to the planned stop position before the power outage is detected, regardless of the planned stop position of the third reel (even if the number of sliding frames is at the maximum). Furthermore, if the combination of symbols that constitutes the winning role (for example, the common bell) is displayed when the power is restored, the game tokens can be dispensed normally, making it less likely for the player to suffer any disadvantage.

[0146] <Operation 2> The reels start spinning as a game in which a winning combination has been achieved → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated as the operation to stop the first reel → The first reel is shown as stopped → The second stop button is operated as the operation to stop the second reel → The second reel is shown as stopped → The third stop button is operated as the operation to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A reel rotation malfunction occurs → The third reel cannot move (rotate) to the intended stopping position as seen by the player → As seen by the player, the symbol combination corresponding to the winning combination is not shown on the reels, but the judgment process in step 1269 determines that the symbol combination is normal (this is when it is determined that the reel stop control based on the operation of the stop button has been completed normally, for example, in a game in which a bell combination has been achieved, as seen by the player, the symbol combination corresponding to the winning combination, the bell, is shown on the reels (If the game does not display a stop, but the internal processing of the game machine, in response to the player's operation of the stop button, successfully executes stop control to display the symbol combination corresponding to the bell role) → Processing related to the payout of game tokens may be executed. The game may be configured to work as described above. With this configuration, even if a reel rotation malfunction occurs immediately after the third stop button operation is received, and the symbol combination corresponding to the winning role is not displayed on the reels from the player's perspective, the internal processing of the game machine accepts the operation of the stop button corresponding to each reel (left reel, middle reel, right reel) at a timing when a winning role has been achieved and the symbol combination corresponding to that winning role can be displayed, and if the stop control to display the symbol combination corresponding to that winning role is successfully executed, the game tokens can be paid out, thus minimizing the disadvantage to the player. Furthermore, the timing of reel rotation malfunctions is not limited to the examples above. This applies to any situation where a reel rotation malfunction occurs during the period between the second reel stopping and the execution of the payout process for the game tokens, and as a result, the reel corresponding to the third stop fails to stop at its intended position (this also applies to the reel rotation malfunction effects exemplified below). Note that in effect 2 above, the effect in a game in which a winning combination is achieved is exemplified. That is, if no reel rotation malfunction occurs, the following effect will occur (similar effects may be configured if no rotation malfunction or power outage occurs in other effects as well).The reels start spinning as a game in which a winning combination has been achieved → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated to stop the first reel → The first reel is displayed as stopped → The second stop button is operated to stop the second reel → The second reel is displayed as stopped → The third stop button is operated to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → The third reel moves to the planned stopping position as seen from the player's perspective → As seen from the player's perspective The reels stop and display a combination of symbols corresponding to a winning combination, and in the judgment process of step 1269, it is determined that the combination of symbols is normal → the process related to the payout of game tokens is executed. Note that the winning combination in the above or below may be a winning combination that can be won regardless of the timing of the stop button operation in the winning game (for example, a common bell), or a winning combination that may or may not be won depending on the timing of the stop button operation in the winning game (for example, watermelon A, watermelon B, cherry). Furthermore, if, in a game in a predetermined game state in which a predetermined winning combination is won, and no reel rotation malfunction or power outage occurs, and the symbol combination corresponding to the predetermined winning combination is displayed when the reel backlight (sometimes referred to as a back lamp) flashes, the system is configured to execute a back lamp effect corresponding to the predetermined winning combination, and if, in a game in the predetermined game state in which the predetermined winning combination is won, a reel rotation malfunction occurs and the symbol combination corresponding to the predetermined winning combination is not displayed when the reel rotation malfunction occurs, the system may also be configured to execute the back lamp effect corresponding to the predetermined winning combination. In addition, although this operation has been illustrated by example of the case where the reel corresponding to the third stop could not stop at the intended stop position, it is not limited to this, and may also be applied when the reel corresponding to the first stop could not stop at the intended stop position due to a reel rotation malfunction, or when the reel corresponding to the second stop could not stop at the intended stop position due to a reel rotation malfunction (the same applies to other operations).

[0147] <Function 3> The reels start spinning as a game in which a winning combination has been achieved → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated as the operation to stop the first reel → The first reel is displayed as stopped → The second stop button is operated as the operation to stop the second reel → The second reel is displayed as stopped → A power outage occurs and the stable supply of power to the gaming machine stops → The third stop button is operated as the operation to stop the third reel (operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → Power outage is detected → Power outage processing is executed → The third reel cannot move (rotate) to the intended stopping position as seen from the player's perspective → As seen from the player's perspective Even if the reels do not stop and display the symbol combination corresponding to the winning combination, the judgment process in step 1269 determines that the symbol combination is normal (this is when it is determined that the reel stop control based on the operation of the stop button has been completed successfully; for example, in a game where the bell combination has been won, the reels did not stop and display the symbol combination corresponding to the winning combination, the bell combination, from the player's perspective, but the internal processing of the gaming machine in response to the player's operation of the stop button successfully executes the stop control to display the symbol combination corresponding to the bell combination) → the process related to the payout of game tokens is executed. The system may be configured to operate as described above. Furthermore, the timing for detecting a power outage, the timing for the power supply to the gaming machine to stop due to a power outage, the timing for determining that the symbol combination is normal in the judgment process of step 1269, and the timing for restoring power are not limited to the timings described above. It is sufficient that the timing for detecting a power outage, the timing for the power supply to the gaming machine to stop due to a power outage, the timing for determining that the symbol combination is normal in the judgment process of step 1269, and the timing for restoring power all occur within the period from when the second reel stops until the processing related to the payout of gaming tokens is executed. All cases where the reel corresponding to the third stop button could not stop at the intended position due to a power outage are applicable (the same applies to operations including power outages as exemplified below).With this configuration, even if a power outage occurs immediately before (or immediately after) the third stop button is pressed, and the player is unable to see the symbol combination corresponding to the winning combination on the reels, the machine's internal processing will determine that a winning combination has been achieved and that the player can see the symbol combination corresponding to that winning combination. The machine will then accept the operation of the stop buttons corresponding to each reel (left reel, middle reel, right reel) at the appropriate time. If the stop control to display the symbol combination corresponding to that winning combination is successfully executed, the machine will be able to dispense game tokens after power is restored (dispensing game tokens includes not only dispensing from the hopper's discharge port but also an increase in the display (number of credits) on the credit display device), thus minimizing any disadvantage to the player. The timing at which a power outage occurs and the supply of power to the machine stops is sometimes referred to as the timing of the power outage. Furthermore, if, in a game in a predetermined game state in which a predetermined winning combination is won, and no reel rotation malfunction or power outage occurs, and the symbol combination corresponding to the predetermined winning combination is displayed when the reel backlight (sometimes called a back lamp) flashes, the system is configured to perform a back lamp effect corresponding to the predetermined winning combination, and if a power outage occurs in a game in the predetermined game state in which the predetermined winning combination is won, and the symbol combination corresponding to the predetermined winning combination is not displayed when the reel backlight (sometimes called a back lamp) flashes, the system may also be configured to perform the back lamp effect corresponding to the predetermined winning combination. In addition, although the example given here is when the reel corresponding to the third stop fails to stop at the intended position, the system is not limited to this, and may also be applied when the reel corresponding to the first stop fails to stop at the intended position due to a power outage, or when the reel corresponding to the second stop fails to stop at the intended position due to a power outage (the same applies to other effects).In this example, "the power supply to the gaming machine is stopped" and "the stable power supply to the gaming machine is stopped" do not mean that the power supplied to the gaming machine is zero. Rather, it may mean that the power supplied to the gaming machine falls below the power supplied when the gaming machine is in operation due to a power outage, or that the power supply to the gaming machine is cut off.

[0148] <Function 4> The reels start spinning as it is a losing game → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated as the operation to stop the first reel → The first reel is displayed as stopped → The second stop button is operated as the operation to stop the second reel → The second reel is displayed as stopped → The third stop button is operated as the operation to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A reel rotation malfunction occurs → The third reel cannot move (rotate) to the intended stopping position from the player's perspective → From the player's perspective, the reels are not in a winning position The system may be configured to operate as described above, where the corresponding symbol combination is displayed as stopped, but the judgment process in step 1269 determines that the symbol combination is normal (this means that the reel stop control based on the operation of the stop button has been successfully completed, for example, in a game where the result is a loss, the symbol combination corresponding to the loss was not displayed on the reels from the player's perspective, but the internal processing of the gaming machine in response to the player's operation of the stop button successfully executed the stop control to display the symbol combination corresponding to the loss) → the payout of game tokens is not executed. With this configuration, in a game where the result of the role lottery is a loss, if a reel rotation malfunction occurs immediately after the third stop button is pressed, and the reels are displayed with a combination of symbols corresponding to a winning role from the player's perspective, the internal processing of the game machine will still result in a loss. Furthermore, the machine accepts the operation of the stop buttons corresponding to each reel (left reel, middle reel, right reel) at the timing when the combination of symbols corresponding to a loss can be displayed, and if the stop control to display the combination of symbols corresponding to a loss is executed successfully, the machine will not dispense game tokens even if the combination of symbols corresponding to a winning role is displayed. This ensures a fair game machine and prevents unintended disadvantages to the arcade. It should be noted that the above action 4 is not limited to losses only, and can also be applied, for example, in games where a bell has not been won (games where a re-play role has been won, games where a watermelon has been won, etc.) when a reel rotation malfunction occurs and the combination of symbols corresponding to a bell is displayed.Furthermore, in such cases, the combination of symbols displayed as seen by the player is inconsistent with the internal lottery result due to a rotation malfunction. However, the judgment process in step 1269 determines that the combination of symbols is normal, so a display judgment error (irrecoverable error) does not occur (it is not determined that a display judgment error has occurred).

[0149] <Process 5> The reels start spinning as it is a losing game → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated as the operation to stop the first reel → The first reel is displayed as stopped → The second stop button is operated as the operation to stop the second reel → The second reel is displayed as stopped → A power outage occurs and the supply of power to the game machine stops → The third stop button is operated as the operation to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → Power outage is detected → Power outage processing is executed → The third reel cannot move (rotate) to the intended stopping position as seen by the player → As seen by the player, the reels are displayed with a symbol combination corresponding to a winning combination, but the judgment process in step 1269 determines that the symbol combination is normal (this is when it is determined that the reel stop control based on the operation of the stop button has been completed normally, for example, in a losing game, as seen by the player, the reels are displayed with a losing combination The game machine may be configured to function as described above: (If the corresponding symbol combination is not displayed when the machine stops, but the internal processing of the game machine, in response to the player's operation of the stop button, successfully executes stop control to display the symbol combination corresponding to a losing outcome) → power restored → no payout of game tokens is performed. With this configuration, in a game where the result of the prize draw is a loss, the power-off processing is executed immediately after the stop operation of the third stop button is received, and even if the symbol combination corresponding to a winning outcome is displayed on the reels from the player's perspective, the internal processing of the game machine determines that it is a loss, and the operation of the stop buttons corresponding to each reel (left reel, middle reel, right reel) is received at a timing when the symbol combination corresponding to a losing outcome can be displayed. If the stop control to display the symbol combination corresponding to a losing outcome is successfully executed, the game machine will not pay out game tokens even if the symbol combination corresponding to a winning outcome is displayed. This makes the game machine fair and prevents unintended disadvantages to the game hall. Furthermore, it should be noted that the above action 5 is not limited to misses only, and can also be applied, for example, in games where a bell has not been won (games where a re-spin bonus has been won, games where a watermelon has been won, etc.), if a reel rotation malfunction occurs and the symbol combination corresponding to the bell stops to be displayed. In such cases, although the symbol combination displayed to the player is inconsistent with the internal lottery result due to the rotation malfunction, the judgment process in step 1269 determines that the symbol combination is normal, so a display judgment error (irrecoverable error) does not occur (it is not determined that a display judgment error has occurred).

[0150] <Operation 6> The reels start spinning as it is a losing game → The reel drive state is updated to a constant speed state → The constant speed state maintenance process is executed → The stop button becomes available → The first stop button is operated as the operation to stop the first reel → The first reel is displayed as stopped → The second stop button is operated as the operation to stop the second reel → The second reel is displayed as stopped → The third stop button is operated as the operation to stop the third reel (the operation of the third stop button is accepted) → The reel drive state is updated to a reel deceleration state → A reel rotation malfunction occurs → The third reel cannot move (rotate) to the intended stopping position as seen from the player's perspective → As seen from the player's perspective, the reels display a combination of symbols corresponding to a bonus role (for example, BB role). Although the reels are displayed as stopped, the judgment process in step 1269 determines that the symbol combination is normal (this is when it is determined that the reel stop control based on the operation of the stop button has been completed successfully, for example, in a game where the bonus role has not been won and the result is a miss, the reels display a symbol combination corresponding to a bonus role from the player's perspective, but the internal processing of the gaming machine in response to the player's operation of the stop button successfully executes stop control to display a symbol combination corresponding to a miss) → The bonus does not start and the freeze at the start of the bonus is not executed. The machine may be configured to behave as described above. With this configuration, in a game where the result of the role lottery is a loss, if a reel rotation malfunction occurs immediately after the third stop button is pressed, and a combination of symbols corresponding to a bonus role is displayed on the reels from the player's perspective, the internal processing of the game machine will still result in a loss. Furthermore, the machine accepts the operation of the stop buttons corresponding to each reel (left reel, middle reel, right reel) at the timing when the combination of symbols corresponding to a loss can be displayed, and if the stop control to display the combination of symbols corresponding to a loss is executed correctly, the bonus will not start even if the combination of symbols corresponding to a bonus role is displayed. This configuration ensures a fair game machine and prevents unintended disadvantages to the arcade.Furthermore, it should be noted that the above action 6 is not limited to misses only, and can also be applied, for example, in games where a bonus role has not been won (not during a bonus round) and a bonus role has not been won (games where a re-spin role has been won, games where a watermelon has been won, etc.), if a reel rotation malfunction occurs and a symbol combination corresponding to a bonus role is displayed. Furthermore, the above action 6 illustrates the action in games where a bonus role has not been won. That is, if a reel rotation malfunction does not occur, the action will be as follows (it can also be applied to other actions if rotation malfunctions and power outages do not occur). The reels start spinning → the reel drive state is updated to a constant speed state → the constant speed state maintenance process is executed → the stop button becomes available → the first stop button is operated as the operation to stop the first reel → the first reel is displayed as stopped → the second stop button is operated as the operation to stop the second reel → the second reel is displayed as stopped → the third stop button is operated as the operation to stop the third reel (the operation of the third stop button is accepted) → the reel drive state is updated to a reel deceleration state → the third reel moves to the planned stopping position as seen by the player → as seen by the player, the symbol combination corresponding to the bonus role is not displayed on the reels, and t...

Claims

[Claim 1] The front door of the gaming machine has at least a max bet button lamp, a stop button lamp, and a 1 bet lamp. In a situation where at least the max bet button lamp and the stop button lamp are lit and the game is not in progress, and the power supply to the gaming machine is cut off due to a predetermined power interruption event, the maximum bet button lamp is configured to change from lit to unlit, followed by the stop button lamp changing from lit to unlit. When the power supply to the gaming machine is cut off due to a predetermined power interruption event while at least one bet lamp and the stop button lamp are lit and no game is in progress, the system is configured such that the one bet lamp goes from lit to unlit, and then the stop button lamp goes from lit to unlit. A gaming machine characterized by the following features.