Game machine

JP2024009292A5Active Publication Date: 2024-12-19SANYO BUSSAN KK
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Patent Information

Application Number
JP2023200871
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-28
Publication Date
2024-12-19
Estimated Expiration
2038-12-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest.

Method used

A gaming machine with orbiting bodies featuring visible patterns, a display unit, a bet number setting mechanism, a starting operation, a lottery system, and a stop operation to determine benefits, along with a drive control system to manage the orbiting bodies, and a payout mechanism for benefits based on lottery results.

Benefits of technology

Enhances player engagement by introducing dynamic and interactive gameplay elements, improving the overall interest in the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine with which the amusement of a game can be improved.SOLUTION: A slot machine 10 starts rotation of each reel 32L, 32M, 32R on the basis of an operation of a start lever 41 after a bet operation. Operations of stop switches 42-44 stop a corresponding reel, which can stop a stop pattern of symbols according to a lottery result. A push sequence notification may be carried out in a push sequence combination winning in which a prize result differs depending on an operation sequence of the stop switches 42-44. Based on that a specific condition using an increase number of medals and a game result of a game is satisfied in an advantageous section in which the push sequence notification is carried out, an additional lottery of an AT mode is carried out.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] Known types of gaming machines include pachinko machines and slot machines, etc. In these gaming machines, an internal lottery is held when a predetermined lottery condition is met, and a bonus is awarded to a player according to the result of the internal lottery.

[0003] Specifically, in a slot machine, when a start lever is operated while medals as a gaming medium are bet, an internal lottery is conducted and the reels start to rotate, and when a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2008-295707 A Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in the gaming machines exemplified above, it is necessary to improve the entertainment value of the game, and in this regard, there is still room for improvement.

[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]

[0007] The present invention relates to A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; An accepting means for accepting game media or virtual game media; a bet amount setting means for determining that the game medium or virtual game medium has been received by the receiving means and setting a bet amount for a game up to a predetermined amount; A start operation means for starting rotation of each of the rotating bodies when the start operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on an operation of the start operation means; A stop operation means for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a payout means for paying out a predetermined number of game media as a bonus corresponding to the winning of the predetermined result when the lottery result in the lottery means is a predetermined result and a predetermined pattern combination corresponding to the predetermined result stops at an active position set at a position where the patterns are visible via the display unit; A gaming machine comprising: a specific increment / decrement calculation means for calculating a specific increment / decrement, which is a difference between the number of game media paid out by the payout means after a predetermined start condition is satisfied and the number of bets set by the bet number setting means; a specific increase / decrease number grasping means for grasping the specific increase / decrease number calculated by the specific increase / decrease number calculating means; a bonus awarding means for awarding a bonus advantageous to a player based on a specific condition established using the specific increase or decrease in the number of coins grasped by ... The present invention is characterized in that it is provided with: Effect of the Invention

[0008] According to the present invention, it is possible to improve the enjoyment of games. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Diagram 2] 1 is an oblique view of the slot machine with the front door closed. [Diagram 3] 1 is an oblique view of the slot machine with the front door open. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 8] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 9] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 10] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 11] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 12] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 13] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 14] 13 is a flowchart showing timer interrupt processing by the main control device. [Figure 15] 4 is a flowchart showing normal processing by the main control device. [Figure 16] 13 is a flowchart showing a lottery process. [Figure 17] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 18] 13 is a flowchart showing a reel control process. [Figure 19] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 20] FIG. 11 is an explanatory diagram for explaining reel stop control. [Figure 21] 13 is a flowchart showing RT state processing. [Figure 22] FIG. 13 is a diagram showing an example of a lottery table for the first RT state. [Figure 23] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 24] FIG. 13 is a diagram showing an example of a lottery table for the second RT state. [Diagram 25] A figure showing an example of a lottery table for the third RT state. [Figure 26] 13 is a flowchart showing bonus state processing. [Figure 27] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 28] FIG. 13 is a diagram showing an example of a lottery table for the BB state. [Figure 29] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Diagram 30] FIG. 2 is an explanatory diagram showing an overview of a display mode. [Diagram 31] 13 is a flowchart showing a lottery result handling process. [Diagram 32] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Diagram 33] 13 is a flowchart showing the AT lottery processing. [Diagram 34] 13 is a flowchart showing the AT addition processing. [Diagram 35] FIG. 13 is a diagram showing an example of various transition lottery tables. [Diagram 36] A figure showing an example of an additional lottery table and an additional game number lottery table. [Figure 37] This is a diagram to explain the relationship between the actual number of remaining games in the advantageous zone and the displayed number of remaining games. [Figure 38] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Figure 39]An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Diagram 40] A flowchart showing the push order function processing. [Diagram 41] 13 is a flowchart showing a winning result response process. [Diagram 42] 13 is a flowchart showing a game number management process. [Diagram 43] 13 is a flowchart showing a first section display process. [Diagram 44] 13 is a flowchart showing a second section display process. [Diagram 45] 13 is a flowchart showing a MY update process. [Diagram 46] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display of the zone indicator. [Figure 47] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 48] 13 is a flowchart showing a start-up performance setting process. [Figure 49] 13 is a flowchart showing the process for notifying the order of pressing. [Figure 50] A flowchart showing the setting process for the added effects. [Figure 51] 13 is a flowchart showing a process for setting effects at the time of each stop operation. [Figure 52] 13 is a flowchart showing a process for setting effects when all stops are performed. [Figure 53] A diagram showing the relationship between notification timing and additional performance. [Figure 54] 13A is a flowchart showing a specific replay navigation mode lottery process, and FIG. 13B is a diagram showing an example of a navigation mode table. [Figure 55] 13 is a flowchart showing a specific ReplayNavi lottery process. [Figure 56] FIG. 13 is a diagram showing an example of a specific ReplayNavi lottery table. [Figure 57] 13 is a flowchart showing a navigation mode process. [Figure 58] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 59] A diagram showing the relationship between push order notifications and push order notification performance. [Figure 60] 13 is a flowchart showing the MY high probability processing. [Figure 61] 13 is a flowchart showing the process of obtaining an additional lottery table. [Figure 62] 13A and 13B are diagrams showing an example of a display effect by the auxiliary display unit, and 13C is a diagram for explaining the target results of the MY high probability mode. [Figure 63] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 64] 13 is a flowchart showing a bell notification process. [Figure 65] 13 is a flowchart showing a bell notification adjustment process. [Figure 66] This is a diagram to explain the relationship between the display presentation by the auxiliary display unit, the push order notification on the instruction monitor, and the game result. [Figure 67] This is a diagram to explain the relationship between the display presentation by the auxiliary display unit, the push order notification on the instruction monitor, and the game result. [Figure 68] 11 is a timing chart for explaining the relationship between MY high probability mode and navigation mode. [Figure 69] In the first modification, (a) is an explanatory diagram showing the relationship between the winning modes and the benefits to be awarded, and (b) to (d) are diagrams showing examples of lottery tables for various states. [Figure 70] 13 is a flowchart showing RT state processing. [Figure 71] FIG. 11 is a diagram for explaining a specific number set in the MY high probability mode in the second modified example. [Figure 72] A diagram to explain the specific number set in the MY high probability mode. [Figure 73] In the third modified example, (a) is a flowchart showing the process for setting the mode at the start of the advantageous zone, and (b) is a diagram showing an example of each mode table. [Figure 74] A diagram showing the relationship between the winning probability of a specific ReplayNavi lottery and the MY counter in variant example 4. [Figure 75] 13 is a flowchart showing a part of the winning result response process in the second embodiment. [Figure 76] 13 is a flowchart showing a second process for MY high probability. [Figure 77] A diagram showing the relationship between each specific number, the additional winning rate, and the number of additional games. [Figure 78] 13 is a flowchart showing an SMY command response process. [Figure 79] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 80] A flowchart showing the mode setting process at the start of the advantageous zone in variant example 1. [Figure 81] A diagram showing the relationship between each specific number, the additional winning rate, and the number of additional games in each mode. [Figure 82] FIG. 13 is a diagram showing an example of a mode selection table. [Figure 83] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 84] 13 is a flowchart showing an SMY command response process in Modification 2. [Figure 85] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 86] 13 is a flowchart showing an SMY command response process in Modification 3. [Figure 87] FIG. 13 is a diagram illustrating an example of a result combination table. [Figure 88] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 89] 13 is a flowchart showing an SMY command response process in Modification 4. [Figure 90] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 91] 13 is a flowchart showing a second process for MY high probability in the third embodiment. [Figure 92] A diagram showing the relationship between each specific number, game result, additional winning rate, and number of additional games. [Figure 93] 13 is a flowchart showing a second process for MY high probability in the modified example. [Figure 94] 13 is a flowchart showing a lottery result handling process. [Figure 95] 13 is a flowchart showing the process for adding specific MY. [Figure 96] A diagram showing the relationship between each specific number, lottery result, additional winning rate, and number of additional games. [Figure 97] 13 is a flowchart showing a part of a number-of-games management process in the fourth embodiment. [Figure 98] 13 is a flowchart showing a second section display process. [Figure 99] This is a timing chart to explain the relationship between consecutive wins in AT mode and specific numbers. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] <First embodiment> Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings, in which the present invention is applied to a reel type gaming machine, which is one type of gaming machine, specifically, a slot machine. Fig. 1 is a front view of a slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 closed, Fig. 3 is a perspective view of the slot machine 10 with the front door 12 open, Fig. 4 is a rear view of the front door 12, and Fig. 5 is a front view of a cabinet 11.

[0011] 1 to 5, the slot machine 10 includes a housing 11 that forms the outer shell of the slot machine 10. The housing 11 is generally formed in a box shape with an open front, and is attached to so-called island equipment by nailing it when it is installed in a game hall.

[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a, 13b are provided on the left side of the housing 11 when viewed from the front, and bearings 14a, 14b are provided on the front door 12 at positions corresponding to the support shafts 13a, 13b. When the support shafts 13a, 13b are inserted into the bearings 14a, 14b, the front door 12 is supported rotatably around an opening and closing axis extending in the vertical direction connecting the support shafts 13a, 13b with respect to the housing 11, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked so as not to be opened by a locking device 20 provided on the back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right end side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.

[0013] A game panel 25 that notifies the player of the game status is provided at the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R arranged side by side, and the inside of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.

[0014] As shown in FIG. 3, the inside of the housing 11 is divided into two parts, an upper part and a lower part, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, and 32R is supported rotatably so that its central axis is the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 26L, 26M, and 26R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.

[0015] Here, the structure of the reel unit 31 will be briefly described.

[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as excitation pulse) of, for example, 504 pulses, and the rotational position of the stepping motor, i.e., the rotational position of the reel, is controlled by this excitation pulse. In addition, the reel unit 31 is provided with a reel index sensor for each of the reels 32L, 32M, and 32R for detecting that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.

[0017] On the outer circumferential surface of each of the reels 32L, 32M, and 32R, a plurality of symbols are drawn in the long side direction (rotation direction) as identification information. More specifically, 21 symbols are drawn at equal intervals. Therefore, in order to switch a symbol to the next symbol at a predetermined position, it is necessary to output 24 excitation pulses (=504 pulses÷21 symbols). Furthermore, the main control device 101 can control the recognition of the symbols that are visible from the display windows 26L, 26M, and 26R, and the stopping of a predetermined symbol at a position that is visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after the detection signal of the reel index sensor is input.

[0018] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.

[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 6, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers from 0 to 20 are assigned to the reels 32L, 32M, and 32R, but these numbers are numbers used by the main control device 101 to identify the symbols that are visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following description will use these numbers.

[0020] There are 11 types of symbols: a "red bell" symbol (e.g., the 7th symbol on the left reel 32L), a "white bell" symbol (e.g., the 20th symbol on the left reel 32L), a "first replay" symbol (e.g., the 19th symbol on the left reel 32L), a "second replay" symbol (e.g., the 6th symbol on the left reel 32L), a "red 7" symbol (e.g., the 10th symbol on the left reel 32L), a "watermelon" symbol (e.g., the 8th symbol on the left reel 32L), a "cherry" symbol (e.g., the 4th symbol on the left reel 32L), a "black BAR" symbol (e.g., the 18th symbol on the left reel 32L), a "white BAR" symbol (e.g., the 17th symbol on the left reel 32L), a "LUCKY" symbol (e.g., the 5th symbol on the left reel 32L), and a "youth" symbol (e.g., the 0th symbol on the left reel 32L). As shown in FIG. 6, the number and arrangement order of the various symbols are entirely different on each of the reels 32L, 32M, and 32R.

[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 21 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is in a stopped state, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.

[0022] In the slot machine 10, the game result of each game is notified by using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the symbols that can be seen. As described above, 3×3=9 symbols can be seen, and as the combination of these three symbols, for example, as shown in FIG. 7, there are combinations of symbols that stop on the upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on the middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on the lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a right-downward line L4 that connects the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the lower pattern of the right reel 32R, and combinations of symbols that stop on a right-upward line L5 that connects the lower pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the upper pattern of the right reel 32R. There are also combinations of symbols that stop on a bent line L6 that connects the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the middle pattern of the right reel 32R. The above lines L1 to L5 are lines that become a straight line when the symbols are lined up, and the bent line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on a bent line besides the bent line L6, but we will not explain them here.

[0023] Among these lines L1 to L6, some are activated and some are not activated depending on the number of medals bet, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a prize is awarded in which a predetermined number of medals, which are game media, are paid out, or a prize is awarded in which the game state is changed. On the other hand, when symbols stop in a predetermined combination on an inactivated line, a prize is not awarded and the above-mentioned prize is not awarded.

[0024] In the slot machine 10, there are three cases: as shown in FIG. 8(a), only the right-downward line L4 is the active line; as shown in FIG. 8(b), two combination lines, the lower line L3 and the right-downward line L4, are the active lines; and as shown in FIG. 8(c), only the bent line L6 is the active line. More specifically, when three medals are bet and the game is started, only the right-downward line L4 is the active line, and when two medals are bet and the game is started, the lower line L3 and the right-downward line L4 are the active lines. When one medal is bet and the game is started, only the bent line L6 is the active line. The three combination lines, the upper line L1, the middle line L2, and the right-upward line L5, are not the active line. Hereinafter, a game started with three medals bet is also called a 3-bet game, a game started with two medals bet is also called a 2-bet game, and a game started with one medal bet is also called a 1-bet game.

[0025] 9 to 11 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are obtained.

[0026] The small prize winnings that result in medal payouts are the 1st small prize winning to the 41st small prize winning.

[0027] When the "Red Bell" or "White Bell" symbols on the left reel 32L, the "Red Bell" symbols on the middle reel 32M, and the "Red Bell" or "White Bell" symbols on the right reel 32R stop on an active line, the first small win is won. When the first small win is won, 9 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0028] Although the winning symbol combinations for the 2nd to 26th small prizes are different, in a 3-bet game, the winning symbols are the “red bell” symbol or “white bell” symbol on the left reel 32L, the “white BAR” symbol, “red 7” symbol, “cherry” symbol, “white bell” symbol or “LUCKY” symbol on the middle reel 32M, and the “white BAR” symbol, “youth” symbol, “white bell” symbol, “red 7” symbol or “second replay” symbol on the right reel 32R, stopping on the top line L1, i.e., the “bell” symbols on each reel 32L, 32M, 32R stop on the top line L1. For example, if the "red bell" or "white bell" symbol on the left reel 32L stops on the top row, the "cherry" symbol on the middle reel 32M stops on the middle row, and the "white BAR" symbol on the right reel 32R stops on the bottom row, the 8th small win is achieved. As shown in FIG. 6, the "red bell" symbol is arranged on the middle reel 32M at a position (number 12) adjacent to the "cherry" symbol (number 11) on the upstream side, and the "red bell" symbol is arranged on the right reel 32R at a position (number 20) one symbol away from the "white BAR" symbol (number 18) on the upstream side. Therefore, when the 8th small win is achieved on the right-downward line L4, the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R will stop on the upper line L1. When the 2nd small win to the 26th small win are achieved, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0029] The 27th minor winning combination is determined by the stopping pattern of the left reel 32L as a predetermined reel among the reels 32L, 32M, and 32R. Specifically, the 27th minor winning combination is achieved when the "cherry" pattern of the left reel 32L stops in the upper or lower row. In this case, the stopping patterns of the center reel 32M and the right reel 32R do not affect the winning determination. In other words, regardless of the stopping patterns of the center reel 32M and the right reel 32R, the 27th minor winning combination is achieved when the "cherry" pattern of the left reel 32L stops in the upper row or stops, that is, when the "cherry" pattern or the "second replay" pattern stops on the winning line. When the 27th minor winning combination is achieved, 2 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0030] The 28th small prize is awarded when the "cherry" symbol on the left reel 32L stops at the top or bottom, and the "cherry" symbols stop all together on the right-downward line L4. More specifically, the 28th small prize is awarded when the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the "red bell" symbol, the "white bell" symbol or the "cherry" symbol stops on the middle reel 32M, and the "cherry" symbol, the "first replay" symbol or the "second replay" symbol stops on the right reel 32R. When the 28th small prize is awarded, 2 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0031] In addition, to provide a supplementary explanation of the relationship between the 27th small win and the 28th small win, when the "cherry" or "second replay" symbol on the left reel 32L stops, the 27th small win is established regardless of the stopped symbols on the middle reel 32M and the right reel 32R, but depending on the stopped symbols on the middle reel 32M and the right reel 32R, the 28th small win may be established instead of the 27th small win. In other words, although the winning mode for the 27th small win includes the winning mode for the 28th small win, the winning mode for the 27th small win and the 28th small win are clearly distinguished from each other when making the winning judgment.

[0032] The 29th small prize is awarded when the "watermelon" symbols on the left reel 32L, the middle reel 32M, and the right reel 32R all stop on an active line. In other words, when the right-sloping line L4 is the active line, the 29th small prize is awarded when the "watermelon" symbols all stop on an active line. When the 29th small prize is awarded, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0033] The 30th small prize is awarded when the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the upper line L1. More specifically, the 30th small prize is awarded when the "watermelon" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R stop on the active line. When the 30th small prize is awarded, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0034] When the "Black BAR", "Youth", "Watermelon" and "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M and the "Red Bell" or "White Bell" symbols on the right reel 32R stop on an active line, the 31st minor win is achieved. When the 31st minor win is achieved, 9 medals are paid out in a 3-bet game and 15 medals are paid out in a 2-bet game.

[0035] For the 32nd to 35th small prize wins, if they are achieved in a 3 bet game, 2 medals will be paid out, and in a 2 bet game, 14 medals will be paid out.

[0036] The 36th minor winning is a winning mode in which, when the player operates the stop switches 42-44 aiming for the "watermelon" symbols on the reels 32L, 32M, and 32R, the "watermelon" symbols on the left reel 32L and the center reel 32M, or the left reel 32L and the right reel 32R, stop on an active line, while the "watermelon" symbols on the remaining reels do not stop on an active line, resulting in a so-called "watermelon tenpai miss" winning outcome. When the 36th minor winning is achieved, 5 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0037] When the "Red Bell" or "White Bell" symbols on the left reel 32L, the "Black BAR", "Watermelon" and "Cherry" symbols on the middle reel 32M, and the "Red Bell", "White Bell" and "Youth" symbols on the right reel 32R stop on an active line, the 37th minor win is achieved. As shown in Figure 6, the left reel 32L has the "Red Bell" symbol (No. 7) and the "Second Replay" symbol located adjacent to it on the downstream side (No. 6), and the "First Replay" symbols are located adjacent to the main "White Bell" symbols (No. 3, No. 12, No. 15, No. 20) and the downstream side (No. 2, No. 11, No. 14, No. 19). On the right reel 32R, the "1st replay" or "2nd replay" symbols are arranged in the main "red bell" symbols (2, 5, 12, 20) and adjacent positions on the upstream side (3, 6, 16, 0), and the "1st replay" symbol is arranged in the adjacent position on the upstream side (11) to the "white bell" symbol (10). Therefore, when the 37th small winning combination is established on the right-downward line L4, the "bell" and "replay" symbols are mainly in tenpai on the left reel 32L and the right reel 32R, while the "bell" and "replay" symbols on the center reel 32M do not stop, resulting in a so-called double tenpai stop result. When the 37th small winning combination is established, 9 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0038] When the "White BAR", "Youth", "Watermelon" and "1st Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "1st Replay", "Watermelon" and "Black BAR" symbols on the right reel 32R stop on the active line, the 38th small win is achieved. In a 3-bet game, if the player operates the left stop switch at the timing when the No. 4 "Cherry" symbol on the left reel 32L reaches the top to bottom, the "Red Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R stop on the middle line L2. If the 38th minor prize is won, 9 medals will be paid out in a 3-bet game, and 15 medals will be paid out in a 2-bet game.

[0039] When the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "black BAR" symbol on the right reel 32R stop on an active line, the 39th small win is awarded. The 39th small win is awarded only in 3-bet games. When the 39th small win is awarded, 9 medals are paid out.

[0040] When the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red 7" symbol on the right reel 32R stop on an active line, the 40th small win is won. The 40th small win is a winning mode that can only be achieved in 3-bet games. When the 40th small win is achieved, 9 medals are paid out.

[0041] When the "watermelon" symbol on the left reel 32L, the "black BAR" or "cherry" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the 41st small win is achieved. When the 41st small win is achieved, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0042] The winnings that give the player a replay privilege, which allows the player to play the next game without inserting a medal, are the 1st replay winning to the 12th replay winning. When the 2nd replay winning is achieved, the game state transitions to the 1st RT state, when the 3rd replay winning is achieved, the game state transitions to the 2nd RT state, and when the 4th or 5th replay winning is achieved, the game state transitions to the 3rd RT state.

[0043] The state transition winning events which only result in a transition of the game state include the 1st BB winning event, the 2nd BB winning event, and the CB winning event.

[0044] When the "red 7" symbols on each of the reels 32L, 32M, and 32R stop on an active line, a first BB win is made, and the game state transitions to the first BB state. When the "white BAR" symbols on each of the reels 32L, 32M, and 32R stop on an active line, a second BB win is made, and the game state transitions to the second BB state. When the "red bell" or "white bell" symbols on the left reel 32L, the "red bell" symbol on the center reel 32M, and the "watermelon", "first replay", and "black BAR" symbols on the right reel 32R stop on an active line, a CB win is made. When a CB win is made, the game state transitions to the CB state.

[0045] In addition, although it is different from winning, there are some symbols that, when stopped, will transition to the 1st RT state, provided that the game state is in the normal game state. Specifically, when the "red bell" or "white bell" symbols on the left reel 32L, the "white BAR", "LUCKY", "red 7", "white bell" and "cherry" symbols on the center reel 32M, and the "watermelon" and "1st replay" symbols on the right reel 32R stop on an active line, the game state transitions to the 1st RT state. In addition, when the "Red Bell" or "White Bell" symbols on the left reel 32L, the "Red Bell" symbols on the center reel 32M, and the "White BAR", "Youth", "White Bell", "Red 7", and "Second Replay" symbols on the right reel 32R stop on an active line, the game state transitions to the 1st RT state. Hereinafter, the combination of the symbols above is called the transition result.

[0046] A start lever 41 is provided on the lower left side of the game panel 25 to start the rotation of each of the reels 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or a start operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the patterns. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.

[0047] Button-like stop switches 42-44 that are operated to individually stop each of the spinning reels 32L, 32M, 32R are provided on the right side of the start lever 41. Each of the stop switches 42-44 is disposed directly below the display windows 26L, 26M, 26R that correspond to the reels 32L, 32M, 32R to be stopped.

[0048] The stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 12), respectively, and the stop detection sensors 42a-44a are connected to a main control device 101, which will be described later. The main control device 101 determines that the stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when the stop switches 42-44 are not operated, the stop detection sensors 42a-44a output a detection signal of a LOW signal, and when the stop switches 42-44 are operated, the detection signal switches from a LOW signal to a HI signal. The main control device 101 determines that the stop switches 42-44 have been operated by determining the switching of the signal. When the main control device 101 determines that the stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.

[0049] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.

[0050] A medal insertion port 45 for inserting medals is provided on the lower right side of the display windows 26L, 26M, and 26R. The medal insertion port 45 constitutes an input means for inputting game media. In addition, considering that the medal insertion port 45 involves the action of the player directly inserting medals, it can also be said to constitute a direct input means for directly inputting game media.

[0051] A medal inserted from the medal insertion port 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 as a passage switching means provided on the back surface of the front door 12. More specifically, a medal passage switching solenoid 46a is provided in the selector 46, and when the medal passage switching solenoid 46a is not excited, the medal is guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medal is guided to the storage passage 47 side. The medal guided to the storage passage 47 is guided to a hopper device 51 stored inside the housing 11. On the other hand, the medal guided to the discharge passage 48 is guided to a medal tray 50 from a medal discharge port 49 provided on the lower front surface of the front door 12, and is returned to the player.

[0052] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to a player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48, and pays out the medals to a medal tray 50 through the discharge passage 48. A spare tank 54 is provided on the right side of the hopper device 51 to prevent medals from being stored in the storage tank 52 by more than a predetermined amount. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.

[0053] A button-shaped return switch 55 is provided below the medal insertion slot 45. When the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is jammed in the selector 46, the selector 46 is mechanically linked and operated, so that the medal jammed in the selector 46 is returned from the medal discharge port 49.

[0054] A first credit insertion switch 56 for inserting three credited virtual medals as game media at a time is provided on the lower left side of the display windows 26L, 26M, and 26R. A second credit insertion switch 57 is provided to the right of the first credit insertion switch 56, and a third credit insertion switch 58 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal, and the third credit insertion switch 58 is for inserting two virtual medals at a time. The credit insertion switches 56 to 58, together with the medal insertion slot 45, constitute an input means for inputting game media. In addition, while the medal insertion slot 45 involves the action of the player directly inserting medals, the credit insertion switches 56 to 58 only involve the action of inserting virtual medals based on the stored memory. In this respect, it can be said that the credit insertion switches 56 to 58 constitute an indirect input means for indirectly inputting game media.

[0055] An effect switch 66 that is operated when an effect occurs is provided between the first credit input switch 56 and the second credit input switch 57. That is, the first credit input switch 56 and the third credit input switch 58 are provided to the left of the effect switch 66, and the second credit input switch 57 is provided to the right of the effect switch 66.

[0056] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function for storing and storing, as virtual medals, surplus inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out at the time of winning, and when the settlement switch 59 is operated in a situation where virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is paid to the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.

[0057] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out at the time of winning. These display sections 60 to 62 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like.

[0058] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an area indicator that indicates an advantageous area that is an area in which the game can be played in an advantageous situation for the player by changing the winning rate of the minor role by notifying the operation order. The instruction monitor 68 will be described in detail later.

[0059] At the top of the front door 12, there are provided an upper lamp 63 that lights up or flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that gives the player various information. The auxiliary display unit 65 is for executing various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. At the back of the auxiliary display unit 65, there is provided a display control device 81 for driving the upper lamp 63, the speaker 64, and the auxiliary display unit 65.

[0060] A power supply box 70 is provided on the left side of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 therein and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is for a hall manager or the like to adjust the medal output. That is, the hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting the setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only when resetting an error state but also when changing the winning probability of the slot machine 10.

[0061] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .

[0062] The main control device 101 is provided with a hand ratio monitor 77 for clearly indicating the ratio between a game state advantageous to a player and a state not advantageous to the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it can be seen from the front of the gaming machine when the front door 12 is in an open state, and cannot be seen from the front of the gaming machine when the front door 12 is in a closed state. More specifically, the hand ratio monitor 77 is housed in a board box so that the display surface of the hand ratio monitor 77 can be seen through the board box in which the main control device 101 is housed. Incidentally, when the front door 12 is in a closed state, the hand ratio monitor 77 cannot be seen from the gaps of the display windows 26L to 26R, and the hand ratio monitor 77 cannot be seen unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is in an open state. The hand ratio monitor 77 will be described in detail later.

[0063] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIG. 12 and FIG.

[0064] The main control device 101 is equipped with a microcomputer centered on the CPU 102, which is a calculation means. In addition to the power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.

[0065] The input side of the main control device 101 includes the reel unit 31 (more specifically, a reel index sensor that detects when each of the reels 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that detect the operation of each of the stop switches 42 to 44, an inserted medal detection sensor 45a that detects medals inserted from the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, and a first credit insertion detection sensor that detects the operation of the first credit insertion switch 56. Various sensors are connected to the input / output port 104, such as a second credit insertion detection sensor 57a which individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a which individually detects the operation of the third credit insertion switch 58, a settlement detection sensor 59a which detects the operation of the settlement switch 59, a reset detection sensor 72a which detects the operation of the reset switch 72, and a setting key detection sensor 73a which detects that a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0066] A power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power failure monitoring circuit 91b, and the like.

[0067] The power failure monitoring circuit 91b monitors the power supply cut-off state and generates a power failure signal not only during a power failure but also when the power supply is cut off by the power switch 71. For this reason, the power failure monitoring circuit 91b is configured to monitor the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it determines that the power supply has been cut off and outputs a power failure signal. The power failure signal is supplied to the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes a power failure process described later. The power failure signal is also supplied to the display control device 81.

[0068] The power supply unit 91a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage in a control system such as the main control device 101, even if the output voltage drops below 10 volts. The time for which this stabilized voltage is output is ensured to be long enough for the main control device 101 to execute power outage processing.

[0069] The output side of the main control device 101 is connected via an input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.

[0070] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, a RAM 106 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 105, and, although not shown, various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter for counting the number of credits, as are well known. The ROM 105 and the RAM 106 form a main memory as a storage means, and the programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.

[0071] The RAM 106 is configured to be able to hold (back up) data by receiving backup voltage from the power supply device 91 even after the power supply of the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a state information storage area 106c for storing game states such as the BB state.

[0072] The backup area is an area for storing the value of the stack pointer at the time of power cut (including power cut by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before the power was cut off based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see FIG. 14) when the power is cut off, and the restoration of each value written in the backup area is performed in the main processing when the power is turned on.

[0073] Furthermore, a power failure signal is input from a power failure monitoring circuit 91b to an NMI terminal (non-maskable interrupt terminal) of the CPU 102 when the power is cut off due to a power failure or the like. When the power is cut off, an NMI interrupt process is immediately executed as a power failure flag generation process.

[0074] 13, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is a calculation means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 182.

[0075] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the overall game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.

[0076] The display control device 81 is connected to an input side of the display control device 81 with a performance switch 66 (more specifically, a performance switch detection sensor that detects the operation of the performance switch 66). The display control device 81 may also be configured to drive and control the various display units 60 to 62, 68.

[0077] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of the CPU 102 are roughly classified into main process which is started when the power is turned on, timer interrupt process which is started periodically (in this embodiment, at 1.49 msec intervals), and NMI interrupt process which is started when a power failure signal is input to the NMI terminal. Below, among these processes, processes related to the progress of the game, i.e., timer interrupt process, and normal process performed in the main process will be described.

[0078] FIG. 14 is a flowchart of a timer interrupt process that is periodically executed by the main control device 101. A timer interrupt is generated by the CPU 102 of the main control device 101, for example, every 1.49 msec.

[0079] First, in the register save process shown in step S101, the values ​​of all registers in the CPU 102 used in the normal process described later are saved to a backup area in the RAM 106. In step S102, it is confirmed whether or not the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where the power outage process is executed.

[0080] Here, the power outage process will be outlined.

[0081] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes an NMI interrupt process and sets a power outage flag in a power outage flag storage area provided in the RAM 106.

[0082] In the power failure process, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this process is terminated and the process is returned to the timer interrupt process to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is stored in the backup area of ​​the RAM 106. After that, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value for judging whether the data in the RAM 106 is normal or not when the power failure is resolved is calculated and stored in the backup area, thereby prohibiting subsequent access to the RAM. After the above process is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed. Note that, in consideration of the case where the power failure flag is erroneously set due to, for example, noise, etc., whether a power failure signal is being output or not is confirmed until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 106 is permitted, the power failure flag is reset, and the process is returned to the timer interrupt process. If the power failure signal continues to be output, the infinite loop is entered as it is. Incidentally, even under an infinite loop, a check is made to see whether a power outage signal is being output, and if the power outage signal is no longer being output, the process transitions to the main process.

[0083] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step S102, various processes from step S104 onwards are carried out.

[0084] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are reel drive motors for spinning each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 12) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal or not. In step S108, a timer calculation process is performed to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121.

[0085] In step S110, a command output process is performed to transmit various commands such as a lottery result command to the display control device 81. In step S111, a segment data setting process is performed to set segment data to be displayed in the credit display unit 60, the remaining number of coins to be paid display unit 61, and the number of coins to be paid display unit 62. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60 to 62, 68 and display corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register saved in the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0086] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0087] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the game waits until the display control device 81 and the like finish initialization. When the initialization of the display control device 81 and the like finishes, a game management process shown in steps S203 to S214 is performed.

[0088] As part of the game management process, in step S203, data such as various game information (for example, random numbers used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.

[0089] In the start waiting process, it is determined whether any replay winning was achieved in the previous game. If any replay winning was achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is achieved in a 1-bet game, a process to automatically insert one virtual medal is performed.

[0090] In the automatic insertion process, the virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay winning was achieved in the previous game, the player can play the current game without reducing the number of medals owned and without inserting medals. If no replay winning was achieved, a sensor abnormality confirmation process is performed to check whether or not there is an abnormality in the sensor reading result performed in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality is detected, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether or not the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.

[0091] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated as is.

[0092] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet reaches the specified number. In this slot machine 10, "2" is set as the specified number in the CB state, and "1" and "3" are set as the specified numbers in the game states other than the CB state (specifically, the normal game state, the first RT state, the second RT state, the third RT state, and the BB state). That is, in the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "2", and in the game states other than the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "1" or "3". In other words, in the game states other than the CB state, if medals are not bet, or if medals are bet but the number of medals is "2", a negative determination is made in step S205. If the number of medals bet does not reach the specified number, the process returns to the start waiting process in step S204, and the process following the sensor abnormality confirmation process is performed.

[0093] If the number of bets has reached the specified number, the process proceeds to step S206. In step S206, a bet command including information on the number of bets that was determined to be positive in step S205 is set as an output target to the display control device 81, which serves as a sub-side control device. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. The process of the display control device 81 that has received the bet command will be described in detail later.

[0094] After executing the process of step S206, in step S207, it is determined whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onward is performed.

[0095] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that a prescribed number of medals have been bet. In such a case, in step S208, an effective line setting process is performed to set a combination line corresponding to the number of bets as an effective line. That is, in a 3-bet game, only the right-downward line L4 is set as an effective line, and in a 2-bet game, the lower line L3 and the right-downward line L4 are set as effective lines. Also, in a 1-bet game, the bent line L6 is set as an effective line. In step S209, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. After that, the lottery process in step S210, the reel control process in step S211, the medal payout process in step S212, the RT state process in step S213, and the bonus state process in step S214 are executed in order, and then the process returns to step S203.

[0096] Next, the lottery process in step S210 will be described with reference to the flowchart in FIG.

[0097] In step S301, a random number used to determine whether a winning combination has been achieved is obtained. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and the CPU 102 stores the value latched by the hardware circuitry in the RAM 106 after confirming the operation of the start lever 41. With this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it is possible to avoid problems such as synchronization. The hardware circuitry of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.

[0098] After obtaining the random number, in step S302, a lottery table for determining whether or not a winning combination has been achieved is selected. In this slot machine 10, the game states are roughly classified into six types: a normal game state, a first RT state, a second RT state, a third RT state, a BB state, and a CB state, and a lottery table is set for each game state.

[0099] That is, in step S302, the current game state of the slot machine 10 is determined based on the number of bets and the setting flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and the setting flag is not set in the state information storage area 106c, it is determined that the current game state is a normal game state, and a lottery table for the normal game state is selected. In addition, in this slot machine 10, six stages of winning probability from "Setting 1" to "Setting 6" are prepared in advance, and it is possible to set which winning probability is used to execute the internal processing by inserting the setting key into the setting key insertion hole and turning it ON and performing a predetermined operation. In step S302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.

[0100] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0101] The winning probability setting process is executed in the main process that is started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process when the power is turned on in a state where the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated as a predetermined operation, and for example, the setting value is updated so that "setting 1" → "setting 2" → "setting 3" → "setting 4" → "setting 5" → "setting 6" → "setting 1" each time the start lever 41 is operated once. Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, the operation of the start lever 41 with the setting key detection sensor 73a turned OFF is regarded as a setting value confirmation operation, and the setting value at that time is regarded as the current setting value, and the winning probability setting process is terminated. Based on the termination of the winning probability setting process, the display of the credit display unit 60 is also terminated. The set value set in the process of setting the winning probability is stored in the RAM 106 until the next process of setting the winning probability is started. In step S302, a process of selecting a lottery table is performed based on the stored set value.

[0102] The lottery table will be briefly explained. Fig. 17 is a lottery table for the normal game state selected in the normal game state of "setting 3". In the lottery table, index values ​​IV are set, and each index value IV is uniquely associated with a winning combination and a point value PV is set.

[0103] After the lottery table is selected, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV used when judging the winning or losing of a hand is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (1) is added to this random number value to set a new judgment value DV.

[0104] After that, in step S305, the winning combination corresponding to the index value IV is judged. In the winning combination judgment, it is judged whether the judgment value DV exceeds 65535 or not. If it exceeds 65535, it is judged whether the first BB, the second BB, or the CB is won in step S306. Specifically, it is judged whether the positive judgment is made in step S305 with the index value IV (IV=34-58) including any of the first BB, the second BB, or the CB. If the positive judgment is made in step S306, a process is performed in which the corresponding bonus winning flag (the first BB winning flag, the second BB winning flag, and the CB winning flag) is set in the winning flag storage area 106a in step S307. If the negative judgment is made in step S306 or after the process of step S307 is performed, a process is performed in step S308 in which the winning flag of each minor winning combination corresponding to the index value IV judged positive in step S305 is set in the winning flag storage area 106a. For example, when the judgment value DV exceeds 65535 when IV=34, the 1st BB winning flag is set in step S307, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set in step S308. Also, when the judgment value DV exceeds 65535 when IV=17, the winning flags indicating that the 30th small win and the 41st small win have been won are set in the winning flag storage area 106a in step S308.

[0105] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see S203 in the normal processing). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset under the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.

[0106] In addition, in steps S306 to S308 in a state where the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB, the 2nd BB, or the CB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB, the 2nd BB, or the CB is not won, the corresponding winning flag is not set.

[0107] That is, for example, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=34, the first BB winning flag is not set, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set. Also, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=35, for example, the second BB winning flag is not set, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set.

[0108] In addition, a lottery table for the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over may be prepared separately, and the lottery process may be performed using the separately prepared lottery table in the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, in the separately prepared lottery table, each index value IV and point value PV may be set so that the 1st BB, the 2nd BB, and the CB are not won.

[0109] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S309, and in the following step S310, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a target for which a win / loss judgment should be made. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for which a win / loss judgment should be made, the process returns to step S304, and the judgment of the hand is continued. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used for the judgment of the previous hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the hand is judged to be a win / loss based on the judgment value DV. Incidentally, when the lottery table shown in FIG. 17 is used to determine whether a hand is a hit or not, the probability of winning a normal replay (probability of winning when IV=1) is about 1 in 7.3, the probability of winning a strong cherry (probability of winning when IV=15) is about 1 in 300, and the probability of winning a weak cherry (probability of winning when IV=16) is about 1 in 183. The probability of winning a strong watermelon (probability of winning when IV=17) is about 1 in 300, the probability of winning a weak watermelon (probability of winning when IV=18) is about 1 in 218, the probability of winning Chance A (probability of winning when IV=19) is about 1 in 252, and the probability of winning Chance B (probability of winning when IV=20) is about 1 in 252. The probability of winning a middle bell (probability of winning when IV=21) is about 1 in 32,800, and the probability of winning a no-question bell (probability of winning when IV=22) is about 1 in 65,500. The probability of winning the forward push bell 1, forward push bell 2, pinch push bell 1, and pinch push bell 2 (probability of winning when IV = 23 to 26) is approximately 1 in 37.4, and the probability of winning the middle push bell 1, middle push bell 2, right push bell 1, and right push bell 2 (probability of winning when IV = 27 to 30) is approximately 1 in 18.7.The probability of winning a strong cherry stack 1 (probability of winning when IV=34) is approximately 1 in 21,800, the probability of winning a strong cherry stack 2 (probability of winning when IV=35) is approximately 1 in 21,800, the probability of winning a weak cherry stack 1 (probability of winning when IV=36) is approximately 1 in 32,800, and the probability of winning a weak cherry stack 2 (probability of winning when IV=37) is approximately 1 in 32,800. The probability of winning a strong watermelon stack 1 (probability of winning when IV=38) is approximately 1 in 32,800, and the probability of winning a strong watermelon stack 2 (probability of winning when IV=39) is approximately 1 in 32,800. The probability of winning a weak watermelon stack 1 (probability of winning when IV=40) is approximately 1 in 65,500, and the probability of winning a weak watermelon stack 2 (probability of winning when IV=41) is approximately 1 in 65,500. The probability of winning Chance A Duplicate 1, Chance A Duplicate 2, Chance B Duplicate 1, and Chance B Duplicate 2 (probability of winning when IV = 42 to 45) is approximately 1 in 32,800. The probability of winning Middle Bell Duplicate 1 and Middle Bell Duplicate 2 (probability of winning when IV = 46, 47) is approximately 1 in 21,800. The probability of winning Special Lip A Duplicate 1 (probability of winning when IV = 48) is approximately 1 in 1,010, and the probability of winning Special Lip A Duplicate 2 (probability of winning when IV = 49) is approximately 1 in 1,310. The probability of winning Special Lip AB Duplicate 1 (probability of winning when IV = 50) is approximately 1 in 1,010, and the probability of winning Special Lip AB Duplicate 2 (probability of winning when IV = 51) is approximately 1 in 1,310. The probability of winning 1st BB and 2nd BB alone (probability of winning when IV = 52, 53) is approximately 1 in 32,800. The probability of winning CB (the probability of winning when IV=54) is about 1 in 19.9. Also, the probability of not winning any hand is about 1 in 2.14.

[0110] In the lottery table for the normal gaming state, 0 is set for the point values ​​PV of IV=2 to 14, 31 to 33, and 55 to 58. Therefore, in the normal gaming state, these index values ​​IV do not result in a win.

[0111] After the winning flag is set in step S308, or when it is determined in step S310 that there is no target to be determined, it means that the judgment of the winning or losing of the role is completed. In such a case, the process proceeds to step S311, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.

[0112] In the following step S312, a lottery result response process is performed. In the lottery result response process, a process of whether or not to shift the game state depending on the lottery result in steps S301 to S311, a process for notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0113] After executing the process of step S312, a lottery result command is set in step S313. Here, the lottery result command is a command sent to the display control device 81 to let the user know the result of the winning / losing hand determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output process (step S110) of the timer interrupt process described above.

[0114] Then, in step S314, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to a winning combination is set based on the winning flag set in steps S306 to S308. For example, when a strong cherry is won (won when IV=15) and the strong cherry winning flag is set, the stop symbol information is set so that symbols corresponding to the 28th small combination, the 32nd small combination, and the 35th small combination winning are able to be stopped on each of the reels 32L, 32M, and 32R. In addition, when a strong cherry overlap 1 is won (won when IV=34) and the strong cherry winning flag and the 1st BB winning flag are set, the stop symbol information is set so that symbols corresponding to the 28th small combination, the 33rd small combination, the 35th small combination, and the 1st BB winning are able to be stopped on each of the reels 32L, 32M, and 32R.

[0115] In the next step S315, when multiple stoppable symbol information are set in step S314, a priority setting process is executed to set the priority order. For example, when multiple roles among the small role, replay, and bonus roles are won, the following priority order is set. When a small role and a bonus are won, the priority order is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When a replay and a bonus are won, the priority order is set so that the replay win is given priority.

[0116] For example, when Strong Cherry overlap 1 is won and the stop symbol information corresponding to the 28th, 33rd, 35th, and 1st BB winnings is set, the priority is set so that the 28th, 33rd, and 35th small wins take precedence over the 1st BB winning. Also, when Special Replay A overlap 1 is won and the stop symbol information corresponding to the 9th replay and 1st BB winnings is set, the priority is set so that the 9th replay winning takes precedence over the 1st BB winning. And, for example, when the 1st BB winning is carried over and the normal replay is won and the stop symbol information corresponding to the 1st BB winning and 1st replay winning is set, the priority is set so that the 1st replay winning takes precedence over the 1st BB winning.

[0117] Here, when the replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when the replay is won, the replay win is always established and there is no missed opportunity. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replays will always win, and the bonus will never win.

[0118] In addition, when multiple small wins or multiple replays overlap to win, which symbol corresponding to the small win or replay will stop on the active line depends on the timing of the stop operation. For example, when a strong watermelon is won and the stop symbol information corresponding to the 30th and 41st small wins is set, as described above, the target symbol on the left reel 32L is the same as the "watermelon" symbol for the 30th and 41st small wins. Therefore, depending on the timing of the stop operation of the left reel 32L, which small win will be established is not determined. On the other hand, the target symbols on the middle reel 32M and the right reel 32R are both "red bell" symbols for the 30th small win, and "cherry" and "black BAR" symbols for the middle reel 32M and "watermelon" symbols for the 41st small win. For example, in a 3-bet game, when the middle stop switch 43 is operated to stop the 4th "watermelon" symbol to the 7th "red bell" symbol on the middle reel 32M at the timing when the 4th "watermelon" symbol to the 7th "red bell" symbol reach the middle row, it is possible to stop both the 7th "red bell" symbol, which is the target symbol of the 30th minor win, and the "black BAR" symbol, which is the target symbol of the 41st minor win, in the middle row on the active line. In this case, in this embodiment, the stop symbol information is set so that the symbol with the smallest number of slips is stopped preferentially. As a result, in the above case, the stop drive control is performed so that the "red bell" symbol stops in the middle row, the 41st minor win is not established, and the 30th minor win is possible.

[0119] On the other hand, in the case of the middle reel 32M, when the middle stop switch 43 is operated at the timing when the 8th "black BAR" symbol to the 12th "red bell" symbol reach the middle row, it is possible to stop the 8th "black BAR" symbol and the 11th "cherry" symbol, which are the target symbols for the 41st minor win, and the 12th "red bell" symbol, which is the target symbol for the 30th minor win, in the middle row. In this case, the stop symbol information is set so that the symbol with the least number of slips is stopped first, so the 8th "black BAR" symbol or the 11th "cherry" symbol stops in the middle row, the 30th minor win is not established, and the 41st minor win is possible.

[0120] The same is true for the right reel 32R, and depending on the timing of the stop operation of the right stop switch 44, the stop symbol information is set so that the symbol with the least number of slips between the "red bell" symbol, which is the target symbol for the 30th minor combination, and the "watermelon" symbol, which is the target symbol for the 41st minor combination, stops on the lower row, which is the active line. Note that, if the right stop switch 44 is stopped at the timing when the 6th "1st replay" symbol and the 7th "black BAR" symbol reach the active position on the right reel 32R, neither the "watermelon" symbol nor the "red bell" symbol can be stopped, and in this case, neither of the minor combinations are won, resulting in a so-called miss.

[0121] After executing the process of step S315, the section display first process is executed in step S316, and then the lottery process is terminated. The section display first process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.

[0122] Next, the reel control process in step S211 will be described with reference to the flowchart in FIG.

[0123] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S311. In the following step S402, a spin start process is performed to start the spinning of each of the reels 32L, 32M, and 32R.

[0124] In the spin start process, it is confirmed whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area provided in the RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process (step S106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts spinning. For this reason, even if the player bets a specified number of medals and operates the start lever 41, each of the reels 32L, 32M, and 32R may not start spinning immediately. After that, the process waits until each of the reels 32L, 32M, and 32R spins at a constant speed at a predetermined speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 notifies the player, etc. that it is possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.

[0125] Following the spin start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 has been operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S404, where it is determined whether or not the stop switch corresponding to the spinning reel has been operated, i.e., whether or not a stop command has been generated. If a stop command has not been generated, the process returns to step S403, where it waits until any of the stop switches 42 to 44 has been operated. If a stop command has been generated, a stop command command is set in step S405. Here, the stop command command is a command transmitted to the display control device 81 to allow the display control device 81 to know which stop switch has been operated to generate the stop command. If the stop command command has been set, the stop control process shown in steps S406 to S412 is performed to stop the spinning reel.

[0126] In step S406, the symbol number of the reaching symbol that has reached the base position (lower in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed by the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the following step S407, the number of slips of the reel to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared as stop modes for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding for one symbol, a stop mode in which the corresponding reel is stopped after sliding for two symbols, a stop mode in which the corresponding reel is stopped after sliding for three symbols, and a stop mode in which the corresponding reel is stopped after sliding for four symbols. Therefore, in step S407, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. After that, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol to be actually stopped at the base position. In step S409, it is determined whether the symbol number of the reached symbol of the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed to stop the rotation of the reel in step S410. After that, in step S411, it is determined whether all the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.

[0127] Here, the second stop information setting process is a process for changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stop results of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=23 to 30, that is, when a win occurs on the forward push bell 1, the forward push bell 2, the pinch push bell 1, the pinch push bell 2, the center push bell 1, the center push bell 2, the right push bell 1, and the right push bell 2 (hereinafter, these are also collectively referred to as "push order bells") (see FIG. 17), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0128] FIG. 19 is an explanatory diagram showing the correspondence between the winning combination, the operation sequence of the stop switches 42-44, and the winning mode that is established. For example, when the center push bell 1 is won, the stop information is set so that the second small win, the seventh small win, or the ninth small win is established when the left stop switch 42 is operated first, the stop information is set so that the first small win is established when the middle stop switch 43 is operated first, and the stop information is set so that the second small win, the seventh small win, or the ninth small win is established when the right stop switch 44 is operated first. However, even if the stop information is set in this way, the corresponding winning may not be established depending on the operation timing of the stop switches 42-44.

[0129] The arrangement of symbols on each of the reels 32L, 32M, and 32R will be briefly described. In the slot machine 10, in a game state (3-bet game) other than the CB state, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44, and only the right-downward line L4 is set as an active line. Therefore, when the same symbols are arranged on each of the reels 32L, 32M, and 32R with an interval of four symbols or less, the winning symbol can be stopped on the active line when it becomes a winning symbol regardless of the timing of the operation of the stop switch 43. On the other hand, for symbols arranged so as to form an interval of five symbols or more, the player needs to operate the stop switches 42 to 44 while aiming at the symbol in order to stop it on the active line.

[0130] An example will be described in which the center push bell 1 is selected and the left stop switch 42, the center stop switch 43, and the right stop switch 44 are operated in that order. In such a case, the reels 32L, 32M, and 32R are stopped to achieve the second small win, the seventh small win, or the ninth small win.

[0131] The second small win symbols on the left reel 32L are the "red bell" symbol and the "white bell" symbol. The "red bell" symbol and the "white bell" symbol also function as the seventh small win symbol and the ninth small win symbol. The second small win symbols (the seventh small win symbols and the ninth small win symbols) are arranged on the left reel 32L so that the interval between them is four symbols or less. Therefore, when the left stop switch 42 is operated first, the "red bell" symbol or the "white bell" symbol stops on the upper row regardless of the operation timing. For example, when the left stop switch 42 is operated at the timing when the "cherry" symbol number 4 on the left reel 32L reaches the middle row, the "red bell" symbol number 7 stops on the upper row as shown in FIG. 20(a). As a result, there is a room for the second small win, the seventh small win, or the ninth small win to be established on the right-downward line L4.

[0132] The second small win symbol on the middle reel 32M is a "white BAR" symbol. On the middle reel 32M, the "white BAR" symbol is only located at the 18th position. Also, the seventh small win symbol on the middle reel 32M is a "red 7" symbol. On the middle reel 32M, the "red 7" symbol is only located at the 14th position. And, the ninth small win symbol on the middle reel 32M is a "cherry" symbol. On the middle reel 32M, the "cherry" symbol is only located at the 11th position. Therefore, depending on the operation timing of the middle stop switch 43, the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line, or none of the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line.

[0133] Specifically, when the middle stop switch 43 is operated at the timing when any one of the "1st replay" symbols (number 13) to the "1st replay" symbols (number 17) has reached the bottom row, the "white bar" symbol, which is the second small win symbol, stops in the middle row. As a result, there is a room for the second small win symbol to be established on the right-downward line L4. When the middle stop switch 43 is operated at the timing when any one of the "2nd replay" symbols (number 9) to the "1st replay" symbols (number 13) has reached the bottom row, the "red 7" symbol, which is the seventh small win symbol, stops in the middle row, as shown in FIG. 20(b). As a result, there is a room for the seventh small win symbol to be established on the right-downward line L4. When the middle stop switch 43 is operated at the timing when any one of the "white bell" symbols (number 6) to the "young man" symbols (number 10) has reached the bottom row, the "cherry" symbol, which is the ninth small win symbol, stops in the middle row. If the middle stop switch 43 is operated at any other time, the second, seventh and ninth minor winning symbols cannot be stopped in the middle row even if the middle reel 32M is stopped after sliding four symbols. If the middle stop switch 43 is operated at such a time, the No. 2 "LUCKY" symbol or the No. 6 "white bell" symbol will stop in the middle row.

[0134] When the 7th minor winning symbol of the center reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the 7th minor winning symbol can be achieved.

[0135] The 7th small win symbol on the right reel 32R is a "white bell" symbol. On the right reel 32R, the "white bell" symbol is arranged only at the 10th position. Therefore, depending on the operation timing of the right stop switch 44, the 7th small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated at the timing when any of the "first replay" symbol (6) to the "white bell" symbol (10) has reached the bottom row, the "white bell" symbol as the 7th small win symbol stops at the bottom row as shown in FIG. 20(c). As a result, the 7th small win is established on the right downward line L4. In this case, three medals are paid out as a bonus corresponding to the 7th small win in the 3-bet game. If the right stop switch 44 is operated at any other timing, the "watermelon" symbol or the "first replay" symbol stops at the bottom row. For example, if the right stop switch 44 is operated at the timing when the "Second Replay" symbol No. 3 has reached the bottom row, the "Watermelon" symbol No. 4 will stop at the bottom row as shown in FIG. 20(d). The combination of the "Red Bell" symbol, the "Red 7" symbol, and the "Watermelon" symbol from the left is a transition result as shown in FIG. 11. However, since the transition result does not correspond to a winning combination, when the transition result stops, none of the corresponding minor combinations will win a winning combination. In this case, the corresponding bonus is not awarded, so no medals are paid out (0 medals are paid out).

[0136] When the 9th minor winning symbol of the center reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the 9th minor winning symbol can be achieved.

[0137] The 9th minor symbol on the right reel 32R is a "Youth" symbol. The "Youth" symbol is located at the 15th position on the right reel 32R. Therefore, depending on the operation timing of the right stop switch 44, the 9th minor symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated at a timing when any of the "1st Replay" symbol (11th) to the "Youth" symbol (15th) has reached the bottom row, the "Youth" symbol as the 9th minor symbol stops at the bottom row. As a result, the 9th minor symbol wins on the right downward line L4. In this case, three medals are paid out as a bonus corresponding to the 9th minor symbol win in the 3-bet game. If the right stop switch 44 is operated at another timing, the "Watermelon" symbol or the "1st Replay" symbol stops at the bottom row. As shown in FIG. 11, the combination of the "white bell" symbol ("red bell" symbol), "cherry" symbol, and "watermelon" symbol ("first replay" symbol) from the left is a transition result. However, as the transition results do not correspond to winning as described above, when the transition results stop, none of the corresponding minor roles will win. In this case, the corresponding bonus is not awarded, so no medals are paid out (0 medals are paid out).

[0138] When the second small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the second small winning symbol can be achieved.

[0139] The second small win symbol on the right reel 32R is a "white BAR" symbol. The "white BAR" symbol is located at the 18th position on the right reel 32R. Therefore, depending on the operation timing of the right stop switch 44, the second small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated at the timing when any of the "watermelon" symbol at the 14th to the "white BAR" symbol at the 18th has reached the lower row, the "white BAR" symbol as the second small win symbol stops at the lower row. As a result, the second small win is established on the right downward line L4. In this case, three medals are paid out as a bonus corresponding to the second small win in the 3-bet game. If the right stop switch 44 is operated at another timing, the "watermelon" symbol or the "first replay" symbol stops at the lower row. As shown in FIG. 11, the combination of the "white bell" symbol ("red bell" symbol), "white BAR" symbol, and "watermelon" symbol ("first replay" symbol) from the left is a transition result. However, as mentioned above, the transition result does not correspond to a winning combination, so when the transition result stops, none of the corresponding minor combinations will result in a winning combination. In this case, the corresponding bonus is not awarded, so no medals are paid out (0 medals are paid out).

[0140] If the second, seventh and ninth minor win symbols on the middle reel 32M do not stop in the middle row, i.e., if the "LUCKY" or "white bell" symbol on the middle reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the "watermelon" or "first replay" symbol stops in the lower row.

[0141] The right reel 32R has the "watermelon" and "first replay" symbols arranged so that the interval between each of the "watermelon" and "first replay" symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated, the "watermelon" or "first replay" symbol stops in the lower row regardless of the operation timing. The combination of the "white bell" symbol ("red bell" symbol), the "LUCKY" symbol ("white bell" symbol), and the "watermelon" symbol ("first replay" symbol) from the left is a transitional result as shown in FIG. 11. However, as described above, the transitional result does not correspond to a winning combination, so when the transitional result stops, none of the corresponding minor combinations will win a winning combination. In this case, the corresponding bonus is not awarded, so no medals are paid out (0 medals are paid out).

[0142] In this way, if middle push bell 1 is won and the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in that order, the second small prize will be won, the seventh small prize will be won, the ninth small prize will be won, or the transition result will stop and no small prize will be won, resulting in a miss.

[0143] Next, a case will be described as an example in which the center push bell 1 is won and the center stop switch 43, the left stop switch 42, and the right stop switch 44 are operated in that order. In such a case, the reels 32L, 32M, and 32R are stopped to establish the first small win.

[0144] On the center reel 32M, the "red bell" symbols, which are the first minor symbol, are arranged so that the interval between the "red bell" symbols is 4 symbols or less. Therefore, when the center stop switch 43 is operated first, the "red bell" symbols stop in the middle row regardless of the operation timing.

[0145] On the left reel 32L, the first minor winning symbols, the "red bell" symbol and the "white bell" symbol, are arranged so that the interval between the first minor winning symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" symbol or the "white bell" symbol stops on the top row regardless of the operation timing.

[0146] On the right reel 32R, the first minor winning symbols, the "red bell" symbol and the "white bell" symbol, are arranged so that the interval between the first minor winning symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" symbol or the "white bell" symbol stops on the lower row regardless of the timing of the operation.

[0147] As described above, when the center push bell 1 is won and the center stop switch 43, the left stop switch 42, and the right stop switch 44 are operated in this order, the first small prize is won regardless of the operation timing. In this case, nine medals are paid out as a bonus corresponding to the first small prize in the three-bet game.

[0148] When the push order bell is won, if the stop switches 42-44 are operated in one or two predetermined operation sequences, the first small prize is won regardless of the operation timing, and when the stop switches 42-44 are operated in another operation sequence, depending on the operation timing, the small prize is won or the transition result stops on the active line and it is a miss. Incidentally, when the middle bell is won, the 38th small prize is won regardless of the operation sequence and operation timing, and when the no-question bell is won, the first small prize is won regardless of the operation sequence and operation timing.

[0149] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R are stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a combination of winning symbols is lined up on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the active line. If a winning combination is established, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0150] After the payout determination process, a winning result process is performed in step S414. In the winning result process, a process for shifting the gaming state based on the winning result is performed. The winning result process will be described in detail later.

[0151] After the winning result corresponding process, the section display second process is executed in step S415. The section display second process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later. After that, in step S416, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control process is terminated.

[0152] Next, the medal payout process in step S212 will be outlined.

[0153] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. If the payout number is 0, it means that it has been determined in the previous payout determination process that the small winning combination has not been established. In such a case, it is determined whether any of the first re-play winning to the eighth re-play winning combinations has been established based on the winning combinations set in the payout determination process. If none of the re-play winning combinations has been established, the medal payout process is terminated as it is, and if any of the re-play winning combinations has been established, a re-play setting process is performed to set the game state to a re-play state, and the medal payout process is terminated. In the start waiting process (step S204) described above, when it is determined that the current game state is a re-play state, an automatic insertion process is performed.

[0154] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, when the credit counter count value has not reached the upper limit (the number of medals stored is 50), the payout number is added to the credit counter count value, and the value after the addition is displayed on the credit display unit 60. When the credit counter count value has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal receiving tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 according to the payout of medals is also performed. In addition, when the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter described later, and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.

[0155] Next, the RT state processing in step S213 will be described with reference to the flowchart of FIG.

[0156] In step S501, it is determined whether the transitional result has stopped on the pay line. If the transitional result has stopped, the process proceeds to step S502, where it is determined whether the current gaming state is the normal gaming state. If the current gaming state is the normal gaming state, the first RT setting flag is set in the state information storage area 106c of the RAM 106 in step S503. Then, this process ends. If it is determined in step S502 that the gaming state in which the transitional result has stopped is not the normal gaming state, the RT state ends as it is. In this case, even if the transitional result has stopped, no transition of the gaming state occurs.

[0157] If it is determined in step S501 that the transitional result is not on the pay line, the process proceeds to step S504, and it is determined whether or not the second re-play win has been achieved based on the winning combination set in the previous payout determination process. If the second re-play win has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503. Then, this process ends.

[0158] When the first RT setting flag is set in step S503, the game state transitions to the first RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the first RT state based on the fact that the first RT setting flag is set in the state information storage area 106c, and a lottery table for the first RT state is selected.

[0159] FIG. 22 is a selection table for the first RT state selected in the first RT state of "setting 3". When the selection table for the first RT state is compared with the selection table for the normal game state (see FIG. 17), the point values ​​PV of IV=1 to 5 are different, and the same point values ​​PV are set for the other index values ​​IV. Therefore, when the winning or losing of a combination is judged using this selection table, the probability of winning when IV=6 to 58 is equal to each winning probability in the normal game state, the probability of winning when IV=1 is about 1 in 67.0, and the probability of winning when IV=2 to 5 is about 1 in 32.8. The probability of losing, i.e. not winning any combination, is about 1 in 2.14.

[0160] Here, as shown in FIG. 22, if a win occurs when IV=1, it is a win of a normal replay, if a win occurs when IV=2, it is a win of the first promotion replay 1, if a win occurs when IV=3, it is a win of the first promotion replay 2, if a win occurs when IV=4, it is a win of the first promotion replay 3, and if a win occurs when IV=5, it is a win of the first promotion replay 4. The probability of winning any of the cases of IV=1 to 5 is about 1 in 7.30. The probability of winning a normal replay under the normal game state is also about 1 in 7.30. In other words, when the game state transitions to the first RT state, the small role, replay, and bonus roles are won with the same probability as in the normal game state, while the winning mode in which the replay privilege is granted changes to one different from that in the normal game state. More specifically, in the normal game state, only the first re-play winning event, which does not result in a transition to a game state, is achieved, and in the first RT state, in addition to the first re-play winning event, a third re-play winning event, which results in a transition to a second RT state, is achieved.

[0161] In the second stop information setting process (step S409), in addition to the case where the above-mentioned push order bell is won, the stop information is set so as to change the winning pattern that is achieved depending on the operation sequence of the stop switches 42 to 44 that generated the stop command, even if the first promotion replay 1 to the first promotion replay 4 are won.

[0162] FIG. 23(a) is an explanatory diagram showing the correspondence between winning roles, the operation sequence of the stop switches 42-44, and the winning modes that are established. When the first promotion replay 1 to the first promotion replay 4 are won, unlike when the push order bell is won, the first replay win or the third replay win is always established regardless of the operation timing of the stop switches 42-44. For the first promotion replay 1 to the first promotion replay 4, one of six operation sequences is associated with the third replay, and the other operation sequences are associated with the first replay.

[0163] In the first promotion replays 2 to 4, in addition to the first replay and the third replay, the sixth replay, the seventh replay, and the eighth replay are also allocated as winning combinations. However, the sixth replay to the eighth replay are not associated with any of the six operation sequences described above. Therefore, even if the first promotion replays 2 to 4 are winning, the sixth replay to the eighth replay will not win regardless of the operation sequence of the stop switches 42 to 44.

[0164] More specifically, in the first promotion replays 1 to 4, the first promotion replay 1 is assigned the first replay and the third replay, the first promotion replay 2 is assigned the sixth replay in addition to the first replay and the third replay, the first promotion replay 3 is assigned the seventh replay in addition to the first replay and the third replay, and the first promotion replay 4 is assigned the eighth replay in addition to the first replay and the third replay, but in any of the first promotion replays 1 to 4, the winning replay is either the first replay or the third replay. This is to make it difficult to understand the operation sequence in which the third replay wins. That is, for example, if there is one type of first promotion replay, the operation sequence corresponding to the third replay winning will also be one type, and when the first promotion replay is won, it may be possible to intentionally establish the third replay winning. Note that this relationship is not limited to the relationship between the first promotion replays 1 to 4, and the same can be said for other overlapping roles.

[0165] Returning to the explanation of the RT state processing, if it is determined in step S504 that the second re-play winning has not been established, the process proceeds to step S506, where it is determined whether or not the third re-play winning has been established based on the winning combination set in the previous payout determination process. If the third re-play winning has been established, the RT setting flag set in the state information storage area 106c is cleared in step S507, and the second RT setting flag is set in step S508, and this process ends.

[0166] When the second RT setting flag is set in step S508, the game state transitions to the second RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the second RT state based on the fact that the second RT setting flag is set in the state information storage area 106c, and a lottery table for the second RT state is selected.

[0167] FIG. 24 is a selection table for the second RT state selected in the second RT state of "setting 3". When the selection table for the second RT state is compared with the selection table for the first RT state (see FIG. 22), the point values ​​PV for IV=1 to 10 are different, and the same point values ​​PV are set for the other index values ​​IV. Therefore, when the winning or losing of a winning combination is judged using such a selection table, the probability of winning when IV=11 to 58 is equal to each winning probability in the first RT state, the probability of winning when IV=1 is about 1 in 26.2, the probability of not winning when IV=2 to 5, the probability of winning when IV=6 to 8 is about 1 in 32.8, and the probability of winning when IV=9, 10 is about 1 in 18.2. And the probability of losing when none of the winning combinations is won is about 1 in 2.74. In other words, when the game moves to the second RT state, the probability of losing is lower than in the normal game state and the first RT state, which is advantageous to the player. In addition, in the second RT state, in addition to the first re-play winning which does not transition the game state, a second re-play winning which transitions to the first RT state, and a fourth re-play winning and a fifth re-play winning which transitions to the third RT state are achieved.

[0168] In the second stop information setting process (step S409), in addition to the case where the above-mentioned first promotion replay 1 to first promotion replay 4 are won, also in the case where fall replay 1 to fall replay 3, second promotion replay 1, and second promotion replay 2 are won, stop information is set so as to change the winning pattern that is established depending on the operation sequence of stop switches 42 to 44 that generated the stop command.

[0169] FIG. 23(b) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are achieved. When Fall Replay 1 to Fall Replay 3 are won, the first replay win or the second replay win is always achieved regardless of the operation timing of the stop switches 42-44. When Second Promotion Replay 1 is won, the first replay win, the fourth replay win, or the fifth replay win is always achieved regardless of the operation timing of the stop switches 42-44. When Second Promotion Replay 2 is won, the first replay win or the fourth replay win is always achieved regardless of the operation timing of the stop switches 42-44.

[0170] In addition, when the stop switches 42 to 44 are operated in the operating sequence corresponding to the 4th replay winning and the 1st replay winning, or when the stop switches 42 to 44 are operated in the operating sequence corresponding to the 5th replay winning and the 1st replay winning, basically, stop control is performed so as to establish the 4th replay winning or the 5th replay winning, and when the 4th replay winning or the 5th replay winning cannot be established, stop control is performed so as to establish the 1st replay winning.

[0171] Returning to the explanation of the RT state processing, if it is determined in step S506 that the third re-play winning has not been established, the process proceeds to step S509, and it is determined whether the fourth re-play winning or the fifth re-play winning has been established based on the winning combination set in the previous payout determination process. If the fourth re-play winning or the fifth re-play winning has been established, the RT setting flag set in the state information storage area 106c is cleared in step S510, and the third RT setting flag is set in step S511, and this process is terminated. Also, if it is determined in step S509 that neither the fourth re-play winning nor the fifth re-play winning has been established, this process is terminated as it is.

[0172] When the third RT setting flag is set in step S511, the game state transitions to the third RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the third RT state based on the fact that the third RT setting flag is set in the state information storage area 106c, and a lottery table for the third RT state is selected.

[0173] FIG. 25 is a selection table for the third RT state selected in the third RT state of "setting 3". When the selection table for the third RT state is compared with the selection table for the second RT state (see FIG. 24), the point values ​​PV of IV=1, 6 to 14 are different, and the same point values ​​PV are set for the other index values ​​IV. Therefore, when the winning or losing of a winning combination is judged using such a selection table, the probability of winning when IV=1 is about 1 in 11.0, the probability of winning when IV=6 to 8 is about 1 in 15.4, and the probability of not winning when IV=9, 10 is about 1 in 19.5. Also, in the third RT state, it becomes possible to win a specific replay 1 and a specific replay 2 when IV=14, 15, and the probability of winning when IV=14, 15 is about 1 in 20.0. The probability of not winning any winning combination is about 1 in 140. In other words, when the game state transitions to the third RT state, the probability of losing is lower than in the normal game state, the first RT state, and even the second RT state, which is advantageous to the player. Also, when the game state transitions to the third RT state, the winning mode for granting the replay bonus changes to one different from that in the second RT state. More specifically, in the third RT state, in addition to the first replay winning that does not transition the game state and the second replay winning that transitions to the first RT state, the sixth replay winning, the seventh replay winning, and the eighth replay winning that do not transition the game state, the third replay winning that transitions to the second RT state, the eleventh replay winning that is a cherry replay, and the twelfth replay winning that is a sweet replay are established.

[0174] In the second stop information setting process (step S409), even if BAR Replay 1, BAR Replay 2, Specific Replay 1, or Specific Replay 2 is won, the stop information is set so as to change the winning mode that is established depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0175] Fig. 23(c) is an explanatory diagram showing the correspondence relationship between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are achieved. When BAR Replay 1 is won, regardless of the operation timing of the stop switches 42-44, any one of the first re-play winning, the seventh re-play winning, and the eighth re-play winning is always achieved. When BAR Replay 2 is won, regardless of the operation timing of the stop switches 42-44, any one of the first re-play winning, the sixth re-play winning, and the eighth re-play winning is always achieved.

[0176] FIG. 23(d) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42-44, and the winning mode that is established. When the specific replay 1 and the specific replay 2 are won, any of the first replay win, the eleventh replay win, and the twelfth replay win is always established for any specific replay, regardless of the operation timing of the stop switches 42-44. In this embodiment, the third replay win, in which the win flag is set when the specific replay 2 is won, is not associated with the operation sequence of the stop switches 42-44, and when the specific replay 2 is won, the third replay win is not established regardless of the operation sequence. More specifically, when the specific replay 1 is won, if the left stop switch 42 is operated first, the 11th replay win, which is a cherry replay, is established, if the center stop switch 43 is operated first, the 12th replay win, which is a sweet replay, is established, and if the right stop switch 44 is operated first, the 1st replay win is established. On the other hand, when the specific replay 2 is won, the operation order associated with the 11th replay win and the 12th replay win is the opposite to that of the specific replay 1, and if the left stop switch 42 is operated first, the 12th replay win is established, if the center stop switch 43 is operated first, the 11th replay win is established, and if the right stop switch 44 is operated first, the 1st replay win is established.

[0177] Next, the bonus state process in step S214 will be described with reference to the flowchart of FIG.

[0178] First, in step S601, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is a BB state or a CB state. If it is not a bonus state, the bonus determination process shown in steps S602 to S613 is performed.

[0179] In the bonus determination process, in step S602, it is determined whether any of the first BB winning flag, the second BB winning flag, and the CB winning flag is set. If any of the winning flags is set, the process proceeds to step S603, and it is determined whether or not the CB winning is established based on the winning combination set in the previous payout determination process. If the CB winning is established, in step S604, the CB setting flag is set in the state information storage area 106c. In step S605, 15 is set in the remaining payout number counter for counting the remaining number of medals that can be paid out during the bonus state, which is provided in the state information storage area 106c. By performing the processes of steps S604 to S605, the game state transitions to the CB state.

[0180] Here, a brief explanation of CB and the CB state will be given.

[0181] When the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "watermelon", "first replay" or "black BAR" symbol on the right reel 32R stop on an active line, the CB wins. The CB symbols are arranged on each reel 32L, 32M, and 32R so that the interval between each CB symbol is 4 symbols or less. Therefore, when the CB wins, the CB win is established regardless of the operation sequence and operation timing of the stop switches 42 to 44.

[0182] When the CB setting flag is set in the state information storage area 106c, the main control device 101 determines that the game state is the CB state. Then, in step S205 of the normal process, it determines whether the number of medals bet has reached "2" instead of "3", and in the active line setting process (step S209), it sets the lower line L3 and the right downward line L4 as active lines.

[0183] In step S302 of the lottery process, a lottery table for the CB state is selected. Although the illustration of the lottery table for the CB state is omitted, in the lottery table for the CB state, "0" is set as the point value PV for IV=1 to 52, and "16384" is set as the point value for IV=55 to 58 (see FIG. 17 for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning the CB small / medium role 1 (probability of winning when IV=55) is about 1 in 4.00, the probability of winning the CB small / medium role 2 (probability of winning when IV=56) is about 1 in 4.00, the probability of winning the CB small / medium role 3 (probability of winning when IV=57) is about 1 in 4.00, and the probability of winning the CB small / medium role 4 (probability of winning when IV=58) is about 1 in 4.00. No events of losing occur.

[0184] FIG. 27(a) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are established. Although detailed explanations are omitted, even if any of the CB small / medium combinations 1 to 4 is won, some small combination is always established regardless of the operation sequence and operation timing of the stop switches 42-44. Since the CB state is a two-bet game, when the first small combination, the 27th small combination, the 31st small combination, the 36th small combination to the 38th small combination are established, 15 medals are paid out, and when the second small combination to the 26th small combination, the 28th small combination to the 30th small combination, the 32nd small combination to the 35th small combination are established, 14 medals are paid out. In other words, when the game transitions to the CB state, 14 or 15 medals are always paid out.

[0185] In addition, instead of or in addition to CB as a winning role and the CB state as a game state, a single bonus (SB) that allows one game (JAC game) to be played as a winning role, and an SB state to which a transition occurs based on winning (winning) the single bonus may be provided.

[0186] Returning to the explanation of the bonus state processing, if it is determined in step S603 that the CB win has not been achieved, it means that a bonus win flag other than the CB has been set. In such a case, the RT setting flag set in the state information storage area 106c is cleared in step S608, and it is determined in step S609 whether the 1st BB win or the 2nd BB win has been achieved.

[0187] Then, if any of the BB wins is established, the BB win flag set in the win flag storage area 106a of the RAM 106 is cleared in step S610, and the BB setting flag is set in the state information storage area 106c in step S611. After that, in step S612, the remaining payout number counter is set to 216, and a process is performed to display 216 in the remaining payout number display unit 61. The value set in step S612 is a value corresponding to the upper limit payout number in the BB state, and the BB state is ended on the condition that medals equal to or more than the value have been paid out in the BB state.

[0188] By performing the processes of steps S610 to S612, the game state is shifted to the BB state. Then, in step S302 of the lottery process, it is determined that the current game state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and a corresponding lottery table for the BB state is selected.

[0189] 28 shows a lottery table for the 1st BB state selected in the 1st BB state to which the state transitions due to the 1st BB winning, and a lottery table for the 2nd BB state selected in the 2nd BB state to which the state transitions due to the 2nd BB winning. In the lottery table for the 1st BB state and the 2nd BB state, the point value PV for IV=1-14, 22-30, 34-58 is set to "0". Therefore, in both the 1st BB state and the 2nd BB state, these IV=1-14, 22-30, 34-58 do not result in a win. In addition, in the lottery table for the first BB state and the lottery table for the second BB state, the point values ​​for IV=19-21, 31-33 are set to common point values ​​in both lottery tables, and in both the first BB state and the second BB state, the probability of winning Chance A with IV=19 is approximately 1 in 65.5, the probability of winning Chance B with IV=20 is approximately 1 in 65.5, the probability of winning the middle bell with IV=21 is approximately 1 in 1,310, the probability of winning the first role in the BB with IV=31 is approximately 1 in 2.12, the probability of winning the second role in the BB with IV=32 is approximately 1 in 13.1, and the probability of winning the third role in the BB with IV=33 is approximately 1 in 13.1.

[0190] On the other hand, in the lottery table for the 1st BB state and the lottery table for the 2nd BB state, different point values ​​are set for IV=15-18, and the probability of winning a strong cherry with IV=15 is about 1 in 21.8 in the 1st BB state, while it is about 1 in 93.6 in the 2nd BB state, so it is easier to win a strong cherry in the 1st BB state than in the 2nd BB state. Also, the probability of winning a weak cherry with IV=16 is about 1 in 6.56 in the 1st BB state, while it is about 1 in 26.2 in the 2nd BB state, so it is easier to win a weak cherry in the 1st BB state than in the 2nd BB state.

[0191] The probability of winning a strong watermelon with IV=17 is about 1 in 93.6 in the 1st BB state, while it is about 1 in 21.8 in the 2nd BB state, making it easier to win a strong watermelon in the 2nd BB state than in the 1st BB state. Also, the probability of winning a weak cherry with IV=18 is about 1 in 26.2 in the 1st BB state, while it is about 1 in 6.56 in the 2nd BB state, making it easier to win a weak watermelon in the 2nd BB state than in the 1st BB state.

[0192] That is, in the 1st BB state and the 2nd BB state, the probability of winning the lottery result called rare role such as strong cherry or strong watermelon is higher than in the normal game state and other states such as the 1st RT state to the 3rd RT state. Also, when comparing the 1st BB state and the 2nd BB state, it is set so that it is easier to win a strong cherry or weak cherry in the 1st BB state than in the 2nd BB state, and it is easier to win a strong watermelon or weak watermelon in the 2nd BB state than in the 1st BB state.

[0193] In addition, whether strong cherries, weak cherries, strong watermelons, weak watermelons, etc. are won depends on the timing of operation of the stop switches 42 to 44. If the switches are operated at a timing that does not correspond to a win, the win will not be achieved and the win will be missed.

[0194] FIG. 27(b) is an explanatory diagram showing the correspondence between the winning combination, the operation sequence of the stop switches 42-44, and the winning mode that is established. As described above, the first small win is a winning mode that can be established regardless of the operation timing of the stop switches 42-44. Therefore, when the first combination in BB is won, regardless of the operation sequence and operation timing of the stop switches 42-44, either the first small win, the 39th small win, or the 40th small win will always be established. On the other hand, for the second combination in BB and the third combination in BB, the first small win is associated with four of the six operation sequences, and the 40th and 41st small wins are associated with two operation sequences. That is, for the 2nd role in BB or the 3rd role in BB, if the operation sequence of the stop switches 42-44 matches the 1st small role, the 1st small role is won, and if the operation sequence matches the 40th or 41st small role, the 40th or 41st small role is won instead of the 1st small role. In the 3-bet game in the BB state, when the 1st or 40th small role is won, 9 medals are paid out, and when the 41st small role is won, 3 medals are paid out. In other words, when the 1st role in BB is won, the 1st small role is won regardless of the operation sequence, and 9 medals are paid out, and when the 2nd role in BB is won, the 1st or 40th small role is won depending on the operation sequence, and 9 medals are paid out. When the third role in BB is won, the first or 41st small role is won depending on the operation order, and when the first small role is won, 9 medals are paid out, and when the 41st small role is won, 3 medals are paid out. In other words, for the third role in BB, the number of medals paid out varies depending on the operation order of the stop switches 42 to 44.

[0195] If the result of the determination in step S609 is negative and any BB winning has been achieved, a process of setting a carry-over command is performed in step S613. The carry-over command is a command sent to the display control device 81 to inform the display control device 81 that the bonus winning has not been achieved in the bonus winning game and that the so-called carry-over state has occurred, and the carry-over command is output to the display control device 81 in the command output process (step S110) of the timer interrupt process.

[0196] As already explained, in the game played in the carryover state, winning other bonuses is restricted. More specifically, in the lottery table for the normal game state (FIG. 17), if a combination with the bonus (first BB, second BB, CB) of IV=34-51 is won, the winning flags corresponding to these bonuses are not set. Therefore, for example, if a combination with each small win or replay of IV=34-51 is won, the winning flags of these small wins and replay are set, but the winning flags corresponding to the bonus are not set, and only the winning of the small win is valid. In other words, the carryover state can be said to be a state in which the selection of bonuses is restricted.

[0197] When the game state has shifted to the CB state or the BB state, an affirmative determination is made in step S601, and an end determination process is performed in step S614. In the end determination process, it is determined whether the value of the remaining payout counter has become 0, and if it has become 0, a process is performed to clear the CB setting flag or the BB setting flag. Also, in the end determination process, if the BB setting flag is cleared, an end flag is set to indicate that the BB state has ended in this game.

[0198] As shown in steps S602 to S614, when the CB is won and the CB winning is established, the CB setting flag is set without clearing the RT setting flag. Therefore, when the CB setting flag is cleared, that is, when the CB state ends, the game state when the CB winning is established is returned to. For example, when the CB winning is established under the normal game state, the game state returns to the normal game state after the CB state ends, and when the CB winning is established under the third RT state, the game state returns to the third RT state after the CB state ends. On the other hand, when the first BB and the second BB are won, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB winning is established. Therefore, when the BB setting flag is cleared, that is, when the BB state ends, the game state transitions to the normal game state even if the first BB winning is established under the second RT state. When the game transitions to the CB state, the player can expect an increase of 13 (=15-2) medals or 25 (=14-2+15-2) medals until the CB state ends. When the game transitions to the BB state, the player can expect to receive an increase of up to 144 (=9×24−3×24) medals until the BB state ends.

[0199] As described above, when a strong cherry or a strong watermelon is won in the BB state, the winning may not be achieved depending on the operation timing of the stop switches 42 to 44, and if the winning is not achieved, the medal payout in the game will not occur. Also, when the third role is won in the BB state, 9 or 3 medals will be paid out depending on the operation sequence of the stop switches 42 to 44. In other words, when the upper limit payout number is set in the BB state (216) and 9 medals are paid out per game, a maximum increase of 144 medals can be expected as described above, and the BB state ends after 24 games, but depending on the lottery results of each game in the BB state and the operation timing and operation sequence of the stop switches 42 to 44 of that game, the medal increase number when the upper limit payout number is reached may be less than the maximum number, and the number of games until the upper limit payout number is reached may be increased.

[0200] When none of the first BB winning flag, the second BB winning flag, and the CB winning flag are set (when step S602 is NO), when none of the first BB winning, the second BB winning, and the CB winning are achieved and a carryover command is set (when the process of step S613 is executed), when a predetermined value is set in the remaining payout counter in steps S605 and S612, and when an end determination process is performed in step S614, the process proceeds to step S606 and a state command is set. Here, the state command is a command transmitted to the display control device 81 to allow the display control device 81 to grasp the game state at the time of the end of the game (i.e., the game state of the next game), and in step S606, a state command corresponding to the setting flag set in the state information storage area 106c is set. After setting the state command, in step S607, an external signal setting process is performed to set an external signal to be output from the external centralized terminal board 121 to the outside of the slot machine 10. Then, this process ends.

[0201] <Overview of game state transition and display mode> Here, the transition of the gaming state will be described with reference to Figure 29. Note that the CB state is not shown.

[0202] When the game state is the BB state, if the number of medals paid out in the BB state reaches 216, the BB state ends and the game state transitions to the normal game state.

[0203] When the game state is the normal game state, the game state transitions to the first RT state when the transition result stops on an active line, and the game state transitions to the BB state when the BB win is established. The transition result stops on an active line when a miss occurs in a game in which the push order bell is won. In the lottery process using the lottery table for the normal game state, the first promotion replays 1 to 4, which are the triggers for transition to the second RT state, and the second promotion replays 1 and 2, which are the triggers for transition to the third RT state, are not won, so the normal game state does not transition to the second RT state to the third RT state (see FIG. 17).

[0204] When the game state is the first RT state, the game state transitions to the second RT state by the establishment of the third replay winning. The third replay winning is established when any one of the first promotion replay 1 to the first promotion replay 4 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(a)). In the lottery process using the lottery table for the first RT state, the second promotion replays 1 and 2, which are the trigger for transition to the third RT state, are not won, so the game does not transition from the first RT state to the third RT state. Also, in the first RT state, if the corresponding BB winning is not established in the game in which each BB winning flag is set, that is, if the BB winning flag is carried over, the game state transitions to the normal game state, and if the corresponding BB winning is established in the game in which each 1 BB winning flag is set, the game state transitions to the BB state. In addition, in the first RT state, even if a miss occurs in a game in which the push order bell is won and the transition result stops, a transition in the game state does not occur.

[0205] When the game state is the second RT state, the game state transitions to the third RT state by the establishment of the fourth replay winning or the fifth replay winning. In addition, when the second replay winning is established, the game state transitions to the first RT state. The fourth replay winning and the fifth replay winning are established when the second promotion replay 1 or the second promotion replay 2 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). The second replay winning is established when any of the fall replays 1 to 3 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). In addition, when the corresponding BB winning is not established in the game in which each BB winning flag is set, that is, when the BB winning flag is carried over, the game state transitions to the normal game state, and when the corresponding BB winning is established in the game in which each BB winning flag is set, the game state transitions to the BB state. In addition, in the second RT state, even if a miss occurs in a game in which the push order bell is won and the transition result stops, a transition in the game state does not occur.

[0206] When the game state is the third RT state, if the second replay winning is established, the game state transitions to the first RT state. The second replay winning is established when any of the fall replays 1 to 3 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). In addition, if the corresponding BB winning is not established in the game in which each winning flag is set, that is, if the BB winning flag is carried over, the game state transitions to the normal game state, and if the corresponding BB winning is established in the game in which each BB winning flag is set, the game state transitions to the BB state. In addition, even if a miss occurs in the game in which the push order bell is won and the transition result stops in the third RT state, the game state does not transition.

[0207] In this slot machine 10, the main control device 101 manages six types of game states, namely, normal game state, first RT state, second RT state, third RT state, BB state, and CB state, and also manages four types of display modes, broadly classified as normal mode, CZ mode (chance zone mode), AT mode (assist time mode), and BB mode.

[0208] FIG. 30 is a diagram showing transitions between display modes.

[0209] The BB mode is a display mode that is entered when the first or second BB win is achieved, and ends when the BB state ends. In other words, the BB mode is a display mode that corresponds to the BB state. Therefore, when the mode is entered, the player can expect an increase of up to 144 medals.

[0210] When switching from normal mode to BB mode, a lottery to switch to AT mode may be held in that BB mode. If the lottery to switch to AT mode is won, the game will switch to AT mode after BB mode ends. If the lottery to switch to AT mode is not won, the game will switch to normal mode after BB mode ends. When switching from AT mode to BB mode, the game will return to AT mode after BB mode ends.

[0211] The normal mode is a display mode in which the operation order of the stop switches 42 to 44 is not notified when the push order bell is won, or when the first promotion replay 1 to first promotion replay 4, fall replay 1 to fall replay 3, second promotion replay 1, second promotion replay 2, BAR replay 1, BAR replay 2, specific replay 1, and specific replay 2 (hereinafter collectively referred to as "push order replays") are won. In the normal mode, a lottery is held to switch to the CZ mode or AT mode. If the lottery to switch to the CZ mode or AT mode is won, the mode will switch from the normal mode to the CZ mode or AT mode. When the mode is switched to the AT mode, the operation order of the stop switches 42 to 44 is notified when the push order bell or push order replay is won.

[0212] The normal mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the normal mode, when the push order bell is won and when the push order replay is won, the operation order of the stop switches 42 to 44 is not notified, so that the transition from the second RT state to the third RT state is rare, and it corresponds almost to the normal game state or the first RT state. In the normal mode, if the game state at that time is the normal game state or the first RT state, it is expected that the number of medals will decrease by about 0.92 per game, if the game state at that time is the second RT state, it is expected that the number of medals will decrease by about 0.61 per game, and if the game state at that time is the third RT state, it is expected that the number of medals will increase by about 0.45 per game.

[0213] The CZ mode is a mode called a chance zone in which the probability of winning the lottery for transition to the AT mode is higher than in the normal mode. The CZ mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the CZ mode, when the push order bell is won and when the push order replay is won, the operation order of the stop switches 42 to 44 is not notified, so that transition to the second RT state or the third RT state is rare, and it corresponds almost to the normal game state or the first RT state. The expected increase or decrease in the number of medals per game in the CZ mode is the same as that in the normal game state or the first RT state. When the game state at that time is the normal game state or the first RT state, it is expected that the number of medals will decrease by about 0.92 medals per game, when the game state at that time is the second RT state, it is expected that the number of medals will decrease by about 0.61 medals per game, and when the game state at that time is the third RT state, it is expected that the number of medals will increase by about 0.45 medals per game. In addition, in the CZ mode, the operation sequence of the stop switches 42 to 44 may be notified when the push order bell or push order replay is won, and in this case, the frequency of the operation sequence notification, such as the number of times the operation sequence is notified and the winning probability of the notification lottery, may be set to be lower in the CZ mode than in the AT mode. As a configuration for notifying the operation sequence in the CZ mode, for example, the operation sequence may be notified a predetermined number of times (once) when the push order bell is won during the stay, but the operation sequence may not be notified when the push order bell is won thereafter.

[0214] The AT mode is a display mode in which the operation sequence of the stop switches 42 to 44 is notified when the push order bell is won and when the push order replay is won. The AT mode is a mode that starts with an initial number of games being a predetermined number (for example, 50 times), and when the predetermined number of games is played without any addition to the number of games, or when the number of games including the added number is played, the AT mode transitions to the normal mode.

[0215] The AT mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the AT mode, the operation sequence of the stop switches 42-44 is notified both when the push order bell is won and when the push order replay is won, so if the player operates the stop switches 42-44 in the notified operation sequence, it corresponds to the second RT state and the third RT state, and mainly corresponds to the third RT state. More specifically, in the AT mode, the operation sequence of the stop switches 42-44 is notified even when the push order replay is won, so there is a transition from the first RT state to the second RT state and from the second RT state to the third RT state, and the player stays in the third RT state. In the AT mode, if the game state at that time is the normal game state or the first RT state, you can expect to gain about 0.52 medals per game, if the game state at that time is the second RT state, you can expect to gain about 0.82 medals per game, and if the game state at that time is the second RT state, you can expect to gain about 1.90 medals per game. Since the AT mode continues for at least 50 games after the game state transitions to the third RT state, when the AT mode is transitioned to, the player can expect to gain about 100 medals.

[0216] Regarding the transition in display modes when a player's owned medals increase, the general flow is to transition from normal mode to AT mode and then from AT mode back to normal mode, and the transition from normal mode to AT mode may or may not go via CZ mode.

[0217] As described above, the slot machine 10 is configured so that the player can increase the number of medals owned in each display mode, AT mode and BB mode. In addition, in conjunction with each display mode, multiple RT states, BB state, CB state, and other multiple states are switched back and forth by winning or stopping the transition results of each replay. As described above, when the push order replay or push order bell is won, the corresponding replay winning is achieved or the transition results are stopped depending on the operation sequence of the stop switches 42-43. In addition, in the AT mode, when the push order bell is won, the operation sequence that can achieve the first minor winning is notified, so that the player can expect to increase the number of medals owned.

[0218] Here, when the display mode is the AT mode, the operation sequence of the stop switches 42 to 44 is notified when the push order bell or push order replay is won as described above, and when the display mode is the normal mode or CZ mode, the operation sequence when the push order bell or push order replay is won is notified. Therefore, from the viewpoint of whether or not the operation sequence when the push order bell or push order replay is won is notified, the AT mode is more advantageous for the player than the normal mode or CZ mode. And, from the viewpoint of the ease of transition to the AT mode, the CZ mode is more advantageous for the player than the normal mode. In other words, the AT mode is included in the advantageous zone, which is a zone in which the winning rate of small roles etc. is changed by the notification of the operation sequence, and the game can proceed in a situation advantageous to the player, and the CZ mode, which has a high transition rate to the AT mode, is also included in the advantageous zone. In this slot machine 10, a transition lottery for the AT mode is performed by transitioning to the advantageous zone, and a transition to the AT mode can occur. In other words, a transition to the AT mode is not performed in the normal zone, which is not an advantageous zone.

[0219] The configuration regarding the display mode will be described below.

[0220] <Lottery result processing> First, the lottery result response process (step S312) of the lottery process (FIG. 16) by main control device 101 will be described with reference to the flowchart of FIG.

[0221] In step S701, a process is performed to grasp the current game state. More specifically, it is grasped whether it is in the CB state or other states (normal game state, each RT state, first BB state, second BB state). As already explained, in the CB state, 2 is set as the prescribed number of bets, and in the other states, 1 or 3 is set as the prescribed number of bets. Then, in step S702, it is determined whether the number of bets in the current game is one prescribed number (specific prescribed number) prescribed in the state grasped in step S701. More specifically, in the CB state, the prescribed number of bets is only 2, so that a positive judgment is always made in step S702. In the other states than the CB state, the prescribed number of bets is 1 and 3 as described above, and in this embodiment, 3 is set as the specific prescribed number in the state other than the CB state, and if the number of bets is 3 in the state other than the CB state, a positive judgment is made in step S702. In this case, the process for the display mode (process for the instruction function) from step S703 onwards is performed. On the other hand, if the number of bets is 1 in a state other than the CB state, a negative determination is made in step S702, and the lottery result processing ends. In this case, the processing for the display mode from step S703 onwards is not performed. Therefore, for example, if the first BB or second BB is won and the first BB or second BB is to be achieved in the 1 bet game, the processing for the display mode is not performed.

[0222] In step S703, it is determined whether the current game is in an advantageous zone by determining whether an advantageous zone flag is set in the various flag storage area 106d of the RAM 106. The advantageous zone flag is set based on winning the lottery for transition to an advantageous zone including the above-mentioned AT mode, and is cleared when the advantageous zone ends. If the advantageous zone flag is not set, the process proceeds to step S704, where an advantageous zone transition lottery process is executed, and then the lottery result response process is terminated.

[0223] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 32, first, in step S801, the lottery result of the current game is grasped. Then, in step S802, the advantageous zone transition lottery table is acquired from the various table storage area 105a of the ROM 105. As shown in FIG. 35, the advantageous zone transition lottery table is set so that the transition rate to the advantageous zone (the winning probability of the advantageous zone transition lottery) differs depending on the lottery result of each game. As the trigger role of the transition lottery to the advantageous zone, all results that can be won are set as the trigger role of the transition lottery to the advantageous zone.

[0224] After acquiring the lottery table in step S802, a process of acquiring a random number for the advantageous zone transition lottery is executed in step S803. The random number for the advantageous zone transition lottery is a dedicated counter in the various counter area 106e, and the dedicated counter is updated at a predetermined cycle, and the latest updated value of the counter is acquired in step S803. Then, an advantageous zone transition lottery is executed in step S804, and it is determined in step S805 whether or not the transition lottery has been won. If the transition lottery has been won, this lottery process is terminated as it is. If the transition lottery has been won, a process of setting the advantageous zone flag is executed in step S806. This process makes it possible to make an affirmative determination in step S703 of the lottery result response process (FIG. 31) for the next game and thereafter. In the following step S807, a process of setting an advantageous zone winning game flag is executed in the various flag storage area 106d. The advantageous zone winning game flag is a flag for the CPU 102 to grasp that the advantageous zone transition lottery has been won in the current game. After executing the processing of step S807, this advantageous zone transition lottery processing is terminated.

[0225] In the lottery result corresponding process, if it is determined in step S703 that the advantageous section flag is set, that is, if the player has won the lottery for the transition to the advantageous section in a previous game, the process proceeds to step S705. In step S705, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d of the RAM 106. The AT mode winning flag is a flag for the CPU 102 to identify that the player has won the lottery for the transition to the AT mode. It is set when the player wins the lottery for the transition to the AT mode and is cleared when transitioning to the AT mode. The AT mode flag is a flag for the CPU 102 to identify that the display mode is the AT mode. It is set when transitioning to the AT mode and is cleared when the AT mode finally ends. If a negative determination is made in step S705, then in step S706, the AT lottery process is executed. If an affirmative determination is made in step S705, then in step S707, the AT bonus process is executed.

[0226] <AT lottery process> The AT lottery process will be described with reference to the flowchart of FIG. 33.

[0227] In the AT lottery process, mainly, a lottery for whether to shift the display mode to the AT mode is performed. That is, in step S901, the lottery result of the current game is grasped. Then, in step S902, it is determined whether the CZ mode flag is set in the various flag storage areas 106d. The CZ mode flag is a flag for the CPU 102 to identify whether the current display mode is the CZ mode. It is set when transitioning to the CZ mode and is cleared when the CZ mode ends. If the CZ mode flag is not set, then in step S903, the AT mode transition lottery table for the normal mode is obtained from the various table storage areas 105a of the ROM 105. If the CZ mode flag is set, then in step S904, the AT mode transition lottery table for the CZ mode is obtained from the various table storage areas 105a of the ROM 105.

[0228] As shown in FIG. 35, in these AT mode transition lottery tables, the probability of transition to the AT mode is set according to the type of lottery result (winning role). For example, in the AT mode transition lottery table for the normal mode, the lower the winning probability (appearance rate) of the game lottery result, the easier it is to win the AT mode transition lottery. For example, in the AT mode transition lottery table for the normal mode, the stronger the cherry is, the easier it is to win the AT mode transition lottery. In addition, for normal replay and chance A, the winning probability of the AT mode transition lottery differs depending on the set value set in the winning probability setting process, and the higher the set value is set to have a higher ball payout rate (the higher the set value is), the easier it is to win the AT mode transition lottery. When comparing the AT mode transition lottery table for normal use and the AT mode transition lottery table for CZ, it is set so that even with the same lottery result, the CZ one is easier to win the AT mode transition lottery than the normal one. For example, the AT mode winning rate in the chance A in the CZ mode is twice as high as the AT mode winning rate in the chance A in the normal mode.

[0229] The game results that trigger the AT mode transition lottery and the winning probability thereof are not limited to the above. For example, the superiority of the CZ mode may be ensured by different types of game results that trigger the AT mode transition lottery between the normal mode and the CZ mode. In this case, the types of game results that trigger the AT mode transition lottery may be made more numerous in the CZ mode. Furthermore, in this case, the winning probability of the AT mode transition lottery itself may be the same in the normal mode and the CZ mode. A plurality of CZ modes may be provided, and different AT mode transition lottery tables may be set for each CZ mode, such that one CZ mode is more likely to win the AT mode transition lottery at Chance A, and another CZ mode is more likely to win the AT mode transition lottery at Chance B.

[0230] In step S905, an AT mode transition lottery is executed using the lottery result of the current game grasped in step S901 and the AT mode transition lottery table acquired in step S903 or step S904. In the AT mode transition lottery, as in the advantageous zone transition lottery, a random number (counter) for the lottery is acquired from the various counter areas 106e, and the lottery is performed using the random number. The lottery configuration is the same for the other lotteries described below, and a description thereof will be omitted.

[0231] In step S906, it is determined whether or not the lottery for switching to the AT mode has been won. If the lottery for switching to the AT mode has been won, in step S907, a process for setting the AT mode winning flag is executed. After that, in steps S908 to S910, a process for setting the premonition mode is executed.

[0232] In this embodiment, when a situation occurs in which a transition to the AT mode may occur, a premonition mode is set to indicate that situation. In the premonition mode, a suggestion effect that the AT mode transition lottery has been won is displayed on the auxiliary display unit 65, the speaker 64, etc., and when the number of games in the premonition mode becomes 0, a transition to the AT mode is permitted, and a notification effect (AT mode winning notification effect) to that effect is displayed.

[0233] In step S908, a process is performed to determine the number of games in the premonition mode (the number of premonition games) by lottery. The number of premonition games is set to, for example, 0 to 32 games, and which number of premonition games is likely to be selected varies depending on the game result that triggered the winning of the AT mode. For example, when the AT mode is won with a strong cherry, the premonition mode of 0 to 10 games is likely to be selected, and when the AT mode is won with a weak cherry, 7 to 14 games are likely to be selected.

[0234] In step S909, a process is executed to input the number of premonition games determined by the lottery in step S908 to a premonition counter provided in the various counter area 106e. The premonition counter is a counter for the CPU 102 to grasp the number of games remaining in the premonition mode. Then, in step S910, a premonition flag is set in the various flag storage area 106d, and a process is executed to set the premonition command as an output target to the display control device 81, and then this AT lottery process is terminated. The premonition flag is a flag for the CPU 102 to grasp that the premonition mode has been set, and the premonition command is a command for making the display control device 81 grasp that the premonition mode has been set. The premonition command includes information on the number of games in the premonition mode.

[0235] If it is determined in step S906 that the AT mode transition lottery has not been won, the process proceeds to step S911. In step S911, it is determined whether the CZ mode flag is set. If the CZ mode flag is not set, a CZ mode transition lottery is performed in step S912. In the CZ mode transition lottery, a CZ mode transition lottery table (see FIG. 35) is obtained from the various table storage area 105a, and a lottery counter is obtained from the various counter area 106e to perform a lottery on whether to transition to the CZ mode. In this embodiment, strong cherries, weak cherries, strong watermelons, weak watermelons, chance A, chance B, and middle bells are set as trigger roles for the CZ mode transition lottery, but the lottery may be performed based on other roles, and the winning probability is not limited to that in FIG. 35.

[0236] Then, in step S913, it is determined whether or not the CZ mode transition lottery has been won. If the CZ mode has been won, in step S914, the CZ mode flag is set, and 10 is input as a predetermined value to the CZ counter provided in the various counter area 106e, and the CZ start command is set as an output target to the display control device 81. By setting the CZ mode flag, the above step S902 is judged to be positive, and it becomes possible to take the AT mode transition lottery at an advantageous lottery table. In addition, the CZ counter is a counter for the CPU 102 to grasp the number of games in the CZ mode, and a subtraction process is performed by 1 each time one game is played in the CZ mode. Then, when the CZ counter becomes 0, the CZ mode flag is cleared and the CZ mode ends. The CZ start command is a command for making the display control device 81 aware that CZ mode is starting. Upon receiving this CZ start command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that the effects for the start of CZ mode are performed, and also controls the auxiliary display unit 65 and speaker 64 so that the effects during CZ mode are performed in each game during CZ mode.

[0237] In step S911, if the CZ mode flag is set, if the CZ mode transition lottery is not won in step S913, or after the process of step S914 is executed, the process proceeds to step S915. In step S915, it is determined whether or not the pseudo premonition flag is set in the various flag storage area 106d. In this embodiment, a pseudo premonition mode (a mode in which a so-called false presentation occurs) is set in which a suggestive presentation that is the same as or similar to the premonition mode occurs, but the presentation mode ends without an AT mode winning notification presentation that allows transition to the AT mode, and the pseudo premonition flag is a flag for the CPU 102 to grasp that it is such a pseudo premonition mode. If the pseudo premonition flag is not set, in step S916, it is determined by drawing a lottery whether or not to set the pseudo premonition mode, and if so, the number of games in the pseudo premonition mode. Regarding such a lottery, for example, the less likely the result of the game is to be won (the lower the occurrence rate), the more likely the lottery for switching to the pseudo premonition mode is to be won, and when the lottery for switching to the pseudo premonition mode is won with a result that is more likely to be won (the higher the occurrence rate) as the lottery result of the game, a relatively long number of games of the pseudo premonition mode may be set. Then, in step S917, a process is executed to input the number of games of the pseudo premonition mode determined in step S916 into the pseudo premonition counter. Note that, if the lottery for switching to the pseudo premonition mode is not won, the process of step S917 is not executed (0 is input into the pseudo premonition counter). After that, in step S918, a pseudo premonition flag is set, and a process is executed to set the pseudo premonition command as an output target to the display control device 81, and then the process for this AT lottery is terminated. The pseudo premonition command is a command for making the display control device 81 understand that the pseudo premonition mode has been set, and includes information on the number of games remaining in the pseudo premonition mode, and the display control device 81 performs a lottery for the occurrence of a suggestive effect according to the number of games remaining in the pseudo premonition mode. If the lottery for transition to the pseudo premonition mode is not won in step S916, it is advisable to end the AT lottery processing as it is without performing the processing of step S918.

[0238] <AT Overlay Process> Next, the AT overlay process executed in step S707 will be described with reference to the flowchart of FIG. 34. As already described, the AT overlay process is a process executed in a situation where the AT mode winning flag or the AT mode flag is set, and is a process for overlaying the number of continuous games in the AT mode started with a predetermined number of games as the initial number of continuous games.

[0239] That is, in step S1001, the lottery result of the current game is grasped. Then, in step S1002, it is determined whether the lottery result of the current game is the lottery-time overlay result. Here, in the present embodiment, when overlaying the number of games in the AT mode, as the lottery result of the game, a lottery-time overlay result in which an overlay lottery is performed according to the lottery result of the hand, and a part of the result that is the target of the draw order notification among the lottery results of the hand, and a notification-time overlay result in which an overlay lottery is performed according to the presence or absence of a predetermined draw order notification are set. Regarding the notification-time overlay result in more detail, in the present embodiment, BAR replay 1, BAR replay 2, specific replay 1, and specific replay 2 are set as the notification-time overlay results. When winning BAR replay 1 or BAR replay 2, an overlay lottery is performed when the draw order notification corresponding to the 7th replay game is performed, and when winning specific replay 1 or specific replay 2, an overlay lottery is performed when the draw order notification corresponding to the 11th replay game or the 12th replay game is performed.

[0240] In step S1002, if it is not the notification-time overlay result but the lottery-time overlay result, a negative determination is made, and the overlay process after step S1003 is performed. In step S1003, the overlay lottery table is acquired from the various table storage areas 105a.

[0241] In the present embodiment, as shown in FIG. 36, the add-on lottery table is set to a normal table and a MY high probability table. The process of acquiring the add-on lottery table will be described in detail later, but here, in order to explain the basic flow of the add-on, the explanation will be given using the normal table that is mainly acquired. In the normal table, as shown in FIG. 36, the probability of winning the add-on lottery and the number of added games when won are set to be different depending on the type of lottery result. For example, with a strong cherry, an AT mode of 20 to 200 games is added, and the average number of added games is 40 games. Also, with a weak cherry, an AT mode of 5 to 300 games is added, and the average number of added games is 20 games. Although a larger number of games may be selected for a weak cherry than for a strong cherry, the average number of games is set to be larger for a strong cherry.

[0242] In the next step S1004, an add-on lottery is executed using the add-on lottery table acquired in step S1005 and the lottery counter in the various counter area 106e. Then, in step S1005, it is determined whether or not the add-on lottery has been won. If it is determined that the add-on has not been won, this AT add-on processing is terminated as it is. If it is determined that the add-on lottery has been won, in step S1006, a process is performed to add a value corresponding to the number of add-on games drawn in step S1006 to a counter that manages the number of continued games in the AT mode (more specifically, an AT mode continuation counter provided in the various counter area 106e of the RAM 106). In the next step S1007, a post-addition lottery process is executed to determine whether or not to make a post-addition notification that notifies the player that the add-on lottery has been won and the number of games afterwards.

[0243] In the slot machine 10, a plurality of modes of the additional notification are set when the number of continued games in the AT mode is added. More specifically, the mode of the additional notification has a plurality of modes in which the game in which the additional notification is performed is different, and the mode is set to a case where the additional notification is performed in the game in which the additional notification is performed or in a series of games triggered by the game in which the additional notification is performed (also referred to as "immediate additional notification" in the following description), and a case where the additional notification is performed in a notification game that is a game after the game in which the additional notification is performed and in which the notification game is determined after the fact (also referred to as "later additional notification" in the following description).

[0244] In the instant add-on notification, a series of games triggered by a game where an add-on occurs refers to, for example, a case where a continuous performance occurs with the game where an add-on occurs as a trigger, and a series of games refers to games that can continue from the game where an add-on occurs over multiple games. The series of games also includes cases where a continuous performance does not occur, for example, a corresponding performance does not occur in the game where an add-on occurs, and an add-on notification occurs in the next game or multiple games later, and the game where an add-on occurs and the games up until the add-on notification occur are considered to be a series of games, and such a type of add-on notification is also included in the instant add-on notification.

[0245] On the other hand, in the later-addition notification, the notification game that is a game after the game in which the addition occurred and is determined ex post is not determined in the game in which the addition occurred, but the notification timing is determined ex post as the AT mode progresses, for example, in a game near the end of the AT mode, and is different from the series of games in the immediate-addition notification. In other words, the notification game can be said to be a game that is set without being triggered by the game in which the addition occurred.

[0246] The following describes an overview of the display contents of the auxiliary display unit 65 for the immediate loading notification and later loading notification with reference to FIG.

[0247] As described above, the immediate add-on notification notifies a portion of the number of remaining games in AT mode, etc. (number of games remaining in the advantageous zone ZG in the figure), while the later add-on notification notifies the number of remaining games in AT mode, etc. later. If the number of games notified first is the display remaining number counter HG, and the number of games notified later is the later add-on counter BG, the number of remaining games in AT mode, etc. (number of games remaining in the advantageous zone ZG) will be equal to the sum of the display remaining number counter HG and the later add-on counter BG. The display remaining number counter HG is decremented by one each time a game is played, and the later add-on counter BG is not decremented unless a later add-on notification occurs, even if a game is played.

[0248] As shown in FIG. 37, in this embodiment, when the remaining number of games displayed on the auxiliary display unit 65 (remaining number of games display ZGP) becomes a predetermined number (1) during the AT mode, that is, when the display remaining number counter HG becomes a predetermined number (1), a later-add notification occurs. The later-add notification notifies that the number of games corresponding to the later-add counter BG (150 in the figure) has been added. In this case, the later-add counter BG is subtracted by the notification amount (becomes 0 in the figure), and the display remaining number counter HG is updated by adding the notification amount due to the later-add notification, and the remaining number of games display ZGP in the auxiliary display unit 65 also becomes a value corresponding to the display remaining number counter HG (150 after one game is played in the figure).

[0249] In this way, when the additional winning is won, if the later addition notification is selected, a difference may occur between the display remaining number counter HG and the actual remaining number of games in the AT mode, etc. (the number of games remaining in the advantageous zone ZG). On the other hand, if the immediate addition notification is selected, there is no difference between the display remaining number counter HG and the actual remaining number of games in the AT mode, etc. (the number of games remaining in the advantageous zone ZG).

[0250] In the above step S1007, for example, based on the game result that triggered the current additional win and the current later-addition counter BG, it is determined whether to notify the current additional win with an immediate-addition notification or a later-addition notification. For example, if the game result that triggered the current additional win is a result that is unlikely to win the additional win lottery, making the later-addition notification more likely to be selected can increase the unexpectedness of the later-addition notification. Also, if the lower the current later-addition counter BG is, making the later-addition notification more likely to be selected, it can suitably increase the opportunities for the later-addition notification to be performed.

[0251] After executing the later-addition lottery process in step S1007, it is determined in step S1008 whether or not the later-addition lottery has been won. If the later-addition has not been won and immediate-addition notification has been selected, in step S1009, a process is performed to add the current added-on winning game to the display remaining number counter HG provided in the various counter area 106e, and the current number of added-on games is temporarily stored in a register or the like. Then, in step S1010, a notification timing setting process is executed to set the timing at which the additional-addition notification will be executed in the current game. The notification timing setting process is a process for setting the timing at which the additional-addition notification will be executed in the current game.

[0252] In one game, the timing of execution of the additional notification is set to be different depending on the number of additional games. In this embodiment, the execution timing of the additional notification in the current game is set to be the time of the stop operation of the first reel, the time of the stop operation of the second reel, and the time of the stop operation of the third reel, assuming that the stop operation order of each reel 32L, 32M, and 32R is the first reel, the second reel, and the third reel. Then, the timing of the stop ON operation, which is the pressing operation of the stop switches 42 to 44 among the stop operations of each reel, and the timing of the stop OFF operation, which is the end of the pressing operation, are set.

[0253] Here, a supplementary explanation will be given regarding the operation of the stop switches 42-44. The stop switches 42-44 can be moved from an initial position at the frontmost side to an operation position at the backmost side. When placed at the initial position, the detection signal from the stop detection sensors 42a-44a is in a LOW state, and when the stop switches 42-44 are operated from the initial position to the operation position, the detection signal from the stop detection sensors 42a-44a switches from a LOW signal to a HI signal. Then, based on the detection signal switching from a LOW signal to a HI signal, the main control device 101 recognizes that a stop ON operation has been performed, which means that the stop switches 42-44 have been pressed.

[0254] The stop switches 42-44 are biased toward the initial position by a spring or the like. Therefore, when the hand is released from the stop switches 42-44 and the operating force (pressing force) that pushed the stop switches 42-44 toward the operating position is no longer applied, the stop switches 42-44 return to the initial position by the biasing force of the spring or the like. In this case, the detection signal from the stop detection sensor 42a-44a switches from a HI signal to a LOW signal. Then, based on the detection signal switching from a HI signal to a LOW signal, the main control device 101 recognizes that a stop OFF operation has been performed, which means that the pressing operation of the stop switches 42-44 has ended.

[0255] The additional notification is set to occur when the stop switch 42 to 44 is turned on or off as a stop operation of each of the stop switches 42 to 44. In other words, in a game in which the additional notification occurs, the additional performance can occur not only when the stop switch 42 to 44 is pressed, but also when the pressing operation is ended.

[0256] In the notification timing setting process of step S1010, the notification timing is set so that the additional notification is more likely to occur when the reels are turned off than when they are turned on. In addition, when comparing the first to third reels, the timing is set so that the third reel is most likely to be selected when the third reel is turned on, the second reel is next most likely to be selected when the second reel is turned on, and the first reel is least likely to be selected when the first reel is turned on. In terms of the relationship with the number of additional games, the more the number of additional games is, the more likely it is that the third reel is turned off when the third reel is turned on. In other words, if the player knows in advance that an additional notification will occur, if the additional notification does not occur by the time the third reel is turned on, the player will likely perform the third reel off operation in the hope that a large number of games will be added.

[0257] In step S1011, the add-on command including information on the occurrence of the add-on, the number of add-on games, information on the selection of immediate add-on, and information on the timing of the add-on notification in the current game is set as an output target to the display control device 81, and then the AT add-on processing is terminated. The display control device 81 that has received the add-on command sets the add-on notification performance based on this information.

[0258] If it is determined in step S1008 that the later addition lottery has been won, the process proceeds to step S1012. In step S1012, a process is executed to add the current number of added games to the later addition counter BG provided in the various counter area 106e. Then, in step S1013, a process is executed to set a later addition flag in the various flag storage area 106d, and then, in step S1014, an add-on command including information that an add-on has occurred, the number of added games, and information that the later addition notification has been selected is set as an output target to the display control device 81, and then the AT add-on process is terminated.

[0259] In step S1002, if the lottery result of this game is not the lottery-time added result but the notification-time added result, and is BAR Replay 1, BAR Replay 2, Specific Replay 1, or Specific Replay 2, proceed to step S1015. The processes of steps S1015 to S1021 are processes related to the probability of winning the push order notification in the notification-time added result, and these processes will be described in detail later.

[0260] Return to the explanation of the lottery result response process (FIG. 31). After executing the process of step S706 or step S707, in step S708, it is determined whether the result of this lottery process was a win of the push order role of push order replay or push order bell. If it was a win of the push order role, in step S709, it is determined whether the AT notification flag is set in the various flag storage area 106d. The AT notification flag is a flag that is set at the stage when the transition to the AT mode is permitted to occur after the transition lottery to the AT mode is won (at the stage when the number of premonition games becomes 0 and the AT mode winning notification is made). If the AT notification flag is set, in step S710, the push order role process is executed, and then the lottery result response process is terminated. If the push order role is not a win in step S708, or if the AT notification flag is not set in step S709, the lottery result response process is terminated as it is.

[0261] <Outline of the push order announcement> Prior to the explanation of the push order role processing, the outline of the notification of the operation order when the push order role is won (push order notification, push order notification performance, order notification, mode notification) will be explained. Notification of the operation order is mainly performed by the auxiliary display unit 65 and the instruction monitor 68.

[0262] First, the configuration of the instruction monitor 68 will be described with reference to Fig. 38. Fig. 38(a) is a front view of the instruction monitor 68, and Fig. 38(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.

[0263] As shown in FIG. 38(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source made of an LED, and by controlling the on / off of each of the individual light sources, it is possible to light up any one of the display segments, or to light up any combination of the display segments. This allows the indication monitor 68 to display a specific symbol (including letters and numbers) individually. Note that each of the individual light sources emits light of the same color, so that the same color is displayed on each of the display segments N1 to N8.

[0264] More specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can at least display the numbers "1" to "6." The eighth display segment N8 is a circular display segment, and is arranged to the side of the lower right part of the area in which the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can at least display "1" to "6," "1." to "6.", and ".".

[0265] In addition, as long as the indication monitor 68 can display symbols of multiple patterns individually, the shape and arrangement of each of the display segments N1 to N8 may be arbitrary, and a configuration using seven segments, nine segments, or the like instead of eight segments may be used. In addition, it is not essential that the colors displayed in each of the display segments N1 to N8 are the same, and a configuration in which the colors displayed in each of the display segments N1 to N8 can be changed as appropriate may be used. In addition, a configuration in which the light source is turned on and off to control the lighting or extinguishing of each of the display segments N1 to N8 is not essential, and as long as the display control can be performed individually for each of the display segments N1 to N8, a segment display may be formed by a single backlight and a liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc.

[0266] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation sequence of the push order combination. For example, as shown in FIG. 38(b), when the operation sequence of the stop switches 42-44 is "left" → "middle" → "right" to provide a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1". Also, when the operation sequence of the stop switches 42-44 is "right" → "left" → "middle" to provide a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5". In other words, the numbers (symbols) displayed on each display segment N1 to N7 correspond one-to-one to the operation sequence of the stop switches 42 to 44, and by operating the stop switches 42 to 44 to stop based on the numbers (symbols) displayed on the display segments N1 to N7, the player can win in an advantageous manner.

[0267] The eighth display segment N8 is turned on in the game in which the start condition is met, including the notification condition that the push order notification may occur, such as moving to the advantageous zone, the AT mode winning notification being made, and the AT notification flag being set. Also, it is turned off when the AT mode ends and the game moves from the advantageous zone to the normal zone.

[0268] In other words, an advantageous zone (specific game state, specific mode) is a zone that includes a navigation state (AT mode, high frequency mode) in which the operation sequence of the push order bell or push order replay is more easily notified, making it easier for the player to win in an advantageous manner, a chance state (CZ mode, high probability mode) in which it is easier to win the lottery to transition to the navigation state, or a winning state (winning mode) in which the lottery to transition to the navigation state or chance state is won but the player does not transition to the navigation state or chance state, and the eighth display segment N8 constitutes a zone indicator (specific notification means) that lights up during specific zones in which the player can benefit from the push order notification in the advantageous zone, and turns off during normal zones that are not advantageous zones, and during non-specific zones that are not advantageous zones but are advantageous zones.

[0269] As already explained, the instruction monitor 68 having the first display segment N1 to the seventh display segment N7 as the push order indicator and the eighth display segment N8 as the section indicator is disposed near the side of the payout number display unit 62 on the gaming panel 25. That is, the instruction monitor 68 is disposed above the stop switches 42 to 44 operated by the player, in other words, it is not disposed on the decorative panel, which is the front part of the gaming machine, below the position where the stop switches 42 to 44 are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by the hand operating the stop switches 42 to 44, and is disposed in a position where it is easily visible to the player. In addition, it can be said that the overlooking by the player is prevented from being caused by the fact that it is disposed near the payout number display unit 62, which is easily observed by the player who is playing the game to acquire medals.

[0270] Furthermore, in the instruction monitor 68, the brightness of the corresponding LED is determined so that the eighth display segment N8 in particular is brighter than the brightness of the surrounding display sections (for example, the payout number display section 62 and the backlight of the gaming panel 25) (more specifically, twice as bright as the surrounding display sections). Therefore, even when the eighth display segment N8 and the surrounding display sections are both controlled to emit light (when they are in a lit state), the eighth display segment N8 stands out. The illuminance of the corresponding LED is also determined so that the illuminance of the eighth display segment N8 toward the front of the gaming machine is higher than that of the surrounding display sections (more specifically, twice as bright as the surrounding display sections). This configuration also improves the visibility of the eighth display segment N8, and prevents the eighth display segment N8 from being overlooked when it is in a lit state.

[0271] Next, the push order notification effect on the auxiliary display unit 65 will be described using an example in which the push order role is won when the operation order notified this time is center → right → left.

[0272] As shown in FIG. 39(a), in the auxiliary display unit 65, among the three parallel button displays corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. Also, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3 to indicate that the stop switch to be operated next is the right stop switch 44 and the stop switch to be operated last is the left stop switch 42.

[0273] 39(b), when the player operates the middle stop switch 43, the center button display corresponding to the middle stop switch 43 disappears and the right button display corresponding to the right stop switch 44 is enlarged in the auxiliary display unit 65. This enables the player to confirm that the operation of the middle stop switch 43 has been completed and that the next stop switch to be operated is the right stop switch 44.

[0274] When the player operates the right stop switch 44, as shown in Figure 39 (c), the right button display corresponding to the right stop switch 44 disappears in the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed large. This enables the player to confirm that the operation of the right stop switch 44 has been completed, and that the next stop switch to be operated is the left stop switch 42.

[0275] To explain the timing of the push order notification, it is set to be executed during the ineffective period of the stop switches 42-44 from when the rotation of each reel 32L, 32M, 32R starts, through the acceleration period, until the constant speed rotation. By configuring the push order notification to be executed at a timing before the operation of the stop switches 42-44 becomes effective, it becomes possible to operate the stop switches 42-44 after recognizing the operation order of the stop switches 42-44, and to progress the game at a good tempo.

[0276] <Push order processing> Next, the push order function processing executed in step S710 will be explained with reference to the flowchart of FIG.

[0277] In step S1101, it is determined whether the current lottery result is one of the first promotion replays 1 to 4. The case where the positive determination is made in step S1101 is when the first replay or the third replay wins according to the operation sequence of the current game. In this case, the process proceeds to step S1102, and as the push order notification on the main control device 101 side, the push order notification for the third replay is controlled to be performed on the instruction monitor 68. Specifically, the operation sequence corresponding to the third replay winning among the first replay and the third replay is notified (see FIG. 23(a)). After that, in step S1103, the push order notification command is set as an output target to the display control device 81, which is the control device on the sub side, and then this push order role processing is terminated. The push order notification command includes information on the current display mode and information on the lottery result. The processing on the display control device 81 side based on receiving the push order notification command will be described in detail later.

[0278] In addition, the case where the operation sequence corresponding to the third re-play winning is notified in step S1102 is basically assumed to be after the lottery for transition to the AT mode is won, the premonition mode is passed, and the winning notification for the AT mode is made, but before the transition to the AT mode. That is, the lottery table in the second RT state or the third RT state does not allow the first promotion replays 1 to 4 to be won, and the first promotion replays 1 to 4 are won only in the first RT state. However, even during the AT mode, there are cases where the game state falls from the second RT state or the third RT state to the first RT state due to an erroneous operation, etc., and even in such a case, it is possible to quickly return to the third RT state by winning the first promotion replays 1 to 4.

[0279] If a negative judgment is made in step S1101, then in step S1104 it is judged whether the current lottery result is any one of fall replays 1 to 3. A positive judgment is made in step S1104 when the first replay or the second replay wins depending on the operation sequence of the current game. In this case, in step S1105, as the push order notification on the main control device 101 side, control is performed so that a push order notification for the first replay is performed on the instruction monitor 68. Specifically, of the first replay and the second replay, the operation sequence corresponding to the first replay winning is notified (see FIG. 23(b)). Thereafter, in step S1106, a process of setting a push order notification command is performed, and then this push order winning process is terminated.

[0280] In this way, if the first promotion replays 1 to 4 are won in the situation where the lottery for transition to the AT mode has been won, the operation sequence corresponding to the third replay winning is notified, so that the game state can be transitioned to the second RT state. On the other hand, if the determination is negative in the above step S709, the push order role processing is not performed, so no push order notification is generated. Therefore, for example, even if the first promotion replays 1 to 4 are won without winning the AT mode in the first RT state, there are cases where the first replay winning is established and cases where the third replay winning is established.

[0281] In addition, when the fall replays 1 to 3 are won while the AT notification flag is set, the operation sequence corresponding to the first replay winning is notified, so that it is possible to prevent the game state from transitioning to the first RT state. On the other hand, if the determination is negative in the above step S709, the push order notification is not generated, so that, for example, when the AT mode ends, the AT notification flag is cleared, and the display mode transitions to the normal mode, the fall replays 1 to 3 may result in the second replay winning, and the RT state transitions from the second RT state or the third RT state to the first RT state.

[0282] Also, for example, in the first RT state, even if the first promotion replays 1 to 4 are won without winning the AT mode, and the operation sequence happens to correspond to the third replay winning and the third replay winning is established (even if the state transitions to the second RT state), the second replay winning may be established by winning the fall replays 1 to 3. Therefore, as described above, even if the state transitions to the second RT state by chance without winning the AT mode, the state will immediately transition to the first RT state afterwards.

[0283] If a negative judgment is made in step S1104, in step S1107, it is judged whether the current lottery result is either the second promotion replay 1 or 2. If a positive judgment is made in step S1107, it means that the first replay, the fourth replay, or the fifth replay wins according to the operation sequence of the current game. In this case, in step S1108, as the push order notification on the main control device 101 side, control is performed so that the push order notification for the fourth replay or the fifth replay is performed on the instruction monitor 68. Specifically, among the first replay, the fourth replay, and the fifth replay, the operation sequence corresponding to the fourth replay winning or the fifth replay winning is notified (see FIG. 23(b)). After that, in step S1109, a process of setting a push order notification command is performed, and then this push order role processing is terminated.

[0284] If a negative judgment is made in step S1107, then in step S1110, it is judged whether the current lottery result is either BAR replay 1 or 2. A positive judgment in step S1110 means that either the first replay or the sixth to eighth replays win depending on the operation sequence of the current game. As described above, for the result of the addition at the time of notification, including BAR replays 1 and 2, the AT addition lottery is not performed. Therefore, in the case of BAR replays 1 and 2, a lottery is performed as to whether or not to perform the push order notification performance for the seventh replay win, which is the subject of the addition lottery, and then the AT addition processing is performed when the push order notification performance for the seventh replay win is performed.

[0285] That is, if the result of the determination in step S1110 is affirmative, in step S1111, a BAR alignment lottery process is executed to determine whether or not to notify the player that the seventh replay as a BAR replay will be won. The winning probability of the BAR alignment lottery is set to a relatively low probability, for example, about 1 in 1000. The winning probability of the BAR alignment lottery may be set to be different depending on the setting value.

[0286] In step S1112, it is determined whether or not the BAR alignment lottery has been won. If not, the process proceeds to step S1105, and the push order notification for the first replay is controlled to be performed on the instruction monitor 68 as the push order notification on the main control device 101 side. After that, in step S1106, a process of setting a push order notification command is performed, and then the main push order role process is terminated. If it is determined in step S1112 that the BAR alignment lottery has been won, in step S1113, a process of adding the number of added games to the AT mode continuation counter is executed. Here, if the BAR alignment lottery in step S1111 has been won, the add-on lottery is won with a 100% probability as specified in the add-on lottery table (normal table) of FIG. 36. Therefore, after the BAR alignment lottery has been won, the add-on lottery is omitted. In addition, the number of added games when the BAR alignment lottery has been won is set to 50 games as a predetermined number of games. That is, in step S1113, a process of adding 50 to the AT mode continuation counter is executed.

[0287] In the next step S1114, the number of added games (50) is added to the display remaining number counter HG, and the number of added games is temporarily stored in a register. Then, in step S1115, a notification timing setting process is performed. In this process, in this embodiment, the notification timing is set so that an addition notification is performed when the third stop OFF operation is performed in the game in which the current BAR alignment occurs. Then, in step S1116, a process is performed to output an addition command to the display control device 81.

[0288] In the next step S1117, the push order notification for the first replay is controlled to be performed on the instruction monitor 68 as the push order notification on the main control device 101 side. After that, in step S1118, the specific push order notification command is set as the output target to the display control device 81, and then this push order role processing is terminated. The processing on the display control device 81 side that receives the specific push order notification command will be explained in detail later, but when the specific push order notification command is received, the display control device 81 controls the auxiliary display unit 65, etc. so that a push order notification performance different from the push order notification on the main control device 101 side (a push order that does not correspond) is performed, and in the case of the specific push order notification command in the above step S1118, a push order notification performance for the seventh replay is performed on the auxiliary display unit 65.

[0289] That is, even if the BAR alignment lottery is won as described above and the seventh replay winning is won, the push order notification for the first replay is performed on the instruction monitor 68, and the push order notification performance corresponding to the seventh replay winning is performed on the display control device 81 side. Among the push order roles in which the winning results differ depending on the operation order, in the case of the above promotion replay and fall replay, etc., in which the winning result causes or does not cause a transition of the game state, it can be said that the player's profit differs depending on the push order. On the other hand, for BAR replays 1 and 2, no transition of the game state occurs regardless of whether the first replay or the sixth to eighth replays win, and all of them are awarded replays, and the player's profit does not differ depending on the push order. Therefore, for those in which the player's profit differs, the main control device 101 issues different push order notifications, whereas for those in which the player's profit does not differ, the main control device 101 issues a common push order notification. In this way, the processing load is reduced.

[0290] If a negative judgment is made in step S1110, then in step S1119, it is judged whether the current lottery result is either specific replay 1 or 2. A positive judgment in step S1119 means that either the first replay, the eleventh replay, or the twelfth replay wins depending on the operation sequence of the current game. As described above, specific replays 1 and 2 are also the result of addition at the time of notification, similar to BAR replays 1 and 2, and addition lottery is not performed in the AT addition processing. Therefore, in the case of specific replays 1 and 2, a lottery is performed as to whether or not to perform the push order notification performance for the eleventh replay winning or the twelfth replay winning, which are the subject of the addition lottery, and then the AT addition processing is performed when the push order notification performance for the eleventh replay winning or the twelfth replay winning is performed.

[0291] That is, if the result of the positive judgment in step S1119 is positive, in step S1120, a specific replay navigation lottery process is executed to determine whether or not to perform a notification that enables the 11th replay as a Cherry Replay or the 12th replay as a Sukari Play to be won. The details of the specific replay navigation lottery process will be described later, but in this embodiment, the probability of the push order notification effect for Cherry Replay or Sukari Play occurring varies depending on the game state. In addition, when the specific replays 1 and 2 are won, the 11th replay as a Cherry Replay and the 12th replay as a Sukari Play are won in duplicate regardless of the specific replays 1 and 2, so in the specific replay navigation lottery process, it is determined by lottery whether to perform a notification that enables the Cherry Replay or the Sukari Play to be won.

[0292] In step S1121, it is determined whether or not a specific replay navigation lottery process in step S1120 has been won. If not, the process proceeds to step S1105, and as the push order notification on the main control device 101 side, control is performed so that the push order notification for the first replay is performed on the instruction monitor 68. After that, in step S1106, a process of setting a push order notification command is performed, and then this push order role process is terminated.

[0293] If it is determined in step S1121 that the specific Replay Navi lottery has been won, an additional lottery for winning the specific Replay Navi lottery is conducted in steps S1122 to S1123, and then processing for the additional lottery is conducted in steps S1124 to S1128, and processing for the push order notification is conducted in steps S1129 and S1130.

[0294] That is, in step S1122, the process of acquiring the additional lottery table is executed. This process is the same as the process of step S1003 in the above-mentioned AT additional process, and here, the case where the normal table is acquired among the additional lottery tables shown in FIG. 36 is described.

[0295] As shown in FIG. 36, in the normal table, the probability of winning the additional lottery when the notification for Cherry Replay or Suikari Play in the specific replay 1 or 2 is won is different between the case of winning the notification for Cherry Replay and the case of winning the notification for Suikari Play. More specifically, the probability of winning the additional lottery is higher when the notification for Suikari Play is won than when the notification for Cherry Replay is won, and the average number of additional games when won is set to be larger. Also, unlike the above-mentioned case of BAR Replay 1 or 2, even if the notification for Cherry Replay or Suikari Play is won, there are cases where the additional lottery is not won, and in this case, even if the winning of Cherry Replay or Suikari Play is established, the additional lottery is not won.

[0296] In step S1123, an add-on lottery is performed using the add-on lottery table acquired in step S1122 and the lottery counter acquired from the various counter area 106e. Then, in step S1124, it is determined whether or not the add-on lottery has been won, and if it has been won, in step S1125, a process is executed to add the number of add-on games to the AT mode continuation counter.

[0297] In the next step S1126, the number of added games (50) is added to the display remaining number counter HG, and the number of added games is temporarily stored in a register. Then, in step S1127, a notification timing setting process is performed. In this process, in this embodiment, the notification timing is set so that an addition notification is performed when the third stop OFF operation is performed in a game in which the current Cherry Replay or Suica Replay win is established. Then, in step S1128, a process is performed to output an addition command to the display control device 81.

[0298] If it is determined in step S1124 that the additional lottery has not been won, or after the process of step S1128 has been executed, the process proceeds to step S1129. In step S1129, the push order notification for the first replay is controlled to be performed on the instruction monitor 68 as the push order notification on the main control device 101 side. After that, in step S1130, the specific push order notification command is set as the output target to the display control device 81, and then this push order role processing is terminated. As described above, when the specific push order notification command is received, the display control device 81 controls the auxiliary display unit 65, etc. so that a push order notification performance different from the push order notification on the main control device 101 side (a push order that does not correspond) is performed, and in the case of the specific push order notification command in the above step S1130, a push order notification performance for the eleventh replay or a push order notification performance for the twelfth replay is performed on the auxiliary display unit 65.

[0299] If a negative judgment is made in step S1119, a judgment is made in step S1131 as to whether or not the lottery result of this game is a push order bell win. If a push order bell win is made, the process proceeds to step S1132, where a judgment is made as to whether or not the AT mode flag is set. If a negative judgment is made in step S1131 or step S1132, the push order function processing is terminated. In other words, even if the AT notification flag is set, if the AT mode flag is not set and the preparation state is in place before transition to the AT mode, no push order notification is made when the push order bell win is made. If the AT mode flag is set in step S1132, a bell notification process is executed in step S1133, and then the push order notification process is terminated. Details of the bell notification processing will be explained later, but basically, in this processing, the push order notification corresponding to the winning of the first small prize is performed on the instruction monitor 68 on the main control unit 101 side, and the push order notification performance corresponding to the winning of the first small prize is performed on the auxiliary display unit 65 on the display control unit 81 side (Figure 19).

[0300] <Winning Result Processing> Next, the winning result response process performed in the winning result response process (step S414) in the reel control process (FIG. 18) will be described with reference to the flowchart in FIG.

[0301] In step S1201, a game number management process is executed. The game number management process is a process for managing the number of games to be continued in the AT mode, CZ mode, premonition mode, and the like.

[0302] That is, in the game number management process, as shown in the flowchart of FIG. 42, first, in steps S1301 and S1302, the same process as in steps S701 and S702 is performed. That is, in step S1301, a process for grasping the current game state is performed. More specifically, it is grasped whether it is in the CB state or other states (normal game state, each RT state, first BB state, second BB state). Then, in step S1302, it is determined whether the number of bets in the current game is a specified number (specific specified number) specified in the state grasped in step S1301. If the determination in step S1302 is affirmative, the process for the display mode from step S1303 onwards is performed. On the other hand, if the determination in step S1302 is negative, the game number management process is terminated as it is. In this case, the process for the display mode from step S1303 onwards is not performed.

[0303] In step S1303, the first BB hit flag or the second BB hit flag is set, and it is determined whether or not the current game is in a carryover state before transition to the first BB state or the second BB state. If it is in a carryover state, in step S1304, the CZ mode flag or the AT mode flag is erased, and then this game number management process is terminated. In this case, the CZ mode and the AT mode are terminated. However, for the AT mode, after the BB state ends, a push order notification is issued when a push order replay is won, and a transition to the third RT state occurs immediately. In this case, after the BB state ends, the measurement of the number of games in the AT mode is resumed after a transition to the third RT state occurs.

[0304] If it is determined in step S1303 that the first BB winning flag or the second BB winning flag is not set, it is determined in step S1305 whether the CZ mode flag is set. If the CZ mode flag is set, a process of subtracting 1 from the CZ counter is executed in step S1306. Then, in step S1307, it is determined whether the CZ counter has become 0, and if it has become 0, a process of clearing the CZ mode flag and setting the CZ mode end command as an output target to the display control device 81 is executed in step S1308. By clearing the CZ mode flag, the CZ mode ends and transitions to the normal mode. In addition, the display control device 81 that has received the CZ mode end command controls the auxiliary display unit 65 and the speaker 64 so as to notify that the CZ mode has ended (for example, a character display such as "Too bad" and a corresponding sound effect).

[0305] If a negative determination is made in either step S1305 or step S1307, or after the process of step S1308 has been executed, the process proceeds to step S1309. In step S1309, it is determined whether or not the premonition flag or the pseudo premonition flag is set. If neither flag is set, the game number management process is terminated. If either flag is set, the process proceeds to step S1310, and a process of decrementing the premonition counter or the pseudo premonition counter by one is executed. That is, in step S1310, if the premonition mode is selected, the premonition counter is decremented by one, and if the pseudo premonition mode is selected, the pseudo premonition counter is decremented by one.

[0306] After executing the process of step S1310, in step S1311, it is determined whether the premonition flag is set and the premonition counter is 0. That is, when the number of premonition games becomes 0 in the premonition mode, the process proceeds to step S1312 and the process of clearing the premonition flag is performed. Then, in step S1313, the process of setting the AT notification flag in the various flag storage area 106d is performed. As described above, by setting the AT notification flag, it becomes possible to transition the RT state to a higher RT state when the push order replay is won, and it becomes possible to prevent transition to a lower RT state. Incidentally, in the above step S1304, the AT notification flag is not erased even during the AT mode. Therefore, after the BB state ends, a push order notification occurs when the push order replay is won, and it becomes possible to transition to the third RT state.

[0307] After executing the process of step S1313, in step S1314, a process is executed to set the AT mode winning notification command as an output target to the display control device 81. The display control device 81 that has received the AT mode winning notification command controls the auxiliary display unit 65 and the speaker 64 so as to perform an AT mode winning notification effect to indicate that the AT mode transition lottery has been won and transition to the AT mode is now permitted. In the AT mode winning notification effect, for example, the auxiliary display unit 65 displays "Super Lucky!!" and a corresponding sound effect is output from the speaker 64.

[0308] In step S1311, if the premonition counter is not 0, or if it is 0 but the pseudo premonition flag is set instead of the premonition flag, the process proceeds to step S1315. In step S1315, it is determined whether the pseudo premonition counter is 0 and the pseudo premonition flag is set. If the determination in step S1315 is affirmative, the process clears the pseudo premonition flag in step S1316, and then the game count management process is terminated. This ends the pseudo premonition mode.

[0309] When a negative decision is made in either step S1309 or step S1315, or after the process of either step S1314 or step S1316 is executed, the process proceeds to step S1317. In step S1317, it is determined whether the AT mode flag is set. When the AT mode flag is set, a subtraction process of the AT mode continuation counter is executed in step S1318. Then, in step S1319, it is determined whether the AT mode continuation counter has become 0, and when it has become 0, a process of erasing the AT mode flag and the AT notification flag is executed in step S1320. After that, in step S1321, a process of setting an AT end flag in the various flag storage area 106d is executed. The AT end flag is a flag for the CPU 102 to grasp whether a state in which the advantageous zone is not the AT mode is a state after a transition to the AT mode has occurred.

[0310] In step S1322, a process is performed to set the AT mode end command as an output target to the display control device 81. The display control device 81, which has received the AT mode end command, controls the auxiliary display unit 65 and the speaker 64 so that an AT mode end notification performance (for example, display of characters such as "END", display of the number of medals acquired during the AT mode, display of the number of games continued in the AT mode, and sound effects thereof) is performed to notify the user that the AT mode has ended.

[0311] If a negative decision is made in step S1317 or step S1319, or after the process of step S1322 is executed, a process for the navigation mode is executed in step S1323, and then the game count management process is terminated. The process for the navigation mode will be described in detail later.

[0312] Returning to the explanation of the winning result response process, after executing the process of step S1201, a process for later addition notification is executed in step S1202. The later addition notification process is a process for performing the above-mentioned later addition notification, and executes an add-on notification (later addition notification) corresponding to the later addition counter BG on the condition that the later addition flag is set based on the display remaining number counter HG becoming a predetermined value (1). Then, a value corresponding to the executed add-on notification is added to the display remaining number counter HG and subtracted from the later addition counter BG, and the later addition flag is cleared on the condition that the later addition counter BG is 0.

[0313] In the next step S1203, it is determined whether the current stop result is the fourth re-play winning or the fifth re-play winning. As described above, if the fourth re-play winning or the fifth re-play winning is established, the RT state processing (FIG. 21) performs processing to transition the game state to the third RT state. In this case, in step S1204, it is determined whether the AT notification flag is set. When the AT notification flag is not set, it means that the fourth re-play winning or the fifth re-play winning is established without the transition condition to the AT mode being established. In this case, the winning result corresponding processing is terminated without performing processing for starting the AT mode. When the AT notification flag is set, it is determined whether the current display mode is in the AT mode in step S1205. Specifically, it is determined whether the AT mode flag is set in the various flag storage area 106d. As described above, the AT mode flag is a flag for the CPU 102 to specify that the display mode is the AT mode.

[0314] In step S1205, if the AT mode flag is set, the display mode is already in AT mode, so this winning result processing ends. On the other hand, if the AT mode flag is not set, processing for starting the AT mode is performed in steps S1206 to S1208.

[0315] That is, in step S1206, the AT mode flag is set. In the following step S1207, the AT mode start command is set as an output target to the display control device 81. The display control device 81 that has received the AT mode start command notifies the user that the AT mode will start from the next game by using the auxiliary display unit 65 or the like. After that, in step S1208, the count of the AT mode continuation number is started. Specifically, the initial value (for example, 50) of the number of continued games in the AT mode is set on the condition that the AT mode continuation counter provided in the various counter areas 106e of the RAM 106 is 0. After the process of step S1208 is executed, the winning result corresponding process is terminated. Note that in step S1208, the AT mode continuation counter is not 0 when, for example, the AT mode is resumed after the BB state, and in such a case, the AT mode continuation counter is taken over as it is and the measurement is resumed.

[0316] As described above, a process for transitioning the display mode is performed separately from the RT state process (Fig. 21) based on the winning combination that transitions the game state to the third RT state as the main state of the AT mode. This is to avoid the AT mode, etc. being started based on the winning combination that transitions the game state by chance, even if the lottery for transitioning the display mode is not won.

[0317] In addition, when the display mode is changed to a higher mode, that is, when the game state is changed from the normal mode to the AT mode, the change is made based on the winning result of the corresponding role. Therefore, the change of the display mode and the change of the game state are performed as a set in the same game. On the other hand, in the case of a change to a lower mode, for example, when the game state is changed due to the stop of the second replay winning as a fall replay, the change of the display mode is not performed. When changing to such a lower mode, the game state is managed by the winning result (RT state processing), while the display mode is managed by the number of games. Therefore, when changing to these lower modes, the change of the game state and the change of the display mode may be performed in different games.

[0318] <Segment display 1st process> Next, a first section display process and a second section display process will be described as processes related to turning on / off the eighth display segment N8.

[0319] The first section display process is a process carried out in step S316 in the lottery process (Figure 16), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41 and a lottery for switching display modes, etc. (lottery result response process) is carried out based on the lottery result.

[0320] As shown in Fig. 43, in step S1401, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As described above, when the eighth display segment N8 is being lit, it indicates a specific section among the advantageous sections where at least the notification conditions for the push order notification to occur are met. If a negative determination is made in step S1401 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1402.

[0321] In step S1402, it is determined whether or not the advantageous zone flag is set in the various flag storage area 106d. As already explained, the advantageous zone flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process (FIG. 32). If the advantageous zone flag is set, it is determined in step S1403 whether or not the advantageous zone winning game flag is set. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag for the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, a process of clearing the advantageous zone winning game flag is executed in step S1404. If the advantageous zone winning game flag is not set in step S1403, the process proceeds to step S1405.

[0322] In step S1405, it is determined whether or not counting the number of games in the advantageous zone, more specifically, whether or not measurement of the advantageous zone game number AG in the various counter areas 106e has started. If measurement of the advantageous zone game number AG has not started, processing is performed in step S1406 to start measuring the advantageous zone game number AG. The advantageous zone game number AG corresponds to a grasping means for grasping the number of games executed in the advantageous zone, and processing is performed to add 1 for each game in the advantageous zone.

[0323] If it is determined in step S1405 that the measurement has already started, or after the process of step S1406 is executed, the process proceeds to step S1407. In step S1407, it is determined whether or not the AT notification flag is set. As already explained, the AT mode winning notification is performed and the AT notification flag is set, so that the push order notification can occur when the push order role is won, and the above notification condition is established. If it is determined in step S1407 that the AT notification flag is set, in step S1408, the display of the section indicator is started by lighting the eighth display segment N8. In addition, when the main control device 101 starts displaying the eighth display segment N8 as the section indicator with the lighting state, it outputs a command for sound output to the display control device 81 so that a predetermined sound effect (for example, a mechanical sound such as "Gago!") is output from the speaker 64. The display control device 81 controls the speaker 64 so that the above-mentioned predetermined sound effect is emitted based on the command for sound output. In addition, when the display of the eighth display segment N8 begins, a performance may be generated in the auxiliary display unit 65 or another display unit.In this case, a corresponding command may be output to the display control device 81, and the display control device 81 may be configured to control the auxiliary display unit 65, etc. so that the corresponding performance is performed.

[0324] If it is determined in step S1401 that the eighth display segment N8 is being displayed as a section indicator, then in step S1409, a process is executed to continue the display during the favorable section. Specifically, in step S1409, a process is executed to continue the situation in which the eighth display segment N8 is lit. In other words, the process to end the display of the section indicator is not executed in this section display first process.

[0325] If it is determined in step S1402 that the favorable zone flag is not set, if it is a winning game even if the favorable zone flag is set (after the processing of step S1404 is executed), or if it is not a winning game but the situation is not such that a push order notification can occur (if it is determined in step S1407 that the AT notification flag is not set), the process proceeds to step S1410. In step S1410, a process of adding 1 to the first role ratio counter provided in the various counter area 106e is executed. The first role ratio counter is a counter for counting the number of games in which a push order notification does not occur, that is, the number of games in the normal zone and the non-specific zone.

[0326] In addition, after the display start process of the section indicator is executed in step S1408, and after the display continuation process of step S1409 is executed, the process proceeds to step S1411. In step S1411, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. The role ratio second counter is a counter for counting the number of games that can generate a push order notification, that is, the number of games in a specific section.

[0327] After executing the process of step S1410 or step S1411, a role ratio calculation process is executed in step S1412. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process for calculating the ratio of the number of games in which a push order notification may occur to the total number of games. Then, in step S1413, a process is executed to display the calculation result of step S1412 on the role ratio monitor 77.

[0328] As shown in FIG. 5, the role ratio monitor 77 has a plurality of 7-segment display units each consisting of seven display segments. Specifically, the role ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68, and by controlling the on / off of these individual light sources, it is possible to light only one arbitrary display segment and to light an arbitrary combination of display segments. As a result, the role ratio monitor 77 is configured to display a predetermined symbol (including alphabets and numbers) individually, and in particular, the role ratio monitor 77 is capable of displaying a five-digit number.

[0329] In step S1413, the result of the calculation process in step S1412 is output to the role ratio monitor 77, and the display of each display section 77a to 77e in the role ratio monitor 77 is controlled so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and up to four decimal places, such as "0.5012", is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After executing the process of step S1413, the first section display process is terminated.

[0330] In addition, the display control of the role ratio monitor 77 may be performed after performing a process of rounding off the number to the fifth decimal place in the calculation process of step S1412. In addition, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. In addition, it is preferable to configure the first display unit 77a and the second display unit 77b to display a decimal point by printing or the like between them.

[0331] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 44. As already described, the second section display process is a process that is performed in step S415 of the reel control process, and is performed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) at the end of one game.

[0332] In step S1501, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S1502, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the advantageous zone game count AG. After executing the process in step S1502, in step S1503, an update process is executed for the advantageous zone increase / decrease number MY provided in the various counter area 106e. The advantageous zone increase / decrease number MY is a counter for the CPU 102 to grasp the increase / decrease number of medals in the advantageous zone (the difference between the number of medals bet and the number of medals paid out in each game in the advantageous zone), and in step S1503, the increase / decrease number of medals in the current game (the number of medals paid out in the current game - the number of medals bet in the current game) is grasped based on the winning result of the current game (the winning result corresponding process and payout determination process immediately before), and the increase / decrease number of medals is added to the advantageous zone increase / decrease number MY.

[0333] Specifically, as shown in the flowchart of FIG. 45, in the MY update process of step S1503, in step S1601, it is determined whether the game result of the current game is any of the replay winnings. If it is any of the replay winnings, the MY number of increase / decrease in the advantageous zone is not updated, and the MY update process ends as it is. If it is not any of the replay winnings, proceed to step S1602.

[0334] In step S1602, a process is executed to subtract the number of inserted coins (number of bets) from the number of paid coins based on the game result of the current game. Step S1602 is a process for grasping the number of medals increased or decreased by subtracting the medals used in the game from the medals acquired. For example, when the first small winning combination is achieved in a 3-bet game, 3 coins are bet and 9 medals are paid out, resulting in a net increase of 6 medals. Also, when the second small winning combination is achieved in a 3-bet game, 3 coins are bet and 3 medals are paid out, resulting in a net increase (decrease) of 0 medals. And when no small winning combination is achieved in a 3-bet game, 3 coins are bet and 0 medals are paid out (no medals are paid out), resulting in a net decrease of 3 medals.

[0335] In the next step S1603, the calculation result of step S1602 is added to the number of medals in the favorable zone MY. For example, if the calculation result of step S1602 is that an increase of 6 medals has occurred, a process of adding 6 to the number of medals in the favorable zone MY is executed, and if the calculation result of step S1602 is that a decrease of 3 medals has occurred, a process of subtracting 3 from the number of medals in the favorable zone MY is executed. Then, in step S1604, it is determined whether the number of medals in the favorable zone MY is 0 or more, and if the number of medals in the favorable zone MY is less than 0 and there is no increase in medals in the favorable zone but medals are decreasing, in step S1605, a process of clearing the number of medals in the favorable zone MY to 0 is executed, and then the MY update process is terminated. If the number of medals in the favorable zone MY is 0 or more and there is an increase in medals in the favorable zone, in step S1606, a process for MY high probability is executed, and then the MY update process is terminated. The MY high probability process will be described in detail later.

[0336] In the second section display process, after executing the MY update process in step S1503, a remaining number of games management process is executed in step S1504, and a remaining number management process is executed in the following step S1505. The remaining number of games management process is a process for managing whether or not the advantageous section reaches the upper limit number of games (1500 games) with the current remaining number of games based on the remaining number of games in the AT mode. In the remaining number of games management process, for example, the remaining number of games in the AT mode is 100 games, and the advantageous section game number AG is 1450, and it is grasped whether or not the advantageous section reaches the upper limit number of games before the AT mode termination condition (AT mode remaining number of games = 0) even if the AT mode is continued. If it is such a situation, a first excess flag is set in the various flags storage area 106d as a flag for identifying the situation. The remaining number management process is a process for managing whether or not the advantageous zone reaches the upper limit increase number (2400) with the current remaining number of games based on the remaining number of games in the AT mode. In the remaining number management process, for example, the remaining number of games in the AT mode is 100 games, and the advantageous zone increase / decrease number MY is 2300, and so on, it is grasped whether or not the advantageous zone is likely to reach the upper limit increase number before the AT mode termination condition (remaining number of games in the AT mode = 0) even if the AT mode is continued. In this case, it is judged whether or not the advantageous zone is likely to reach the upper limit increase number based on the expected increase / decrease number of medals per game in the AT mode, the remaining number of games in the AT mode, and the current advantageous zone increase / decrease number MY. If it is in such a situation, a second excess flag is set in the various flag storage area 106d as a flag for identifying the situation.

[0337] By setting the first excess flag and the second excess flag, the subsequent AT mode addition will not be performed (will be limited), and if the addition lottery is won, a special bonus other than the addition of the number of games (such as a suggestion of a set value or the display of a rare image) will be performed. This makes it possible to avoid meaningless additions in situations where there is a high possibility that the upper limit number of games or the upper limit increase number will already be reached due to a large number of remaining games, and to enjoy playing even in such situations.

[0338] After executing the process of step S1505, in step S1506, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of increases or decreases in the advantageous zone MY has reached the upper limit of increases of 2400 or more. If either of these forced termination conditions is met, in step S1507, the number of games in the advantageous zone AG and the number of increases or decreases in the advantageous zone MY are cleared to 0. In the following step S1508, a process is performed to terminate the display of the eighth display segment N8 as a zone indicator. Then, in step S1509, a process is performed to initialize parameters and information such as various flags and counters in the advantageous zone, and then this second zone display process is terminated.

[0339] More specifically, the data initialization process in step S1509 is a process of resetting flags and counters set at the time of transition to the current favorable zone and flags and counters set during the current favorable zone to their initial values. For example, if a premonition flag, pseudo premonition flag, CZ mode flag, AT mode winning flag, AT notification flag, AT mode flag, etc. are set, these flags are cleared. Furthermore, if counters for the number of games continued in the premonition mode, AT mode, etc. are greater than 0, these counters are all reset to 0. In other words, the initialization process initializes all variables or parameters that affect the performance related to the push order notification with respect to the favorable zone as a favorable state using the push order notification, and is a process of clearing the RAM for such variables or parameters.

[0340] If it is determined in step S1506 that the number of games in the advantageous zone AG has not reached the upper limit value or that the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S1510, where it is determined whether or not the normal end condition of the advantageous zone has been established. More specifically, it is determined whether or not the CZ mode flag, the AT mode winning flag, and the AT mode flag are all set, and the number of remaining games in the AT mode, etc., has become 0. If none of these flags are set, it is determined in step S1511 whether or not the AT end flag is set. The AT end flag is a flag that is set when the AT mode ends. If the AT end flag is set, the process proceeds to step S1507, and the process for the end of the advantageous zone in steps S1507 to S1509 is performed, and the second process of zone display is terminated. If a negative determination is made in step S1510 or step S1511, the second process of zone display is terminated as it is. In this case, the lighting display of the zone indicator (the eighth display segment N8) will continue. In other words, the advantageous zone does not end not only during AT mode, but also after transition to the advantageous zone, when no transition to AT mode has occurred; after transition to the advantageous zone, the mode transitions to AT mode, and the advantageous zone ends when the AT mode ends.

[0341] <About the push order indicator and section indicator and game progress> The relationship between the start and end of the advantageous zone and the display of the eighth display segment N8 as a zone indicator will be explained with reference to FIG.

[0342] In this slot machine 10, as shown in FIG. 46, in the normal zone, which is not the advantageous zone, the eighth display segment N8 as the zone indicator is turned off (not lit). In this normal zone, the push order notification is not performed. In other words, the advantageous zone has the performance related to the instruction function such as the push order notification, whereas the normal zone does not have the said instruction function. The situation where the display mode is the normal mode mainly corresponds to the normal zone.

[0343] In the normal zone, for example, when a player wins the lottery for moving to the advantageous zone by winning a weak watermelon role, the measurement of the number of games played in the advantageous zone (counting the number of games in the advantageous zone AG) starts from the game following the game in which the game result that triggered the winning is realized. Then, when the player wins the lottery for moving to the AT mode in the advantageous zone and a winning notification and an AT notification flag are set, etc., a push order notification can occur, and the eighth display segment N8 lights up, as this indicates that the start condition for the display of the zone indicator is satisfied.

[0344] After that, while the eighth display segment N8 is lit, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on the push order information. In the push order notification, the push order information starts to be displayed when the start lever 41 is operated in the game, and ends when the third reel stop ON operation is performed in the game. If the game is not the final game of the advantageous zone, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends when the third reel stop ON operation is performed, and the display of the advantageous zone by the eighth display segment N8 continues. Then, when a push order role is won again in the next game or later, the push order information corresponding to the push order role is displayed by the first display segment N1 to the seventh display segment N7.

[0345] When the number of continuing games in the advantageous zone reaches the upper limit, or the number of medal increases in the advantageous zone reaches the upper limit increase number, and it becomes the final game of the advantageous zone, the eighth display segment N8 also goes out, and the notification of the advantageous zone ends. In this embodiment, in the final game of the advantageous zone, the eighth display segment N8 goes out at the timing when medal payout ends (by the second zone display process, which is the process after the payout determination process). If medal payout is not performed in the final game, the eighth display segment N8 goes out when the third reel stop OFF operation is performed. This allows the player to clearly understand that the game in question was the final game of the advantageous zone.

[0346] As described above, the number of games in the advantageous zone is counted from the game following the game that won the lottery for moving to the advantageous zone, while the push order notification occurs only during the period when the eighth display segment N8 is lit. In other words, even in the advantageous zone, in the zone where the eighth display segment N8 is off (non-specific zone), the push order notification does not occur. In other words, by checking whether the eighth display segment N8 as a zone indicator is lit or not, it is possible to clearly grasp that at least the advantageous zone is a situation where the benefit of the push order notification can be enjoyed (specific zone, actual increase zone). In this way, it is possible to prevent a difference in the degree of advantage between a player who ends the game without knowing that the benefit of the push order notification is available and a successor player who sits down after him. In other words, in a situation where the eighth display segment N8 is not lit, the push order notification does not occur, so it is possible to end the game gracefully.

[0347] <Processing related to notification on the sub side> Next, various notification processes performed by the sub-side display control device 81 will be described. As various notification processes, a performance setting process executed at a predetermined cycle (1.49 msec cycle) is provided. The performance setting process will be described with reference to the flowchart of FIG.

[0348] In the performance setting process, first, in step S1701, it is determined whether or not a new command has been received from the main control device 101. If a new command has been received, in step S1702, a process is executed to store the received command in the RAM 183. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer capable of storing a plurality of commands individually and capable of reading out commands stored earlier.

[0349] If a negative determination is made in step S1701, or after the process of step S1702 is executed, in step S1703, it is determined whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 based on a betting operation, and includes a betting command set in step S207 of the normal process. If it is a betting command, in step S1704, a betting performance setting process is executed. In the betting performance setting process, processing is executed to control the auxiliary display unit 65 and the speaker 64 so that a performance based on the current betting operation is performed.

[0350] If a negative determination is made in step S1703, or after the process of step S1704 is executed, in step S1705, it is determined whether or not the newly received command is a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S313 of the lottery process, as well as a premonition command, an added command, a push order notification command, a specific push order notification command, and the like, which are set in the lottery result response process. If it is one of these start commands, in step S1706, a start performance setting process is executed.

[0351] If a negative decision is made in step S1705, or after the process of step S1706 is executed, in step S1707, it is determined whether or not the newly received command is a command at each stop operation. Each stop operation command is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control process (FIG. 18). If the stop command is one of such stop operation commands, in step S1708, each stop operation effect setting process is executed.

[0352] If a negative decision is made in step S1707, or after the process of step S1708 is executed, in step S1709, it is determined whether or not the newly received command is an all stop command. An all stop command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes a winning result command set in step S411 of the reel control process (FIG. 18), as well as an AT mode start command and an AT mode end command set in the winning result response process. If it is one of these all stop commands, in step S1710, an all stop performance setting process is executed.

[0353] If a negative decision is made in step S1709, or after the processing of step S1710 has been executed, other processing is executed in step S1711, and then the effect setting processing is terminated. In step S1711, settings are made for effects based on commands from main control device 101 other than when a bet is made, when the game is started, or when the game is stopped (for example, effects based on the operation of settlement switch 59), effects based on signals from sensors connected without going through main control device 101 (such as effect switch detection sensor), settings for error notification, etc.

[0354] The start-time performance setting process, the performance setting process at each stop operation, and the performance setting process at full stop will be explained below.

[0355] <Start-up performance setting process> Next, the start-time performance setting process will be described with reference to the flowchart in FIG.

[0356] In step S1801, a display mode setting process is performed. In this process, it is determined whether the display mode currently set on the main control device 101 side is normal mode, CZ mode, AT mode, or BB mode, and the display performance of the auxiliary display unit 65 is set in the corresponding display mode. Specifically, the various flag storage area 183a of the RAM 183 on the display control device 81 side also has an area for setting a CZ mode flag, an AT mode flag, and a BB state mode flag as flags for grasping the display mode, and the corresponding flag is set when each mode is started and cleared when it is ended. In step S1801, by grasping these various mode corresponding flags, the current display mode is specified, and the auxiliary display unit 65, the speaker 64, the upper lamp 63, etc. are controlled so that the corresponding performance is performed.

[0357] In the next step S1802, it is determined whether the lottery result of the game to be started this time is a push order role win based on the received lottery result command. If the push order role wins, in step S1803, a push order notification process is performed. Here, the push order notification process will be described with reference to the flowchart in FIG.

[0358] In step S1901, it is determined whether the currently received start command includes a push order notification command or a specific push order notification command. If neither of the push order notification commands is included, the push order notification process ends. If either of the push order notification commands is included, the process proceeds to step S1902.

[0359] In step S1902, it is determined whether the current lottery result is the first promotion replay 1 to 4. If it is the first promotion replay 1 to 4, in step S1903, the auxiliary display unit 65 and the like are controlled to perform a push order notification performance that establishes the third re-play winning, and then the push order notification process is terminated.

[0360] If it is determined in step S1902 that the first promotion replays 1 to 4 are not the winning combination, then in step S1904, it is determined whether the current lottery result is fall replays 1 to 3. If it is fall replays 1 to 3, the process proceeds to step S1905, where the auxiliary display unit 65 and the like are controlled to perform a push order notification performance that results in the first replay winning combination, and then the push order notification process is terminated.

[0361] If it is determined in step S1904 that the replay is not one of the fall replays 1 to 3, then in step S1906 it is determined whether or not the current lottery result is the second promotion replays 1 and 2. If it is the second promotion replays 1 and 2, then in step S1907 the auxiliary display unit 65 and the like are controlled to perform a push order notification performance that results in the fourth and fifth replay wins, and then the push order notification process is terminated.

[0362] If it is determined in step S1706 that the result is not the second promotion replay 1,2, then in step S1708, it is determined whether the current lottery result is BAR replay 1,2. If it is BAR replay 1,2, then in step S1709, it is determined whether the push order notification command currently received is a specific push order command. As already explained, a specific push order command is output and set on the main control device 101 side when the contents of the push order notification on the main control device 101 side and the contents of the push order notification performance on the display control device 81 side are different. If it is not a specific push order notification command, then the process proceeds to step S1905, where the auxiliary display unit 65, etc. are controlled to perform a push order notification performance that results in the first replay winning, and then the push order notification process is terminated.

[0363] If it is determined in step S1909 that the command is a specific push order notification command, the process proceeds to step S1910, where the auxiliary display unit 65 and the like are controlled to perform a push order notification effect that results in the seventh replay win, and then the push order notification process is terminated. In this case, the push order notification on the main control device 101 side performs a notification corresponding to the first replay win, and the push order notification effect on the display control device 81 side performs a notification corresponding to the seventh replay win.

[0364] If it is determined in step S1908 that the replay is not BAR Replay 1, 2, then in step S1911 it is determined whether or not the current lottery result is specific Replay 1, 2. If it is specific Replay 1, 2, then in step S1712 it is determined whether or not the push order notification command currently received is a specific push order command. If it is not a specific push order notification command, then the process proceeds to step S1905, where the auxiliary display unit 65, etc. is controlled to perform a push order notification performance that results in the first replay winning, and then the push order notification process is terminated.

[0365] If it is determined in step S1912 that the command is a specific push order notification command, the process proceeds to step S1913, where it is determined whether the operation sequence to be notified this time corresponds to the 11th replay winning, which is a cherry replay, based on the current specific push order notification command. If it corresponds to the 11th replay winning, in step S1914, the auxiliary display unit 65, etc. is controlled to perform a push order notification performance that results in the 11th replay winning, and then the push order notification process is terminated. In this case, the push order notification on the main control unit 101 side will perform a notification corresponding to the 1st replay winning, and the push order notification performance on the display control unit 81 side will perform a notification corresponding to the 11th replay winning as a performance.

[0366] In step S1913, if it is determined that the operation sequence to be notified this time does not correspond to the 11th replay winning, which is a cherry replay, but corresponds to the 12th replay winning, which is a sweet replay, in step S1915, the auxiliary display unit 65 and the like are controlled to perform a push order notification performance that results in the 12th replay winning, and then the push order notification process is terminated. In this case, the push order notification on the main control unit 101 side will perform a notification corresponding to the 1st replay winning, and the push order notification performance on the display control unit 81 side will perform a notification corresponding to the 12th replay winning as a performance.

[0367] If it is determined in step S1911 that the replay is not specific replay 1, 2, then in step S1916, it is determined whether or not the current lottery result is a push order bell. If it is a push order bell, then in step S1917, a bell notification adjustment process is executed, and then the push order notification process ends. In the bell notification adjustment process, the auxiliary display unit 65 and the like are basically controlled to perform a push order notification performance that establishes the first minor prize, which pays out 9 coins, on the condition that a push order notification command has been received.

[0368] Returning to the explanation of the start-time performance setting process (FIG. 48), if it is determined in step S1802 that the push order role is not a win, in step S1804, it is determined whether or not the transition trigger role is a win. The transition trigger role is, for example, a result called a so-called rare role with a low winning probability, such as strong cherry, weak cherry, strong watermelon, weak watermelon, strong cherry overlap 1, 2, weak cherry overlap 1, 2, etc., and is a general term for a result that can be expected to transition to an AT mode or a bonus state. If the transition trigger role is a win, a transition trigger role notification process is performed in step S1805. In the transition trigger role notification process, a process is performed to control the auxiliary display unit 65, the speaker 64, etc. so that a chance suggestion performance is performed as a performance suggesting that there is a high possibility that some advantageous event will occur based on the win of the transition trigger role, or a process is performed so that a continuous performance is performed.

[0369] If a negative decision is made in step S1804, or after the processing of step S1803 or step S1805 is executed, the process proceeds to step S1806. In step S1806, it is determined whether or not an add-on command has been received as the current start command. If an add-on command has been received, in step S1807, a process is performed to set the add-on effect in advance so that an add-on effect of the number of games corresponding to the add-on command is executed at the time of stopping. As the add-on effect, for example, as shown in Figs. 53(a) to 53(c), a numerical value corresponding to the number of games to be added is displayed on the auxiliary display unit 65. In addition, in the add-on effect, control is performed so that a corresponding sound effect (for example, an electronic sound of "Kyukyukyukyukyueen!") is emitted from the speaker 64.

[0370] The details of the setting process for the additional effects in step S1807 will be explained with reference to the flowchart in FIG.

[0371] In step S2001, a process is performed to grasp the number of added games to be notified based on the currently received added command. In the following step S2002, a process is performed to grasp the notification timing. The notification timing is the timing to execute the added performance, and the timing is determined by the processing on the main control device 101 side, and the information on the determined timing is set in the added command and output. Therefore, the display control device 81 side can grasp the timing to execute the added performance by reading the added command. As the notification timing, the game in which the added performance should be executed and the timing corresponding to the stop operation of each stop switch 42 to 44 are set.

[0372] After grasping the notification timing in step S2002, in step S2003, it is determined whether or not the result of the determination in step S2002 is that an additional effect is to be performed in the current game. When the later addition notification is selected, the setting process of the additional effect is terminated. When the additional effect is to be performed in the current game, in step S2004, it is determined whether or not the timing of execution of the additional effect in the current game is when any of the reels is stopped ON. When it is stopped ON, in step S2005, a target reel for generating the additional effect is set, and the additional effect is set to be generated when the target reel is stopped ON. Specifically, a process is performed to set any of the flags at the time of the first reel stop ON operation to the flag at the time of the third reel stop ON operation in the various flag storage area 183a. These flags are flags for the CPU 181 to grasp the timing of the additional effect generation. In step S2705, the effect data of the additional effect corresponding to the number of additional games to be generated at the time of the stop ON operation is read from the effect data storage area 182b, and the data is temporarily stored in a predetermined effect data setting area. When the CPU 181 determines that the additional effect will be generated at the timing corresponding to the stop ON operation flag, the CPU 181 reads the effect data temporarily stored in the effect data setting area, and the additional effect is performed.

[0373] If the determination in step S2004 is negative, in step S2006, it is determined whether or not the first or second reel was stopped and turned off. If the reels were stopped and turned off, in step S2007, a target reel for generating an additional effect is set, and the additional effect is set to occur when the target reel is stopped and turned off. Specifically, a process is performed to set either a flag for stopping the first reel and a flag for stopping the second reel in the various flag storage area 183a. These flags are also flags for the CPU 181 to grasp the timing of the additional effect occurrence. Also in step S2007, the effect data for the additional effect corresponding to the number of additional games is read from the effect data storage area 182b, and the data is temporarily stored in a predetermined effect data setting area.

[0374] If a negative judgment is made in step S2006, in step S2008, the current additional effect is set to occur when all reels are stopped (when the third reel is turned off). Specifically, a process is performed to set a flag for when the third reel is turned off in the various flag storage area 183a. Also in step S2008, a temporary storage process is performed for the effect data of the additional effect corresponding to the number of additional games. After the process of step S2005, step S2007, or step S2008 is executed, the process of setting the additional effect is terminated.

[0375] Returning to the explanation of the start-time performance setting process, if the top-up command is not received in step S1806 or after the process of step S1807 is executed, the bonus performance setting process is executed in step S1808, the continuous performance setting process is executed in step S1809, and then, in step S1810, other start-time performances are set, and then the start-time performance setting process is terminated. The bonus performance setting process is a process for performing the bonus performance during the first BB state or the second BB state on the auxiliary display unit 65, etc. In the bonus performance, for example, the contents of each performance are set to be different so that the player can distinguish between the first BB state and the second BB state. Also, it is set so that a performance according to the lottery result in the first BB state or the second BB state is performed. Also, the continuous performance setting process is a process for performing a continuous performance in which a series of performances is set over a plurality of games. In the process of step S1810, for example, a performance suggesting the lottery result is set in correspondence with the start of the game, or a process of turning off the lamp around the start lever 41 to notify that the operation has been accepted is performed.

[0376] <Performance setting process for each stop operation> Next, the process of setting the effects to be performed at each stop operation, which is performed in step S1708, will be described with reference to the flowchart of FIG.

[0377] In step S2101, it is determined whether each stop operation command received this time is a stop ON operation command. A stop ON operation command is a command output from main control device 101 when stop switches 42 to 44 are pressed during the stop operation of each reel.

[0378] If a positive judgment is made in step S2101, the process proceeds to step S2802, where it is determined whether or not an effect that occurs when a reel is operated to stop is set as the effect for the current game. If it is not set, this setting process is terminated. If it is set, in step S2103, it is determined whether or not the stop ON operation command received this time is for the stop operation of the reel that is the target of the effect set for the stop ON operation. If it is not the stop ON operation of the target reel, this setting process is terminated. If it is the stop ON operation of the target reel, in step S2104, the auxiliary display unit 65, etc. are controlled so that the effect at the time of the stop ON operation is performed, and then this setting process is terminated.

[0379] For example, if an additional performance is set as the performance at the time of the current stop ON operation, as shown in Fig. 53(a), an additional performance occurs on the auxiliary display unit 65 at the timing when the stop switches 42 to 44 are pressed (ON operation). In this case, a sound effect corresponding to the additional performance is emitted from the speaker 64.

[0380] Also, for example, if the current game is a push order role win and the push order notification effect is set, the push order notification effect changes to an effect showing the reel to be operated next by stopping the corresponding reel based on each stop ON operation. Specifically, if all reels 32L, 32M, and 32R are spinning before the stop ON operation effect, a display showing the first reel to be operated as shown in FIG. 39(a) is displayed. Then, when the corresponding reel (middle reel 32M in the figure) stops due to the stop ON operation corresponding to the first reel, the display changes to an effect showing the reel to be operated next (right reel 32R in the figure) as shown in FIG. 39(b). Also, if two reels are spinning before the stop ON operation effect, a display showing the second reel to be stopped as shown in FIG. 39(b) is displayed, and based on the second reel stopping due to the stop ON operation, the display changes to an effect showing the third reel to be stopped (FIG. 39(c)).

[0381] If a negative decision is made in step S2101, the process proceeds to step S2105, where it is determined whether or not each stop operation command received this time is a stop OFF operation command. A stop OFF operation command is a command output from main control device 101 when the pressing operation of stop switches 42-44, among the stop operations of each reel, is completed. If the received command is not a stop OFF command, this process is terminated.

[0382] If the determination in step S2105 is affirmative, the process proceeds to step S2106, where it is determined whether or not an effect that occurs when a reel is turned off is set as the effect for the current game. If it is not set, this setting process is terminated. If it is set, in step S2107, it is determined whether or not the stop OFF operation command received this time is for the stop operation of the reel that is the target of the effect set for the stop OFF operation. If it is not the stop OFF operation of the target reel, this setting process is terminated. If it is the stop OFF operation of the target reel, in step S2108, the auxiliary display unit 65, etc. are controlled so that an effect is performed when the stop OFF operation is performed, and then this setting process is terminated.

[0383] For example, if an additional performance is set as the performance at the time of the current stop OFF operation, as shown in Fig. 53(b), when the pressing operation of the stop switch 42-44 is finished and the hand is released from the stop switch 42-44, an additional performance is generated on the auxiliary display unit 65. In this case, a sound effect corresponding to the additional performance is emitted from the speaker 64. If a negative decision is made in step S2105, this performance setting process is terminated.

[0384] <Performance setting process when all stops> Next, the complete stop effect setting process will be described with reference to the flowchart of FIG.

[0385] First, in step S2201, it is determined whether or not the currently received stop command includes an AT mode start command. If an AT mode start command is included, in step S2202, processing is performed to set the AT mode start effect. In the AT mode start effect, for example, the auxiliary display unit 65 displays the text "AT Start!". In addition, in the AT mode start effect, control is performed so that a corresponding sound effect (for example, a high-pitched female voice saying "Here we go!") is emitted from the speaker 64.

[0386] If the AT mode start command is not included in step S2201, it is determined in step S2203 whether or not the currently received stop command includes an AT mode end command. If the AT mode end command is included, processing is performed to set the AT mode end effect in step S2204. In the AT mode end effect, for example, the auxiliary display unit 65 displays the text "AT END" and also displays the number of games to be continued in the current AT mode, and also displays the total number of coins paid out in the current AT mode. In addition, in the AT mode end effect, the speaker 64 is controlled to emit a corresponding sound effect (for example, a high-pitched female voice saying "See you later").

[0387] After executing the process of either step S2202 or step S2204, or after a negative judgment is made in step S2203, the process proceeds to step S2205. In step S2205, if an additional performance is set, the auxiliary display unit 65 and the like are controlled to execute the additional performance. As already explained, the setting of the additional performance is performed in step S1807 in the start-time performance setting process. Specifically, if the timing of the occurrence of the current additional performance is set to when all reels stop in the setting process of the additional performance (FIG. 50), the additional performance occurs in the auxiliary display unit 65 at the timing when all reels 32L, 32M, and 32R stop, as shown in FIG. 53(c). In this case, a sound effect corresponding to the additional performance is also emitted from the speaker 64.

[0388] Thereafter, in step S2206, other stop time effects are set, and then this effect setting process is terminated. In step S2206, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, a sound effect corresponding to the payout amount of the winning combination is controlled to be emitted from the speaker 64, and a sound effect corresponding to an automatic bet during replay is controlled to be emitted from the speaker 64.

[0389] As described above, in the slot machine 10, the rotation of each reel 32L, 32M, 32R is started based on the operation of the start lever 41, and the main control device 101 performs a lottery for each game based on the operation of the start lever 41. By operating each stop switch 42-44, each reel 32L, 32M, 32R stops, and if the stop mode is a stop mode corresponding to the lottery result of the game, a predetermined number of medals are paid out as a prize for the lottery result. Based on such a configuration, a lottery is further performed to improve the instruction function of the push order notification such as the lottery for the advantageous zone and the transition to the AT mode using the lottery result of each game, and a notification performance regarding the content of the lottery is performed by the display control device 81. Then, when the lottery for transition to the AT mode is won, it is possible to establish the first result winning in which more medals are paid out when the game state is transitioned or the push order bell is won by the push order notification on the main control device 101 side or the push order notification performance on the display control device 81 side. That is, in this embodiment, a lottery is performed based on the lottery result of the game to determine whether or not to improve the instruction function (notification information for performing push order notification), and when the push order role is won in a situation where the instruction function is improved (a situation where the AT mode is won, AT mode), a push order notification or push order notification performance is performed as an exercise of the instruction function. Also, in a situation where the instruction function is improved, an additional lottery is performed regarding the continuity of the situation, and if the additional lottery is won, the situation where the instruction function is improved can continue for a longer period of time.

[0390] Furthermore, in this embodiment, there are a plurality of configurations for changing the instruction function, such as a specific replay navigation mode and a MY high probability mode.

[0391] <About specific replay navigation modes> Specific replay navigation mode is a state in which the probability of winning the specific replay navigation lottery when specific replays 1 and 2 are won is higher, and winning the specific replay navigation lottery will generate the push order notification performance corresponding to the 11th replay win and the 12th replay win. Therefore, specific replay navigation mode can be said to be a state in which the 11th replay win and the 12th replay win are more likely to be achieved by improving the instruction function corresponding to the 11th replay win and the 12th replay win.

[0392] The specific replay navi mode is entered by winning the specific replay navi mode lottery process (step S1015) performed in the AT addition process in the lottery result response process. The specific replay navi mode lottery is performed when the game result of the current game is a win for BAR replay 1, 2 or specific replay 1, 2 in the AT addition process (step S1002: YES). The specific replay navi mode lottery process will be described with reference to the flowchart in FIG. 54(a).

[0393] In step S2301, the number of remaining games in the AT mode is obtained from the AT mode continuation counter, and it is determined whether or not the number of remaining games is greater than a predetermined number (30). Note that the predetermined number determined in step S2301 is a number equivalent to the number of continuing games in the specific replay navi mode, and the process of step S2301 can also be said to be a process of determining whether or not it is possible to transition to the specific replay navi mode.

[0394] In the next step S2302, the lottery result of the current game is grasped. This process is a process of re-reading the lottery result grasped in step S1001. As described above, this process is started when the lottery result of the current game is BAR Replay 1, 2 or specific Replay 1, 2. These BAR Replay 1, 2 and specific Replay 1, 2 can be won in the third RT state, but cannot be won in other game states. Therefore, the specific Replay Navi mode lottery can be said to be a process that is started only in the third RT state.

[0395] In the next step S2303, a process of acquiring a navigation mode table from the various table storage area 105a is executed. As shown in FIG. 54(b), the navigation mode table is set so that the winning probability of the navigation mode transition lottery differs depending on the lottery result of the game, and in this embodiment, it is set so that the specific replay 1, 2 is more likely to win the navigation mode transition lottery than the BAR replay 1, 2. Also, in this embodiment, as the specific replay navigation mode, a cherry navigation mode in which a push order notification effect corresponding to the 11th replay winning as a cherry replay is more likely to occur when the specific replay 1, 2 is won, and a watermelon navigation mode in which a push order notification effect corresponding to the 12th replay winning as a watermelon replay is more likely to occur when the specific replay 1, 2 is won are set, and the winning probability of each navigation mode is set in the navigation mode table. More specifically, it is set so that the winning probability of the cherry navigation mode is high for the BAR replay 1 and the specific replay 1, and the winning probability of the watermelon navigation mode is high for the BAR replay 2 and the specific replay 2. The winning probability of these navigation mode transition lotteries is arbitrary, but in this embodiment, the winning rates of BAR replays 1 and 2 and specific replays 1 and 2 are combined, and are set so that in the third RT state, there is a 1 in 200 probability of winning either navigation mode.

[0396] In step S2304, a navigation mode transition lottery is performed based on the navigation mode table acquired in step S2303 and the lottery counter acquired from the various counter area 106e. In this case, the result of the navigation mode transition lottery and the type of navigation mode in the case of winning are stored in the register. After that, this process ends.

[0397] As shown in FIG. 34, after executing the specific replay navigation mode lottery process in step S1015, it is determined in step S1016 whether or not the navigation mode transition lottery has been won, and if it has been won, it is determined in step S1017 whether or not the won navigation mode is the Cherry Navi mode. If it is the Cherry Navi mode, in step S1018, a process is executed to input 30 as a predetermined number to the Cherry Navi counter CTC in the various counter area 106e. The Cherry Navi counter CTC is a counter for the CPU 102 to grasp the number of continuations of the Cherry Navi mode, and is decremented by 1 for each game in the Cherry Navi mode. Thereafter, in step S1019, a process is executed to set the Cherry Navi flag in the various flag storage area 106d, and a process is executed to set the Cherry Navi command as an output target to the display control device 81, and then the AT addition process is terminated. The Cherry Navi flag is a flag for the CPU 102 to grasp that it is the Cherry Navi mode. In addition, when the display control device 81 receives the Cherry Navi command, it changes the background color of the auxiliary display unit 65 from the previous color (sets the background color to red) as shown in Figure 58 (b) so that the player can understand that the Cherry Navi mode has been entered, and also displays a cherry high probability image CNP including text such as "Cherry High Probability" in a specified area of ​​the auxiliary display unit 65 (for example, the upper area of ​​the display screen).

[0398] If it is determined in step S1017 that the lottery for switching to Suica Navi mode instead of Cherry Navi mode has been won, the process proceeds to step S1020. In step S1020, a process is executed to input 30 as a predetermined number to the Suica Navi counter STC in the various counter area 106e. The Suica Navi counter STC is a counter for the CPU 102 to grasp the number of times the Suica Navi mode continues, and is decremented by 1 for each game in the Suica Navi mode. Thereafter, in step S1021, a process is executed to set the Suica Navi flag in the various flag storage area 106d, and a process is executed to set the Suica Navi command as an output target to the display control device 81, and then the AT addition process is terminated. The Suica Navi flag is a flag for the CPU 102 to grasp that the Suica Navi mode is in effect. In addition, when the display control device 81 receives the Suica Navi command, as shown in Figure 58 (a), the background color of the auxiliary display unit 65 is changed from the previous color (the background color is set to green) so that the player can understand that the Suica Navi mode has been entered, and a watermelon high probability image SNP including text such as "Watermelon High Probability" is displayed in a specified area of ​​the auxiliary display unit 65 (for example, the upper area of ​​the display screen).

[0399] To explain the difference in presentation between Cherry Navi mode and Suica Navi mode, the background color in the auxiliary display section 65 is different in both navigation modes (shown with different hatches in the figure), and while in Cherry Navi mode the cherry high probability image CNP is displayed in a designated area, in Suica Navi mode the watermelon high probability image SNP is displayed in a designated area, so that the player can easily distinguish between the two navigation modes.

[0400] Next, the processing in the specific replay navigation mode will be described.

[0401] 55 is a flowchart showing the specific replay navigation lottery process performed when the specific replay 1, 2 is won. The specific replay navigation lottery process is a process performed in step S1120 in the push order role process.

[0402] In the specific replay navigation lottery process, generally, a lottery process for Cherry Navi and a lottery process for Suica Navi are set, and in this embodiment, the lottery process for Suica Navi is executed when the lottery process for Cherry Navi is not won. This is to increase the rarity of the high benefit side and avoid the ball payout rate from increasing by giving priority to the low benefit side (Cherry Replay) over the high benefit side (Suica Replay) when the navigation is won (additional winning rate, number of added games).

[0403] That is, first, in step S2401, it is determined whether the Cherry Navi flag is set. If the Cherry Navi flag is not set, in step S2402, a Cherry Navi low probability table is obtained from the various table storage area 105a, and if the Cherry Navi flag is set, in step S2403, a Cherry Navi high probability table is obtained from the various table storage area 105a. Then, in step S2404, a Cherry Navi lottery process is executed using these tables and a lottery counter.

[0404] As shown in FIG. 56, the low probability table and the high probability table of Cherry Navi are set so that the probability of winning is uniformly about 0.05% regardless of the setting value. On the other hand, the high probability table is set so that the probability of winning varies depending on the setting value, and the odd number settings of 1, 3, and 5 are generally set to have a higher probability of winning than the even number settings of 2, 4, and 6. More specifically, the winning probabilities are about 3.0%, 1.2%, 3.5%, 1.7%, 4.0%, and 4.5% from setting 1 to setting 6, respectively, and although there is a difference between even and odd, the higher the setting value, the higher the probability of winning is set. Therefore, by setting to Cherry Navi mode, the push order notification effect for the 11th replay prize can occur with a high probability, and the higher the setting, the more likely the push order notification effect occurs, and furthermore, the odd number setting is more likely to occur than the even number setting.

[0405] In step S2405, it is determined whether or not the lottery process in step S2404 has been won. If the lottery process has been won, in step S2406, a CherryNavi winning flag is set in the various flags storage area 106d, and then this lottery process is terminated.

[0406] If it is determined in step S2405 that the winning ticket has not been won, the lottery process for Suica Navi is performed in steps S2407 to S2412. That is, in step S2407, it is determined whether or not the Suica Navi flag is set. If the Suica Navi flag is not set, in step S2408, a Suica Navi low probability table is obtained from various table storage area 105a, and if the Suica Navi flag is set, in step S2409, a Suica Navi high probability table is obtained from various table storage area 105a. Then, in step S2410, the Suica Navi lottery process is performed using these tables and the lottery counter.

[0407] As shown in FIG. 56, the low probability table and the high probability table of Suica Navi are set to have a uniform probability of about 0.05% regardless of the setting value in the low probability table. On the other hand, in the high probability table, the winning probability differs depending on the setting value, and the even number settings of 2, 4, and 6 are generally set to have a higher winning probability than the even number settings of 1, 3, and 5. More specifically, the winning probability is about 1.0%, 3.2%, 1.5%, 3.7%, 2.0%, and 4.5% from setting 1 to setting 6, respectively, and although there is a difference between even and odd, the higher the setting value, the higher the winning probability is set. Therefore, by setting to Suica Navi mode, the push order notification effect for the 12th replay prize can occur with a high probability, and the higher the setting, the more likely the push order notification effect occurs, and furthermore, the even number setting is more likely to occur than the odd number setting.

[0408] Also, when comparing the high probability table for Cherry Navi and the high probability table for Suica Navi, the table for Suica Navi is set to have a larger difference in winning probability depending on the setting value. In other words, it is easier to predict the setting value from the navigation winning result in Suica Navi mode than in Cherry Navi mode, and in that respect too, the superiority of Suica Replay over Cherry Replay is guaranteed.

[0409] In step S2411, it is determined whether or not the lottery process in step S2410 has been won, and if it has been won, in step S2412, the Suica Navi winning...

Claims

[Claim 1] A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for starting rotation of each of the rotating bodies when the start operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on an operation of the start operation means; A stop operation means for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; an awarding means capable of awarding a game value corresponding to a lottery result in the lottery means; A gaming machine comprising: a first result which allows a prize to be won when the stop operation means is operated in a first operation mode, and a second result which allows a prize to be won when the stop operation means is operated in a second operation mode different from the first operation mode, as a lottery result by the lottery means; a means for executing notification of an operation mode of the stop operation means, The game state includes a predetermined state and a specific state in which the mode notification is more likely to be executed than the predetermined state, As the specific state, a first specific state in which the expected number of game values ​​to be awarded by the awarding means becomes a first expected number as a result of the execution of the mode notification; a second specific state in which the expected number of game values ​​to be awarded by the awarding means becomes a second expected number as a result of the execution of the mode notification; A gaming machine comprising: