Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2023-05-26
- Publication Date
- 2026-04-17
AI Technical Summary
Existing gaming machines lack optimization in game progression and player engagement, necessitating improvements to enhance interest and enjoyment.
A gaming machine with a predetermined performance state that allows for different game effects in subsequent games, incorporating a game progression mechanism and benefit granting system based on player operations, along with advanced display and control systems to enhance interaction and engagement.
Optimizes game progression and increases player interest by providing varied and engaging gameplay experiences through dynamic game states and effects.
Smart Images

Figure 00000000_0000_ABST
Abstract
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, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.
[0003] Specifically, in a slot machine, when a start lever is operated while medals as gaming media have been bet, an internal lottery is conducted and the reels start to rotate. If 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] Japanese Patent Application Laid-Open No. 2008-295707 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, it is necessary to optimize the progress of the game or increase the interest in the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of at least one of optimizing the progress of the game or increasing the enjoyment of the game. [Means for solving the problem]
[0007] The present invention provides a game progression means for progressing the game based on an operation by a player; a bonus awarding means for awarding a bonus to a player according to the result of the game progressed by the game progress means; A gaming machine comprising: A predetermined effect state is provided in which a first predetermined effect can be executed as a predetermined effect in a first game, and a second predetermined effect can be executed as the predetermined effect in a second game subsequent to the first game; The device is characterized by comprising a means capable of executing the first predetermined effect in the second game in the predetermined effect state. [Effects of the Invention]
[0008] According to the present invention, it is possible to at least one of optimizing the progress of the game and increasing the interest in the game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram illustrating a device for detecting inserted medals. [Figure 7] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 8] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 11] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 14] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 15] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 17] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 18] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 19] 4 is a flowchart showing main processing by the main control device. [Figure 20] 10 is a flowchart showing a normal process. [Figure 21] 10 is a flowchart showing lottery processing. [Figure 22] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 23] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 24] 10 is a flowchart showing a reel control process. [Figure 25] FIG. 10 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. [Figure 26] 10 is a flowchart showing a payout determination process. [Figure 27] 10 is a flowchart showing a medal payout process. [Figure 28] 10 is a flowchart showing bonus state processing. [Figure 29] FIG. 10 is a diagram showing an example of a lottery table for a bonus state. [Figure 30] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 31]10 is a flowchart showing lottery result handling processing. [Figure 32] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 33] 10A and 10B are diagrams showing examples of various transition lottery tables. [Figure 34] 10 is a flowchart showing the AT lottery processing. [Figure 35] 10 is a flowchart showing the AT top-up processing. [Figure 36] FIG. 10 is a diagram showing an example of an additional lottery table. [Figure 37] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 38] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 39] 10A is a flowchart showing lottery result command processing, and FIG. 10B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Figure 40] 10 is a flowchart showing a winning result response process. [Figure 41] 10 is a flowchart showing a process for a precursory mode. [Figure 42] 10A is a flowchart showing a continuation rate setting process, and FIG. 10B is a diagram showing an example of a selection rate of the continuation rate of the CZ mode. [Figure 43] 10 is a flowchart showing a CZ mode process. [Figure 44] 10 is a flowchart showing a process for an AT mode. [Figure 45] 10 is a flowchart showing a first section display process. [Figure 46] 10 is a flowchart showing a second section display process. [Figure 47] 10 is a flowchart showing a display main process performed by the sub-control device. [Figure 48] 10 is a flowchart showing a performance setting process. [Figure 49] 10 is a flowchart showing a bet effect setting process. [Figure 50] 10 is a flowchart showing a performance setting process at the time of a start operation. [Figure 51] 10 is a flowchart showing a rotation start effect setting process. [Figure 52] 10 is a flowchart showing a process for setting effects when stopping is possible. [Figure 53] 10 is a flowchart showing a stop time effect setting process. [Figure 54] 10 is a flowchart showing the process for setting effects when winning. [Figure 55] 10 is a flowchart showing the process of setting the effects at the start of payout. [Figure 56] 10 is a flowchart showing the process for setting the effect at the end of payout. [Figure 57] 10 is a flowchart showing an error notification setting process. [Figure 58] 10 is a flowchart showing a first acquisition display update process. [Figure 59] 10 is a flowchart showing a second acquisition display update process. [Figure 60] 10 is a flowchart showing the number of purchases update process. [Figure 61] 10 is a flowchart showing a remaining number display update process. [Figure 62] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 63] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 64] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 65] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 66] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 67] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 68] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 69] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 70]10 is a flowchart showing a command determination process. [Figure 71] 10 is a diagram for explaining the relationship between the command counter and the game progress status, etc. [Figure 72] 10 is a flowchart showing a bet time determination process. [Figure 73] 10 is a flowchart showing a start operation determination process. [Figure 74] 10 is a flowchart showing a rotation start determination process. [Figure 75] 10 is a flowchart showing a process for determining when stopping is possible; [Figure 76] 10 is a flowchart showing a stop time determination process. [Figure 77] 10 is a flowchart showing the winning determination process. [Figure 78] 10 is a flowchart showing a dispensing start time determination process. [Figure 79] 10 is a flowchart showing a dispensing end determination process. [Figure 80] 10 is a flowchart showing an error determination process. [Figure 81] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 82] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 83] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 84] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 85] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 86] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 87] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 88] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 89] FIG. 10 is a diagram showing the relationship between game progress commands and presentation contents. [Figure 90]FIG. 10 is a diagram for explaining an outline of an error notification for a connection abnormality at start-up. [Figure 91] 10 is a timing chart for explaining a situation in which an error notification for a connection abnormality is performed. [Figure 92] 10 is a timing chart for explaining the configuration for synchronizing the game progress state and the circumstances in which synchronization abnormalities are identified. [Figure 93] 10 is a flowchart showing a display information correction process. [Figure 94] This is a diagram to explain how the number of coins acquired, the number of coins consumed, and the number of coins remaining are updated. [Figure 95] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 96] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 97] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 98] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 99] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 100] In the first modification, (a) is a flowchart showing a part of the display main processing, and (b) is a flowchart showing the timer management processing. [Figure 101] FIG. 10 is a diagram for explaining the relationship between a connection abnormality and an external output. [Figure 102] In the second modification, (a) is a diagram for explaining a power switch on the sub-control device side, and (b) is a flowchart showing a part of the display main processing. [Figure 103] 10 is a timing chart for explaining how an error notification is made for a connection abnormality at start-up. [Figure 104] 13 is a flowchart showing a door open detection process in Modification 3. [Figure 105] 10 is a flowchart showing an error notification setting process. [Figure 106]10 is a flowchart showing an error determination process. [Figure 107] 10 is a flowchart showing a process during door opening. [Figure 108] 10 is a timing chart for explaining the relationship between opening and closing of the front door and notification of an error due to a connection abnormality. [Figure 109] 13 is a diagram for explaining the relationship between an error notification and a connection abnormality in Modification 4. FIG. [Figure 110] 13 is a flowchart showing a command determination process in Modification 5. [Figure 111] FIG. 10 is a diagram for explaining a setting command among game progress commands. [Figure 112] 10 is a flowchart showing a stop time determination process. [Figure 113] In the sixth modification, (a) is a diagram for explaining the sub-game progress state in the stop waiting state, and (b) is a flowchart showing the stop time determination process. [Figure 114] 19 is a flowchart showing a start operation determination process in Modification 7. [Figure 115] 10 is a flowchart showing the winning determination process. [Figure 116] 10 is a flowchart showing a process for progressing a game. [Figure 117] FIG. 10 is a diagram for explaining the relationship between the game progress status and the progress trigger. [Figure 118] 13 is a flowchart showing the game progress processing in Modification 8. [Figure 119] FIG. 10 is a diagram for explaining an outline of a first delay error notification. [Figure 120] FIG. 10 is a diagram for explaining an outline of a second delay error notification. [Figure 121] 13 is a diagram for explaining the processing and presentation content when a synchronization abnormality is identified in Modification Example 9. FIG. [Figure 122] 20 is a flowchart showing a second command determination process in Modification 10. [Figure 123]10A is a diagram for explaining the relationship between the state command counter and the state progression command, and FIG. 10B is a flowchart showing the corresponding effect setting process. [Figure 124] 20 is a flowchart showing a command determination process in Modification 11. [Figure 125] 13 is a diagram for explaining the processing and presentation content when a synchronization abnormality is identified in Modification 12. FIG. [Figure 126] 23 is a flowchart showing the stop time effect setting process in Modification 13. [Figure 127] 10 is a timing chart for explaining how the winning effects are preset. [Figure 128] In Modification 14, (a) is a flowchart showing the replay start effect setting process, and (b) is a diagram showing an example of the display effect on the auxiliary display unit. [Figure 129] 23 is a flowchart showing a reel control process in Modification 15. [Figure 130] 10 is a flowchart showing a stop time effect setting process. [Figure 131] 10 is a flowchart showing the processing for the winning effect. [Figure 132] This is a timing chart for explaining the relationship between the stopped symbols and the pre-settings of the winning effects. [Figure 133] 20 is a flowchart showing the process for presetting payment exits in the sixteenth modification. [Figure 134] 16 is a diagram for explaining the presentation content of a game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of a game in which a connection abnormality is resolved in Modification 17. FIG. [Figure 135] This is a diagram for explaining the presentation content of the game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of the game in which a connection abnormality is resolved. [Figure 136] This is a diagram for explaining the presentation content of the game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of the game in which a connection abnormality is resolved. [Figure 137]19 is a flowchart showing the winning effect setting process in Modification 18. [Figure 138] 23 is a flowchart showing a part of the stop time effect setting process in Modification 19. [Figure 139] 10 is a timing chart for explaining the relationship between the stop symbols and the settings of the winning effects. [Figure 140] 10 is a flowchart showing the AT effect setting process in the second embodiment. [Figure 141] A flowchart showing the additional notification effect setting process. [Figure 142] FIG. 10 is a diagram showing an example of a later-addition lottery table. [Figure 143] A figure showing an example of an execution timing table for additional notification effects. [Figure 144] A flowchart showing the additional notification performance execution process. [Figure 145] This is an overview diagram to explain how the remaining number display is updated when an additional notification effect is performed. [Figure 146] (a) is a flowchart showing the process of setting the remaining number display for additional additions, and (b) is a diagram showing the relationship between the trigger for executing and the trigger for ending the additional addition notification effect. [Figure 147] 10 is a flowchart showing the process of displaying the remaining number for addition. [Figure 148] 10 is a flowchart showing an AT process. [Figure 149] A figure showing an example of a lottery table for executing the later-addition notification effect. [Figure 150] 10 is a flowchart showing the post-loading notification effect setting process. [Figure 151] 10 is a flowchart showing a process for updating the remaining number display. [Figure 152] 10 is a flowchart showing initialization processing of currently running performance information. [Figure 153] FIG. 10 is a diagram for explaining how the remaining number display and the like are updated when no connection abnormality occurs. [Fig. 154]FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 1). [Figure 155] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 2). [Figure 156] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 3). [Figure 157] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 4). [Figure 158] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 5). [Figure 159] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 6). [Figure 160] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 7). [Figure 161] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 8). [Figure 162] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 9). [Figure 163] FIG. 10 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 10). [Fig. 164] FIG. 11 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 11). [Figure 165] 1A is a diagram for explaining the correction mode according to the discrepancy in the remaining number information, and FIG. 1B is a diagram for explaining the relationship between the situation in which the discrepancy in the remaining number information is identified and the correction mode. [Figure 166] 10 is a flowchart showing a process for updating the remaining number display in the first modification. [Figure 167] A flowchart showing the additional notification effect setting process. [Figure 168] 10 is a flowchart showing a part of the additional notification effect setting process in variant example 2. [Figure 169] FIG. 10 is a diagram for explaining the relationship between the lottery result of the current game and the deviation to be corrected this time. [Figure 170] 13 is a flowchart showing a process of updating the remaining number display in Modification 3. [Figure 171] 10A and 10B are diagrams for explaining how a correction is made in a manner according to the situation in which the deviation is identified. [Fig. 172] 13 is a flowchart showing a process for updating the remaining number display in Modification 4. [Figure 173] 10A and 10B are diagrams for explaining how correction is performed in a manner according to a specified deviation. [Fig. 174] 13 is a flowchart showing a process for updating the remaining number display in Modification 5. [Figure 175] 13 is a flowchart showing the remaining number display update process in Modification 6. [Figure 176] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 177] 13 is a flowchart showing the remaining number display update process in Modification 7. [Figure 178] 10A is a diagram for explaining the relationship between the notification mode of a specific notification and a setting value, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 179] 19 is a flowchart showing the remaining number display update process in Modification 8. [Figure 180] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 181] 10A is a timing chart for explaining the relationship between the first special notification and various displays, and FIG. 10B is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 182] 13A is a flowchart showing a part of the update process of the remaining number display in the ninth modification, and FIG. 13B is a diagram showing an example of the display effect on the auxiliary display unit. [Figure 183] 20 is a flowchart showing an AT mode process in a tenth modification. [Figure 184]10A is a flowchart showing part of the process of updating the remaining number display, and FIGS. 10B and 10C are timing charts for explaining the relationship between the ending and the process of dealing with a discrepancy when it is identified. [Figure 185] FIG. 13 is a diagram for explaining an example of application of information updated as the game progresses and events that occur based on the updated information in variant example 11. [Figure 186] 13 is a flowchart showing a process for CZ in the third embodiment. [Figure 187] A diagram explaining the effect data for the CZ mode effect. [Figure 188] A diagram explaining the effect data for the premonition mode effects. [Figure 189] 10 is a flowchart showing a process for setting effects for a premonition battle. [Figure 190] A flowchart showing the CZ effect setting processing. [Figure 191] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 192] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 193] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 194] This is a diagram to explain the presentation during CZ mode when no connection abnormalities or the like occur. [Figure 195] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 1). [Figure 196] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 2). [Figure 197] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 3). [Figure 198] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 4). [Figure 199]A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 5). [Figure 200] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 6). [Figure 201] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 7). [Figure 202] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 8). [Figure 203] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 9). [Figure 204] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 10). [Figure 205] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 11). [Figure 206] A flowchart showing part of the CZ effect setting process in variant example 1. [Figure 207] 10 is a flowchart showing a part of a lottery result response process in Modification 2. [Figure 208] 10 is a flowchart showing a first section display process. [Figure 209] 10 is a flowchart showing a second section display process. [Figure 210] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities, CZ mode effects, and updates to data displays, etc. [Figure 211] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities, CZ mode effects, and updates to data displays, etc. [Figure 212] 13 is a flowchart showing a first section display process in Modification 3. [Figure 213] A flowchart showing part of the CZ effect setting process in variant example 4. [Figure 214]10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 215] 10A and 10B are diagrams illustrating an example of display effects on the auxiliary display unit. [Figure 216] 13 is a flowchart showing a part of the lottery result response process in Modification 5. [Figure 217] A flowchart showing part of the AT lottery processing. [Figure 218] 10 is a flowchart showing a CZ management process. [Figure 219] 10 is a flowchart showing processing for each CZ game. [Figure 220] 10 is a flowchart showing a CZ mode process. [Figure 221] A flowchart showing the CZ effect setting processing. [Figure 222] A diagram explaining the effect data for the CZ mode effect. [Figure 223] 10 is a flowchart showing a process for CZ. [Figure 224] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates to effects for CZ mode, etc. [Figure 225] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates to effects for CZ mode, etc. [Figure 226] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates to effects for CZ mode, etc. [Figure 227] 10A and 10B are diagrams illustrating examples of application of presentation states and game states. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.
[0011] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.
[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.
[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior 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 interior of the housing 11 is divided into two sections, upper and lower, 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 reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with 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 substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 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 projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0015] Here, the configuration 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 applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time 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, 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 periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.
[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0019] 7 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0020] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "young man" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 7, the number and arrangement order of the various symbols are completely 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 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 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 announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 8, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus 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 win is not achieved and the bonus is not awarded.
[0024] In the slot machine 10, of the above lines L1 to L6, the bent line L6 is set as the pay line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three or two medals, only the bent line L6 is set as the pay line, and the other lines L1 to L5 are not set as pay lines. In the following description, the bent line L6 may be referred to as the pay line ML. Also, hereinafter, a game that starts by betting three medals is also referred to as a 3-bet game, a game that starts by betting two medals is also referred to as a 2-bet game, and a game that starts by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.
[0025] 9 to 11 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0026] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.
[0027] When the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0028] As shown in Figure 12(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops on the downward sloping line L4, so the player can easily understand that the small win corresponding to the bell has been achieved.
[0029] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win will be awarded. If the second small win is awarded, 13 medals will be paid out in a 3-bet game, and 12 medals will be paid out in a 2-bet game.
[0030] As shown in Figure 12(b), when the symbol corresponding to the second small win stops on the activated line ML, the "bell" symbol stops in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML, the third small win is achieved. When the third small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0032] As shown in Figure 12(c), when the symbol corresponding to the third small win stops on the activated line ML, the "bell" symbol stops in alignment on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the fourth small win is achieved. When the fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0034] As shown in Figure 12(d), when the symbol corresponding to the fourth small win stops on the activated line ML, the "bell" symbol stops in line on the upward-sloping line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to third small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th small win is achieved. When the 5th small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0036] As shown in Figure 12(e), when the symbol corresponding to the fifth small win stops on the activated line ML, the "bell" symbol stops in alignment on the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and also understand that a small win different from the first to fourth small wins has been achieved because of the difference in the line on which the "bell" symbol is aligned.
[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0038] As shown in Figure 12 (f), when the symbol corresponding to the sixth small win stops on the activated line ML, "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that a small win corresponding to a bell has been achieved, and can also understand that a small win different from the first to fifth small wins has been achieved, based on the difference in the stopping position of the "bell" symbols.
[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it is the 7th small win. When the 7th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0040] As shown in Figure 13(a), when the symbol corresponding to the seventh small win stops on the activated line ML, the "watermelon" symbol stops on the downward-sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0041] When the "bell" 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 active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.
[0042] As shown in Figure 13(b), when the symbol corresponding to the 8th small win stops on the activated line ML, the "watermelon" symbol stops in alignment on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved, and also understand that a small win different from the 7th small win has been achieved because of the difference in the line on which the "watermelon" symbol is aligned.
[0043] The 9th to 32nd small wins are mainly awarded when the 1st to 6th small wins are missed, so-called missed wins. When the 9th to 32nd small wins are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor winning combinations, a winning combination is achieved when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 9 and 10, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.
[0044] Incidentally, in the configuration in which medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a kind of benefit (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate".
[0045] The winning combinations that can be awarded with a replay privilege (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in Figure 11, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.
[0046] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 13(c), when the symbol corresponding to the first replay win stops on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.
[0047] In the second replay, a win is achieved when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the activated line ML. When the symbol corresponding to the second replay win stops on the activated line ML, the "white 7" symbols line up and stop on the center line L2, as shown in Figure 14(e).
[0048] The third replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the activated line ML. When the symbols corresponding to the third replay win stop on the activated line ML, as shown in Figure 14(f), the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.
[0049] The fourth and fifth replays are adjustment replays in the event that multiple replays result in overlapping wins.
[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "bar", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 13(d), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the ready state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 13(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the seventh replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0052] The eighth replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 14(a), when the symbol corresponding to the eighth replay win stops on the activated line ML, the "watermelon" symbols stop in alignment on the center line L2.
[0053] The 9th replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in Figure 14(b), when the symbols corresponding to the 9th replay win stop on the activated line ML, the "replay" symbols stop in the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop in the middle row of the right reel 32R (the "bell" symbol stops in the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.
[0054] The 10th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. Also, the 12th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 14(c) and 14(d), when a symbol corresponding to a 10th or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 10th or 12th replay win has been won, and a "cherry" symbol is stopped on the right reel 32R, the "cherry" symbol will stop on the top row in the case of a 10th replay win, and the "cherry" symbol will stop on the middle or bottom row in the case of a 12th replay win, making it possible to distinguish between a 10th replay win and a 12th replay win. An 11th replay win is achieved when a 10th or 12th replay win is not possible, i.e., when a miss occurs.
[0055] The state transition winning events that only result in a transition of the gaming state include the first BB winning event and the second BB winning event.
[0056] When the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" symbol on the right reel 32R stop on the active line ML, a first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. When the symbols corresponding to the first BB win stop on the active line ML, as shown in Figure 15(a), the "bar" symbols may stop aligned on the upward-sloping line L5, or as shown in Figure 15(b), the "red 7" symbol, the "red 7" symbol, and the "bar" symbol may stop on the upward-sloping line L5 in order from left to right.
[0057] When the "red shell" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bell" symbol on the right reel 32R stop on the activated line ML, a second BB win is achieved. When a second BB win is achieved, the game state transitions to the second BB state. When the symbols corresponding to the second BB win stop on the activated line ML, as shown in Figure 15(c), the "white 7" symbols may stop in a line on the lower line L3, or as shown in Figure 15(d), the "white 7" symbols, "white 7" symbols, and "red 7" symbols may stop on the lower line L3 in order from left to right.
[0058] A start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 25. The start lever 41 constitutes a start operation means or a starting operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, i.e., to start the variable display of symbols. 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.
[0059] Button-like stop switches 42-44 that are operated to individually stop the spinning reels 32L, 32M, and 32R are provided on the right side of the start lever 41. Each stop switch 42-44 is located directly below the display window 26L, 26M, and 26R that corresponds to the reel 32L, 32M, and 32R to be stopped.
[0060] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 16), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0061] 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 stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0062] Stop lamps 42b to 44b are built into the stop switches 42 to 44, respectively. Light from the stop lamps 42b to 44b is partially transmitted through the operation surfaces of the stop switches 42 to 44, and the light from the stop lamps 42b to 44b is visible through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 is valid, the stop lamps 42b to 44b are controlled to be turned on, and when the operation of the stop switches 42 to 44 is invalid, the corresponding stop lamps 42b to 44b are controlled to be turned off.
[0063] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 26L, 26M, and 26R. The medal insertion slot 45 constitutes input means for inputting game media. In addition, considering that the medal insertion slot 45 involves the action of the player directly inserting medals, it can also be said to constitute direct input means for directly inputting game media.
[0064] A medal inserted through the medal insertion slot 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 serving as a passage switching means provided on the back of the front door 12 .
[0065] The selector 46 will now be described with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the internal structure of the selector 46. Note that the two-dot chain line in the figure indicates the path along which the medals pass in order to facilitate understanding.
[0066] The selector 46 is formed with a guide passage 84 for guiding medals inserted through the medal insertion port 45 to the storage passage 47. The guide passage 84 is formed in a curved shape that draws an arc from the top end of the figure to the lower right, allowing medals to pass through in a single file. More specifically, the selector body that constitutes the selector 46 is provided with a protrusion 46b that protrudes toward the front of the figure, and the guide passage 84 is formed with the protrusion 84a constituting the bottom. Medals that reach the guide passage 84 roll on the protrusion 46b and flow downstream.
[0067] The selector 46 is equipped with a path switching piece 85 for discharging medals located upstream of the guide path 84 to the discharge path 48. The path switching piece 85 is provided upstream of the guide path 84 so as to be able to appear and disappear within the guide path 84. The path switching piece 85 is also connected to a medal path switching solenoid 46a, and when the medal path switching solenoid 46a is not energized, the path switching piece 85 protrudes into the guide path 84. In this case, medals located upstream of the guide path 84 hit the protruding path switching piece 85, ride up the protrusion 46b, and fall downward, and are guided to the discharge path 48. The medals guided to the discharge path 48 are guided to the medal tray 50 through a medal discharge port 49 located at the lower front surface of the front door 12 and are returned to the player. On the other hand, when the medal path switching solenoid 46a is energized, the path switching piece 85 retracts outside the guide path 84. As a result, the medals flow along the guide path 84 and are guided to the storage path 47. The medals guided to the storage passage 47 are guided to a hopper device 51 housed inside the housing 11.
[0068] Additionally, an inserted medal detection device 86 is provided on the downstream side of the path switching piece 85 in the selector 46 to detect medals passing through the guide path 84. The inserted medal detection device 86 includes a first inserted medal detection sensor 86a consisting of a photosensor and a second inserted medal detection sensor 86b also consisting of a photosensor, and these inserted medal detection sensors 86a, 86b are arranged in close proximity to each other so as to be aligned in the downstream direction of the guide path 84 (they are arranged in such close proximity that they simultaneously detect the same medal at least for a period of time). The passage of medals through the guide path 84 is detected sequentially by these inserted medal detection sensors 86a, 86b.
[0069] A sensor lever 87 is provided on the selector 46 upstream of the passage switching piece 85. The sensor lever 87 is provided so as to be able to retract into the guide passage 84 and is biased toward a retracted position where it retracts into the guide passage 84. A medal inserted through the medal insertion slot 45 passes through the guide passage 84 while displacing the sensor lever 87 from the retracted position to a retracted position. The positional displacement of the sensor lever 87 is detected by a lever detection sensor 88 provided for the sensor lever 87 (provided for a lever interlocking light blocking piece interlocked with the sensor lever 87), and the lever detection sensor 88 is turned ON when the sensor lever 87 is displaced to the retracted position. The position at which the sensor lever 87 is provided in the guide passage 84 and the position at which the inserted medal detection device 86 detects the medal are separated by a distance greater than the diameter of one medal. Therefore, the sensor lever 87, which has been displaced to the retracted position by the medal, returns to the retracted position at least before the medal is detected by the inserted medal detection device 86.
[0070] That is, when a medal is inserted through the medal insertion slot 45, the lever detection sensor 88 turns ON, and then the lever detection sensor 88 turns OFF, and the passage of the medal is detected by each inserted medal detection sensor 86a, 86b.
[0071] 4 and 5, hopper device 51 is made up of storage tank 52 for storing medals, and payout device 53 for paying out medals to players. Payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals into opening 48a provided in discharge passage 48, and pays out medals via discharge passage 48 to medal tray 50.
[0072] The payout device 53 is provided with a payout medal detection device 95 for detecting medals paid out from the payout device 53. The payout medal detection device 95 includes a first payout medal detection sensor 95a consisting of a photosensor and a second payout medal detection sensor 95b also consisting of a photosensor, and these payout medal detection sensors 95a, 95b are arranged in close proximity to each other so as to be aligned in the direction in which medals are paid out from the payout device 53 (they are arranged in such close proximity that they simultaneously detect the same medal at least for a certain period of time). These payout medal detection sensors 95a, 95b sequentially detect the passage of medals paid out from the payout device 53.
[0073] Furthermore, a spare tank 54 is provided to the right of the hopper device 51 to prevent more than a predetermined amount of medals from being stored in the storage tank 52. 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.
[0074] The reserve tank 54 is provided with a reserve tank sensor 96 for detecting when the medals in the reserve tank 54 reach a certain level or more. When medals accumulate in the reserve tank 54 above the height at which the reserve tank sensor 96 is provided, the reserve tank sensor 96 turns ON, and it is detected that the reserve tank 54 is full.
[0075] A button-shaped return switch 55 is provided below the medal insertion slot 45. If the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is stuck in the selector 46, the selector 46 is mechanically linked and operated, and the medal stuck in the selector 46 is returned from the medal discharge slot 49.
[0076] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined specified number of credited virtual medals as gaming media at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of coins for a game is set to three and the specific specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits available. When the specified number of coins is set to two and the specific specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits available. When the specified number of coins is set to three or two and the specific specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits available. When the specified number of coins is set to three or two and the specific specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits available. A second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal. Each credit insertion switch 56, 57, together with the medal insertion slot 45, constitutes an input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory, so they can also be considered to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because it inserts one virtual medal at a time.
[0077] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a specific specified number of coins out of the specified number to play a game.
[0078] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.
[0079] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement switch 59 is operated while virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal outlet 49. In this case, when attention is focused on 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.
[0080] Below the display windows 26L, 26M, and 26R on the game panel 25 are a credit display 60, which displays the number of credited virtual medals; a remaining payout number display 61, which displays the number of medals remaining to be paid out until the BB state ends; and a payout number display 62, which displays the number of medals paid out upon winning. These displays 60-62 are configured with 7-segment displays, but they can of course be replaced with LCD displays or other devices. In addition to displaying the number of medals to be paid out, the payout number display 62 also functions as an instruction monitor, including a push order indicator that notifies the operation order of the stop switches 42-44 and a zone indicator that indicates an advantageous zone, which changes the winning rate of minor winning combinations and allows the player to play in an advantageous situation. The payout number display 62 (instruction monitor) will be explained in detail later.
[0081] Below the display windows 26L, 26M, and 26R on the game panel 25 and to the left of the credit display unit 60, there are provided a BET display unit 75 as a first display unit for displaying the number of bets on a game that is set by operating the first credit insertion switch 56 or the second credit insertion switch 57 or by inserting medals into the medal insertion slot 45, and a game status display unit 76 that shows the current progress of the game. The BET display unit 75 is provided with a first BET display unit 75a, a second BET display unit 75b, and a third BET display unit 75c (FIG. 17), and the number of bets on a game is shown by switching each of these BET display units 75a to 75c from an off state to an on state. The game status display unit 76 is also provided with a replay status display unit 76a which indicates that the current game is a game after a replay win and is in a replay status, an acceptable status display unit 76c which indicates that the game is in an acceptable status (bet waiting status) where a bet operation such as inserting a medal into the medal insertion slot 45 is possible, and a start-ready status display unit 76b which indicates that the game is in a start-ready status (start operation waiting status) where the start lever 41 is possible to operate (Figure 17), and when these display units 76a to 76c are lit, it indicates that the corresponding status is being displayed, and when these display units 76a to 76c are unlit, it indicates that the corresponding status is not being displayed.
[0082] A bet display section 34 is provided to the left of the display windows 26L, 26M, and 26R on the gaming panel 25 as a second display section for displaying the number of bets on the game. A wait display section 35 is provided to the right of the display windows 26L, 26M, and 26R on the gaming panel 25 for informing players that a game is about to start (a waiting state) until the reels 32L, 32M, and 32R begin to spin. The bet display section 34 includes a first bet display section 34a, a second bet display section 34b, and a third bet display section 34c. The number of bets on a game is indicated by switching each of the bet display sections 34a-34c from an off state to an on state. The wait display section 35 is also switchable between an on state and an off state. When the display window 35 is on, it indicates that a waiting state is in effect, and when the display window 35 is off, it indicates that a waiting state is not in effect.
[0083] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and 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 provides various information to the player. The auxiliary display unit 65 is used to execute 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. A display control device 81 for controlling the auxiliary display unit 65 is provided behind the auxiliary display unit 65, and a sub-controller 180 for controlling the display control device 81, the upper lamp 63, and the speaker 64 is provided behind the display control device 81.
[0084] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is written and which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or the lower display section 69 may be provided with operation buttons for effect purposes, or the entire lower display section 69 may be configured to be operable.
[0085] A power supply box 70 is provided inside the housing 11 to the left of the hopper device 51. The power supply box 70 houses a power supply device 91 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 an activation switch for supplying power to the main control device 101 and other components. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is used by a hall manager or the like to adjust the number of medals dispensed. In other words, a hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset an error state but also to change the winning probability of the slot machine 10.
[0086] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.
[0087] The main control device 101 is provided with a hand ratio monitor 77 for indicating the ratio between advantageous and unfavorable game states for 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 is visible from the front of the gaming machine when the front door 12 is open and invisible from the front of the gaming machine when the front door 12 is closed. More specifically, the hand ratio monitor 77 is housed in a board box that houses the main control device 101 so that the display screen of the hand ratio monitor 77 is visible through the board box. Incidentally, when the front door 12 is closed, the hand ratio monitor 77 is not visible through the gaps between the display windows 26L-26R, etc., and cannot be viewed unless the front door 12 is unlocked by a predetermined key operation on the key cylinder 21 and opened. The hand ratio monitor 77 will be described in detail later.
[0088] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.
[0089] The main control device 101 is equipped with a microcomputer centered around a CPU 102, which is a calculation processing means. In addition to a 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.
[0090] The input side of the main control device 101 is provided with the reel unit 31 (more specifically, a reel index sensor that individually detects that 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 individually detect the operation of each of the stop switches 42 to 44, a first inserted medal detection sensor 86a and a second inserted medal detection sensor 86b that detect inserted medals inserted from the medal insertion slot 45, a lever detection sensor 88 that detects the operation of the sensor lever 87 in the selector 46, a first paid-out medal detection sensor 95a and a second paid-out medal detection sensor 96b that detect paid-out medals paid out from the hopper device 51, and a second paid-out medal detection sensor 97a. Various sensors are connected to the machine, such as a sensor 95b, a spare tank sensor 96 for detecting when the spare tank 54 is full, a first credit insertion detection sensor 56a for individually detecting the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a for individually detecting the operation of the second credit insertion switch 57, a settlement detection sensor 59a for detecting the operation of the settlement switch 59, a reset detection sensor 72a for detecting the operation of the reset switch 72, and a setting key detection sensor 73a for detecting when 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 an input / output port 104.
[0091] Furthermore, 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 outage monitoring circuit 91b, and the like.
[0092] The power failure monitoring circuit 91b monitors the power supply interruption state and generates a power failure signal not only during a power failure but also when the power is shut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage, which in this example is 12 volts DC, output from the power supply unit 91a, and is configured to determine that the power supply has been interrupted when this drive voltage drops to, for example, less than 10 volts, and output a power failure signal. The power failure signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes the power failure processing described below. This power failure signal is also supplied to the sub-controller 180.
[0093] Power supply unit 91a is configured so that even if the output voltage drops below 10 volts, it outputs a stabilized voltage of 5 volts that is used as a drive voltage in control systems such as main control device 101. The time for which this stabilized voltage is output is long enough for main control device 101 to execute power outage processing.
[0094] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, and 32R), the medal passage switching solenoid 46a provided on 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 BET display unit 75, the game status display unit 76, the role ratio monitor 77, the sub-control device 180, and an external centralized terminal board 121 that can transmit information to hall management devices (hall computers, data displays, etc.) not shown.
[0095] The above-mentioned CPU 102 has built-in ROM 105 which stores various control programs and fixed value data executed by the CPU 102, and RAM 106 which secures a working area for temporarily storing various data when executing the control programs stored in ROM 105, as well as 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 which counts the number of credits, although not shown. The ROM 105 and RAM 106 form a main memory as storage means, and programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.
[0096] The RAM 106 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply device 91 even after the power to the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memories for temporarily storing various data, a win 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 setting value information storage area 106c for storing setting values.
[0097] The backup area is an area for storing the value of the stack pointer at the time of power cutoff (including power cutoff 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 power cutoff based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see Figure 18) when power is cut off, and the restoration of each value written to the backup area is performed in the main processing when power is turned on.
[0098] Furthermore, when the power supply is cut off due to a power outage or the like, a power outage signal is input from the power outage monitoring circuit 91b to the NMI terminal (non-maskable interrupt terminal) of the CPU 102. When the power supply is cut off, an NMI interrupt process is immediately executed as a power outage flag generation process.
[0099] 17, the sub-control device 180 is equipped with a microcomputer centered around a CPU 181, which is an arithmetic processing 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 that secures a working area for temporarily storing various data when the control programs stored in the ROM 182 are executed.
[0100] The sub-controller 180 is provided with an input / output port (not shown), with the main controller 101 connected to the input side, and the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the display controller 81 connected to the output side. The auxiliary display unit 65 is connected to the display controller 81, and the display controller 81 controls the auxiliary display unit 65 based on information from the sub-controller 180.
[0101] Specifically, the connection between the main control device 101 and the sub-control device 180 is such that the main terminal CN1 at the input / output port 104 of the main control device 101 and the sub terminal CN2 at the input / output port of the sub-control device 180 are connected via a harness H as a transmission means (connection path). In this case, the connection between the main control device 101 and the sub-control device 180 is completed by inserting the main outlet of the harness H into the main terminal CN1 and the sub outlet of the harness H into the sub terminal CN2. In other words, the connection between the main control device 101 and the sub-control device 180 can be terminated by unplugging the harness H from the main terminal CN1 or the sub terminal CN2. For example, it is also possible to check (start up) the operation of only the main control device 101 without connecting the main control device 101 and the sub-control device 180.
[0102] The sub-controller 180 is connected to the power supply 91 in the same manner as the main controller 101, and is supplied with driving power from the power supply unit 91a of the power supply 91. The power supply 91 and the sub-controller 180 are connected by a harness (connection path, transmission means) separate from the harness H, and the sub-controller 180 can be used to check (start up) its operation alone without connecting the harness H (without connecting to the main controller 101).
[0103] In this embodiment, the power supply device 91 is connected to each of the main control device 101 and the sub-control device 180, and both the main control device 101 and the sub-control device 180 are supplied with driving power from the power supply device 91, but it is also possible to connect the power supply device 91 to the main control device 101 and the main control device 101 to the sub-control device 180, while not connecting the power supply device 91 to the sub-control device 180, so that driving power is supplied to the sub-control device 180 via the main control device 101. Even in this case, it is preferable that the harness for supplying driving power between the main control device 101 and the sub-control device 180 be different from the harness H described above.
[0104] Based on various commands input from the main control device 101 to the sub-control device 180 via the harness H, the sub-control device 180 drives and controls the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, etc., and also outputs the various commands input from the main control device 101 to the display control device 81 either directly or after performing analysis processing, etc., thereby controlling the display control device 81 to drive and control so that the corresponding displays are displayed on the auxiliary display unit 65. In other words, the sub-control device 180 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.
[0105] Furthermore, the input side of the sub-control device 180 is connected to a performance switch 66 (more specifically, a performance switch detection sensor that detects the operation of the performance switch 66) that is operated when a performance occurs.
[0106] The various display units 60 to 62, 75, and 76 may be driven and controlled by the sub-controller 180. Alternatively, all or some of the components 42b to 44b, 63 to 66, 81, 210, and 310 connected to the sub-controller 180 may be directly connected to the main controller 101, and the main controller 101 may directly control all or some of these components 42b to 44b, 63 to 66, 81, 210, and 310.
[0107] Next, we will explain each control process executed by the CPU 102 of the main control device 101. The processes of the CPU 102 can be broadly divided into main processing that is started when the power is turned on, timer interrupt processing that is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing that is started when a power outage signal is input to the NMI terminal. Below, we will explain the processes related to the progress of the game, namely the timer interrupt processing and the main processing, out of these processes.
[0108] FIG. 18 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101, and the CPU 102 of the main control device 101 generates a timer interrupt every 1.49 msec, for example.
[0109] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in normal processing, which will be described later, are saved to a backup area in the RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where power outage processing is executed.
[0110] Here, the power outage process will be outlined.
[0111] 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 NMI interrupt processing and sets a power outage flag in a power outage flag storage area provided in the RAM 106.
[0112] In the power outage processing, the system first determines whether command transmission has finished. If transmission has not finished, the system terminates this processing, returns to the timer interrupt processing, and ends command transmission. If command transmission has finished, the value of the stack pointer of the CPU 102 is saved in the backup area of the RAM 106. Then, the output status of the output port of the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a RAM judgment value is calculated to determine whether the data in the RAM 106 is normal and saved in the backup area, thereby prohibiting further RAM access. After the above processing is performed, the system enters an infinite loop in preparation for a complete power outage that would prevent processing from being executed. Note that, in consideration of the possibility that the power outage flag may be erroneously set due to noise, for example, the system checks whether a power outage signal is being output before entering the infinite loop. If the power outage signal is not being output, this indicates that the system has recovered from the power outage, and writing to the RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt processing. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, it is checked whether or not a power outage signal is being output, and if the power outage signal is no longer being output, the process proceeds to the main processing.
[0113] 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.
[0114] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. 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 drive the reels 32L, 32M, and 32R to rotate each reel. In step S107, the statuses of various sensors (see FIG. 16) connected to the input / output port 104, such as the stop detection sensors 42a-44a, credit insertion detection sensors 56a, 57a, settlement detection sensor 59a, reset detection sensor 72a, setting key detection sensor 73a, inserted medal detection sensors 86a, 86b, lever detection sensor 88, paid medal detection sensors 95a, 95b, and spare tank sensor 96, are read, and a sensor monitoring process is performed to monitor whether the read results are normal. In step S108, a timer update process is performed to subtract or add values from each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out and output the results to the external centralized terminal board 121.
[0115] In step S110, a command output process is performed to send various commands, such as a lottery result command (described later), to the sub-control device 180. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, and the payout number 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 60-62 and display the 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 to the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0116] Next, the main processing of main control device 101 will be described with reference to the flowchart in Fig. 19. The main processing is started when power is restored from a power outage or when power switch 71 is turned on.
[0117] In step S201, as an initialization process for driving, the value of the stack pointer is set in the CPU 102, and an interrupt mode that allows interrupt processing is set, and then various settings are made for registers in the CPU 102, I / O devices, etc.
[0118] When these initialization processes are completed, in step S202, it is determined whether the reset switch 72 has been operated, more specifically, whether an ON signal has been received from the reset detection sensor 72a. If the reset switch 72 has been operated at the time of this power-on (recovery), in step S203, a RAM clear process is performed to erase all data stored in the RAM 106.
[0119] If the reset switch 72 is not operated in step S202, or after the RAM clear process in step S203 has been executed, step S204 determines whether the setting key has been inserted into the setting key insertion hole 73 and turned ON, more specifically, whether an ON signal has been received from the setting key detection sensor 73a. If the setting key has been turned ON at the current power-on (recovery), the process proceeds to step S205, where the RAM clear process is executed. This process is the same as the process in step S203 above.
[0120] In the next step S206, a winning probability setting process is carried out.
[0121] The winning probability setting process will be outlined below. The slot machine 10 is provided with six winning probabilities, from "Setting 1" to "Setting 6." The winning probability setting process determines which winning probability the internal processing will be based on. In the winning probability setting process, the setting value is updated by one each time the reset switch 72 is operated. For example, each time the reset switch 72 is operated, the setting value is updated as follows: "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1." 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, when the setting key detection sensor 73a is turned OFF, the setting value is confirmed. The setting value at that time is stored in the setting value information storage area 106c in the RAM 106 as the current setting value, and the winning probability setting process is then terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The setting values set in the winning probability setting process are stored and held in the setting value information storage area 106c of the RAM 106 until the next winning probability setting process is started.
[0122] After the winning probability setting process is executed, in step S207, it is confirmed that the setting process of step S206 has been performed normally, and an error determination process is executed to determine whether an error has occurred. In step S207, for example, if the setting value set in the winning probability setting process is within the range of 1 to 6, it is determined that no error has occurred, and if the setting value is outside the range of 1 to 6, it is determined that an error (RAM abnormality error) has occurred.
[0123] If it is determined in step S204 that the setting key has not been turned on, or after the process of step S207 has been performed, a process is executed in step S208 to output a startup command to the sub-control device 180. The startup command is a command for checking the connection between the main control device 101 and the sub-control device 180 when the slot machine 10 is powered on.
[0124] In the next step S209, it is determined whether or not the power outage flag is set. If the power outage flag is not set, normal processing is executed in step S210 to perform main control related to the game.
[0125] On the other hand, if the power outage flag is set in step S209, the power restoration process shown in step S211 and subsequent steps is performed. The power restoration process is a process for restoring the state of the slot machine 10 to the state before the power was cut off. Therefore, in the power restoration process, it is first necessary to check whether the data in the RAM 106 is normal.
[0126] Therefore, in step S211, it is determined whether the RAM judgment value is normal. Specifically, the checksum value of RAM 106 is checked to see if it is normal, that is, whether the checksum value taking into account the RAM judgment value is 0. If the checksum value taking into account the RAM judgment value is 0, the data in RAM 106 is determined to be normal.
[0127] If the RAM determination value is abnormal in step S211, that is, if the checksum value is not 0, it is highly likely that the data in the RAM 106 has been destroyed (a RAM abnormality error has occurred). Therefore, in such a case, an error handling process is executed in step S212 to notify that a RAM abnormality error has occurred, and then the process loops until a reset operation is performed.
[0128] If it is determined in step S211 that the RAM determination value is normal, the process proceeds to step S213, where the value of the stack pointer saved in the backup area is written to the stack pointer of CPU 102, and the state of the stack is restored to the state before power was cut off. Next, in step S214, a power restoration command informing the execution of power restoration processing is output to sub-control device 180. Thereafter, in step S215, the game is stopped as a gaming state and automatic settlement setting saving processing is performed, and in step S216, various sensors such as start detection sensor 41a are initialized. After the above processing is completed, in step S217, the power outage flag is reset and the process returns to the address before power was cut off. Specifically, the process returns to the timer interrupt processing described above, and the watchdog timer clear processing (step S104) is executed.
[0129] Next, the normal processing executed in step S210 of the main processing will be described with reference to the flowchart of FIG.
[0130] First, in step S301, an interrupt permission process is performed to permit the next timer interrupt. In step S302, a pre-start process is performed to enable a game. In the pre-start process, the sub-control device 180 and the like wait until initialization is completed. When initialization of the sub-control device 180 and the like is completed, a game management process shown in steps S303 to S312 is performed.
[0131] As part of the game management process, in step S303, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. Thereafter, in step S304, a start waiting process is performed.
[0132] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were 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 2-bet game, a process to automatically insert two virtual medals is performed.
[0133] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay wins were achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any medals. If no replay wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have occurred in the sensor reading results obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to place the slot machine 10 in an error state and notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading results are normal, a determination is made as to whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal settlement process is performed to pay out the same number of medals as the credited virtual medals.
[0134] After the medal return process is completed or if the settlement switch 59 is not operated, it is determined whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, the number of bets, etc. is changed.
[0135] After the start waiting process is completed, in step S305, it is determined whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3," and the specified number in the gaming states other than the bonus state is set to "2" or "3." That is, in the bonus state, a positive determination is made in step S305 on the condition that the number of medals bet is "3," and in the gaming states other than the bonus state, a positive determination is made in step S305 on the condition that the number of medals bet is "2" or "3." In other words, in the gaming states other than the bonus state, if no medals have been bet, or if the number of medals bet is "1," a negative determination is made in step S305. If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step S304.
[0136] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step S305 and information on the bet trigger (such as information on whether the bet is due to an automatic insertion process following a replay win, or whether the bet is based on the player's operation of the credit insertion switches 56, 57) is set as an output target to the sub-control device 180, which serves as the sub-side control device, in step S306. The command set here is output to the sub-control device 180 in step S110 of the timer interrupt process. Upon receiving the bet command, the sub-control device 180 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met, or notification of the lottery result of the previous game), and controls the speaker 64 and auxiliary display unit 65.
[0137] After executing the process of step S306, it is determined in step S307 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 S304.
[0138] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S308, an active line setting process is performed to set the combination of lines corresponding to the number of bets as active lines. In other words, only the bent line L6 is set as an active line. In step S309, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S310, the reel control process in step S311, and the medal payout process in step S312 are executed in this order, and then the process returns to step S302.
[0139] Next, the lottery process in step S310 will be described with reference to the flowchart in FIG.
[0140] In step S401, a random number used to determine whether a winning combination has been achieved is acquired. In the slot machine 10, when the start lever 41 is operated, the hardware circuit latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65,535. After the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuit in the RAM 106. This configuration allows the random number to be acquired promptly upon operation of the start lever 41, thereby avoiding synchronization problems. The hardware circuit of the slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated. If the random number acquired in the random number acquisition process is not within the update range (0 to 65,535), a random number abnormality error is detected, information about this error is stored, and a process for reporting the occurrence of the random number abnormality error is performed.
[0141] After obtaining the random number, in step S402, a lottery table for determining whether the winning combination has been achieved is selected. In the slot machine 10, the gaming states are broadly divided into a normal gaming state and a bonus state, and a lottery table is set for each gaming state. In the normal gaming state, since the specified number of bets is set to "3" and "2" as described above, a lottery table for a 3-bet game and a lottery table for a 2-bet game are set as the lottery table for the normal gaming state.
[0142] That is, in step S402, 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 any bonus state flag is not set, it is determined that the current game state is the normal game state, and a lottery table for the normal game state is selected. If the current game is a 3-bet game, a lottery table for the normal game state for a 3-bet game (FIG. 22) is selected, and if the current game is a 2-bet game, a lottery table for the normal game state for a 2-bet game (FIG. 23) is selected. In addition, in this slot machine 10, six levels of winning probability, from "Setting 1" to "Setting 6," are pre-prepared, and by inserting a setting key into the setting key insertion hole and turning it ON and performing a predetermined operation, it is possible to set which winning probability is used to execute the internal processing. In step S402, 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. As described above, the winning probability setting process is executed by the main process started by the main control device 101 when the power is turned on, and the setting information in the winning probability setting process is stored in the setting value information storage area 106c. In step S402, a lottery table is selected based on the stored setting value information.
[0143] In this slot machine 10, if the number of coins bet set in step S402 is other than the specified number, a corresponding lottery table does not exist, and therefore the lottery process is forced to result in a loss. However, basically, if a number of coins other than the specified number has been bet, a negative determination is made in step S305, and the lottery process is not performed. A case in which the lottery process is performed when a number of coins other than the specified number has been bet is when a positive determination is made in step S305 due to the influence of noise or the like, even though a number of coins other than the specified number has been bet.
[0144] The lottery table will be briefly explained. Fig. 22 is a lottery table for a normal game state selected in a normal game state in a 3-bet game. Fig. 23 is a lottery table for a normal game state selected in a normal game state in a 2-bet game. Index values IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.
[0145] After selecting a lottery table, in step S403, the index value IV is set to 1, and in the following step S404, a judgment value DV to be used when determining whether a winning combination has been achieved 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 first judgment value setting process, the random number value acquired in step S401 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV, which is 1, is added to this random number value to set a new judgment value DV.
[0146] Thereafter, in step S405, a win / loss determination is made for the combination corresponding to the index value IV. In the combination win / loss determination, it is determined whether the judgment value DV has exceeded 65535. If it has exceeded 65535, in step S406, a process is executed to set the win flag of the game result corresponding to the index value IV determined to be positive in step S405 in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small win flag and the eighth small win flag are set in step S406. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB win flag is set in step S406, and if the judgment value DV exceeds 65535 when IV=26, the second BB win flag is set in step S406.
[0147] 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 was set ends (see step S303 of the normal processing). On the other hand, if the winning flag is a first BB winning flag or a second BB winning flag, these winning flags are reset on 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.
[0148] In step S406, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB or the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB or the 2nd BB is not won, the corresponding winning flag is not set.
[0149] That is, for example, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=25, the 1st BB winning flag is not set. Also, in a state where the 1st BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, for example, the 1st small win flag, the 9th small win flag, the 10th small win flag, and the 13th small win flag are set.
[0150] In addition, a lottery table for when the first BB winning flag or the second BB winning flag is carried over may be separately prepared, and when the first BB winning flag or the second BB winning flag is carried over, the lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is preferable to set each index value IV and point value PV so that the first BB and the second BB are not won.
[0151] If the judgment value DV does not exceed 65535 in step S405, this 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 S407, and the following step S408 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing combination. Specifically, it determines 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 judgment of whether or not there is a winning or losing combination, the process returns to step S404, and the judgment of whether or not the hand is a winning or losing combination continues. At this time, in step S404, the point value PV corresponding to the current index value IV is added to the judgment value DV used to judge whether or not the previous hand is a winning or losing combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S405, the winning or losing combination is judged based on the judgment value DV.
[0152] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in Figure 22, that is, when playing a 3-bet game in normal gaming mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3 with setting 1, approximately 1 in 27.5 with setting 3, and approximately 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning chance symbol A (probability of winning when IV = 4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance symbol B (probability of winning when IV = 5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance symbol C (probability of winning when IV = 6) is approximately 1 in 16,400 regardless of the setting value, so that chance symbol B is easier to win than chance symbol C, and chance symbol A is easier to win than chance symbol B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV=8) is approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV=9) is approximately 1 in 13,100 regardless of the setting value, so Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is approximately 1 in 504 regardless of the setting value. The probability of winning the Forward Push Bell 1, Forward Push Bell 2, Pinch Push Bell 1, Pinch Push Bell 2, Middle Forward Push Bell 1, Middle Forward Push Bell 2, Middle Reverse Push Bell 1, Middle Reverse Push Bell 2, Reverse Pinch Bell 1, Reverse Pinch Bell 2, Reverse Push Bell 1, Reverse Push Bell 2 (hereinafter collectively referred to as Push Order Bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value, and the probability of winning the Push Order Bell is approximately 1 in 1.53 in total.The probability of winning a watermelon (when IV = 23) is approximately 1 in 107 regardless of the setting. The probability of winning a first BB (when IV = 25) is approximately 1 in 5.03 regardless of the setting, which is higher than the probability of winning other roles (replay, small roles, IV = 1-24). In 3-bet games, duplicate 1-coin roles (IV = 24) and second BB (IV = 26) are set to not win (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the first BB, is 0. Furthermore, when the first BB is won, the probability of not winning any role in a 3-bet game is approximately 1 in 5.03 (for the first BB) regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the first BB state, you can expect a loss of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).
[0153] In contrast, when determining whether a winning combination is achieved using the lottery table shown in FIG. 23, i.e., when playing a two-bet game in normal game mode, the probability of winning Normal Lip A, Normal Lip B, Normal Lip C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, or Cherry C (the probability of winning when IV = 1 to 9) is the same as the probability when playing the three-bet game. The probability of winning the Common Bell (the probability of winning when IV = 10) is approximately 1 in 9.64 regardless of the setting value, which is set to be easier to win than when playing a three-bet game. The Push Order Bell (IV = 11 to 22) is set to be impossible to win in a two-bet game. The probability of winning the Watermelon (the probability of winning when IV = 23) is approximately 1 in 257 regardless of the setting value, which is set to be harder to win than when playing a three-bet game. In a two-bet game, the system is set up so that a double 1-coin combination (IV = 24) can be won, with a probability of approximately 1 in 1.81 regardless of the setting value. Also, in a two-bet game, the system is set up so that the first BB (IV = 25) cannot be won, but the second BB (IV = 26) can be won, with a probability of approximately 1 in 4.95 regardless of the setting value. Even in a two-bet game, the probability of not winning any combination, including the second BB, is zero. And when the second BB is won, the probability of not winning any combination in a two-bet game is approximately 1 in 4.95 (for the second BB), regardless of the setting value. Incidentally, in a two-bet game, excluding the increase in the second BB, you can expect a decrease of approximately 0.78 medals per game (net increase minus approximately 0.78 medals).
[0154] After the winning flag is set in step S406, or if it is determined in step S408 that there is no target to be determined as a winning combination, it means that the winning combination determination has been completed. In such a case, the process proceeds to step S409, 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.
[0155] In the following step S410, a lottery result response process is performed. In the lottery result response process, a process of whether to shift the gaming state or not depending on the result of the lottery in steps S401 to S408, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0156] After executing the processing of step S410, a lottery result command is set in step S411. Here, the lottery result command is a command sent to the sub-control device 180 to make the result of the winning / losing role determination known, and is a type of start operation command sent based on the operation of the start lever 41 (start operation). 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 sub-control device 180. Command transmission to the sub-control device 180 is performed in the command output processing (step S110) of the timer interrupt processing described above. The lottery result command processing of step S411 will be explained in detail later.
[0157] Then, in step S412, 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 results of this game. In the stop information setting process, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S406. For example, if the push order bell 1 is won (won when IV = 11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role winning, the ninth small role winning, the tenth small role winning, and the thirteenth small role winning are stoppable on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role winning and the eighth small role winning are stoppable on each of the reels 32L, 32M, and 32R.
[0158] In this slot machine 10, the first BB is set to be won only in a three-bet game, and the second BB is set to be won only in a two-bet game. Therefore, even if the first BB hit flag is set, if the game is started in a two-bet game, the stop information setting process of step S412 does not set stop symbol information that will win the first BB (stop symbol information that will avoid the first BB hit is set). Also, even if the second BB hit flag is set, if the game is started in a three-bet game, the stop information setting process of step S412 does not set stop symbol information that will win the second BB (stop symbol information that will avoid the second BB hit is set).
[0159] In the following step S413, when multiple pieces of stoppable symbol information are set in step S412, a priority setting process is executed to set their priorities. For example, when multiple types of roles among small role, replay, and bonus are won, the following priorities are set. When small role and bonus are won, the priority 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 replay and bonus are won, the priority is set so that the replay win is given priority.
[0160] For example, in a situation where the first BB has been won (the first BB win flag is set and the first BB win has been carried over), if a watermelon is also won and stop symbol information corresponding to the first BB win and the seventh and eighth small wins has been set, the priority is set so that the seventh and eighth small wins take priority over the first BB win. Also, in a situation where the second BB has been won (the second BB win flag is set and the second BB win has been carried over), if a normal lip A is also won and stop symbol information corresponding to the second BB win and the first replay, second replay, third replay, and fourth replay wins has been set, the priority is set so that each replay win takes priority over the second BB win.
[0161] Here, when a replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when a replay is won, a replay win is always achieved, and no misses occur. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replay wins is always achieved, and no bonus win is achieved.
[0162] After executing the process of step S413, the first section display process is executed in step S414, and then the lottery process is terminated. The first section display process is a process related to the display control of the payout number display unit 62 and the role ratio monitor 77, which function as an instruction monitor, and this process will be described in detail later.
[0163] Next, the reel control process in step S311 will be described with reference to the flowchart in FIG.
[0164] In the reel control process, first, in step S501, 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 S409 and the result of the lottery result response process performed in step S410.
[0165] In the next step S502, it is checked 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. In this case, a wait command is output to the sub-controller 180, and the wait display unit 35 is turned on. If the wait time has elapsed, a wait elapsed command is output to the sub-controller 180, and the wait display unit 35 is turned off, and then the process proceeds to step S503, where rotation start processing is executed. For this reason, even if the player bets the specified number of medals and operates the start lever 41, there are cases where the reels 32L, 32M, and 32R do not immediately start spinning.
[0166] In the spin start process of step S503, a motor control initialization process is performed in which the wait time for the next game is reset and spin start information is set in the motor control storage area provided in 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.
[0167] When the rotation of each of the reels 32L, 32M, and 32R starts in step S503, in the following step S504, a rotation start command is set as an output target to the sub-control device 180. The sub-control device 180 that has received the rotation start command controls the display control device 81 (auxiliary display unit 65), speaker 64, etc. to output display effects and sound effects associated with the start of rotation of each of the reels 32L, 32M, and 32R.
[0168] In the following step S505, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed. When the rotation speed of each of the reels 32L, 32M, and 32R reaches a constant speed, in step S506, a stop possible command is set as an output target for the sub-control device 180. Upon receiving the stop possible command, the CPU 181 on the sub-control device 180 lights up the stop lamps 42b to 44b built into each of the stop switches 42 to 44, thereby notifying the player and the like that it is now possible to issue a stop command.
[0169] In the following step S507, 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 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S508, where it is determined whether the stop operation was valid.
[0170] 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 front to an operating position at the back. When placed in the initial position, the detection signals from the stop detection sensors 42a-44a are in a LOW state, and when the stop switches are moved from the initial position to the operating position, the detection signals from the stop detection sensors 42a-44a switch to a HI signal. Then, based on the detection signal switching from a LOW signal to a HI signal, the main control device 101 determines that a stop ON operation has been performed, which means that a stop switch 42-44 has been pressed.
[0171] Furthermore, the stop switches 42-44 are biased toward their initial positions by springs or the like. Therefore, when a user releases a stop switch 42-44 that is being operated to turn on the stop switch and no longer applies the operating force (pressing force) that pushed the stop switch 42-44 toward the operating position, the stop switch 42-44 returns to its initial position due to 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 determines that a stop OFF operation has been performed, which means that the pressing operation of the stop switch 42-44 has ended.
[0172] In this slot machine 10, when a stop ON operation is performed on a stop switch 42-44 corresponding to a rotating reel 32L, 32M, or 32R, the slot machine 10 performs stop drive control on the corresponding reel 32L, 32M, or 32R. Then, if a stop ON operation is performed on a stop switch 42-44 corresponding to another rotating reel 32L, 32M, or 32R while the stop ON operation that triggered the stop drive control is being performed, the slot machine 10 starts stop drive control on the reel that was subsequently stopped ON without waiting until the stop drive control that was started earlier is completed (the reel stops). In other words, the slot machine 10 is configured to be able to execute stop drive control on multiple reels 32L, 32M, and 32R in an overlapping manner.
[0173] In this case, the stop drive control can be started without waiting for the completion of the stop ON operation that triggered the previously started stop drive control, that is, without waiting for the stop OFF operation to be performed on the stop switch 42-44 on which the stop ON operation was performed. In other words, when the stop ON operations are performed on multiple stop switches 42-44, the stop ON operations are each considered to be valid and the stop drive control is performed on all of them. This makes it possible to improve the operability of the stop operation that stops each of the reels 32L, 32M, and 32R.
[0174] In this embodiment, when the stop ON operations are performed simultaneously on multiple stop switches 42-44, the order of the processes for determining that the stop ON operations have been performed and for performing stop drive control is predetermined. Specifically, the process for the left reel 32L takes priority, followed by the process for the center reel 32M, and the process for the right reel 32R is performed last. For example, if the stop ON operations of the stop switches 42, 44 for the left reel 32L and the right reel 32R are performed simultaneously and the timing at which the detection signals to the main controller 101 switch from LOW to HI is the same, the main controller 101 first performs the process for determining that the stop ON operation has been performed on the left reel 32L and the associated process for stop drive control, and then performs the process for determining that the stop ON operation has been performed on the right reel 32R and the associated process for stop drive control. This allows multiple stop drive controls to be performed simultaneously without complicating the process configuration for starting stop drive controls simultaneously.
[0175] Note that the priority order of the process for determining that a stop ON operation has been performed and the process for stop drive control when stop ON operations are performed simultaneously is not limited to the above, and for example, the right reel 32R may be given the highest priority. Also, when stop ON operations are performed simultaneously, the process for determining that a stop ON operation has been performed may be performed simultaneously, but a priority order may be set for the process for stop drive control, or a priority order may be set for the process for determining that a stop ON operation has been performed, and as a result, the process for stop drive control may be performed according to the priority order of the process for determining that a stop ON operation has been performed.
[0176] Furthermore, in the case of simultaneous stop ON operations, the process for determining that a stop ON operation has been performed and the process for stop drive control may be executed for the priority reel, but the process for determining that a stop ON operation has been performed and the process for stop drive control may not be executed for the non-priority reel, or a part of the process for determining that a stop ON operation has been performed and the process for stop drive control may not be executed for the non-priority reel (for example, a process for determining that a stop ON operation has been performed is executed, but the process for stop drive control may not be executed). In this case, it is preferable to predetermine the period during which simultaneous stop ON operations are performed, and for example, it is preferable to predetermine the period during which simultaneous stop ON operations are performed for multiple reels within a predetermined period (0.2 seconds), and to differentiate between whether or not to stop the priority side and the non-priority side as described above. The length of the above-mentioned predetermined period may be configured to differ depending on the game state. For example, the predetermined period may be shortened under normal circumstances to reduce the number of cases where the non-priority side does not stop, and may be lengthened in advantageous states (AT mode or BB state, described below) to reduce the disadvantage to the player caused by unintentionally stopping the non-priority side.
[0177] When setting a priority for whether or not to stop when the stop ON operations are performed simultaneously, for example, when the number of symbols on each reel 32L, 32M, 32R is different, such as a "watermelon" symbol (four symbols on each of the left reel 32L and the center reel 32M, and three symbols on the right reel 32R), the priority of each of the above processes may be set according to the number of symbols (the likelihood of a miss). In this case, by prioritizing the processing of the reel with the greater number of symbols, it is possible to prevent misses from occurring.
[0178] In the following description, the reel control process will be described assuming that the stop operations of the stop switches 42 to 44 do not overlap.
[0179] If a valid stop command has not been issued in step S508, the process returns to step S507 and waits until one of the stop switches 42 to 44 is operated. If a stop command has been issued, it is determined in step S509 whether the current stop operation was a stop ON operation.
[0180] If the stop ON operation is detected, in step S508, a process of adding 1 to a sequence number counter provided in the various counter area 106e is executed. The sequence number counter is a counter that allows the CPU 102 to know which stop ON operation this time was. If the stop ON operation is the first after the rotation of each reel 32L, 32M, and 32R has started, the sequence number counter is 1; if the stop ON operation is the second, the sequence number counter is 2; and if the stop ON operation is the third, the sequence number counter is 3. The sequence number counter is cleared to its initial value of 0 when the game starts (step S303). Then, in step S509, a stop ON command is set as an output target to the sub-control device 180. The stop ON command includes information about the stop switch 42 to 44 (corresponding reel 32L, 32M, and 32R) that was stopped this time, as well as information about the sequence number counter. Upon receiving the stop ON command, the sub-controller 180 controls the display controller 81 (auxiliary display unit 65) and the speaker 64 to perform the effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were operated this time to be turned off.
[0181] Steps S512 to S519 are stop control processes for stopping the reels that are spinning.
[0182] Specifically, in step S512, the symbol number of the reaching symbol that has reached the base position (the lower position in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S513, the number of reel slides 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 provided for stopping each reel 32L, 32M, 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 is, a stop mode in which the corresponding reel slides by one symbol, a stop mode in which the corresponding reel slides by two symbols, a stop mode in which the corresponding reel slides by three symbols, and a stop mode in which the corresponding reel slides by four symbols. Therefore, in step S513, a value between 0 and 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S514, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually stop at the base position. In step S515, 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. If they are equal, a reel stop process is performed in step S516 to stop the reel rotation. Then, in step S517, a reel stop command is set as an output target to the sub-control device 180. The reel stop command includes information on the stopped reels 32L, 32M, and 32R. Upon receiving the reel stop command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and the speaker 64 to display a reel stop effect. Then, in step S518, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If all of the reels 32L, 32M, and 32R have not stopped, in step S519, a second stop information setting process is performed, and the process returns to step S507.
[0183] Here, the second stop information setting process is a process of 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 win flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figures 22 and 23), 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.
[0184] 25 is an explanatory diagram showing the correspondence between winning combinations, the operation order of the stop switches 42 to 44, and the winning patterns that are achieved. For example, when the center push bell 1 is won, if the stop switches 42 to 44 are operated in the order of left → center → right, left → right → center, center → right → left, right → left → center, or right → center → left, the stop information is set so that the 17th small win, the 18th small win, or the 21st small win is achieved, and if they are operated in the order of center → left → right, the stop information is set so that the 3rd small win is achieved. However, even if the stop information is set in this way, the corresponding win may not be achieved depending on the operation timing of the stop switches 42 to 44.
[0185] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, 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. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.
[0186] An example will be explained below in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, as described above, the reels 32L, 32M, and 32R are stopped to achieve the 17th small win, the 18th small win, or the 21st small win.
[0187] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th, 18th, and 21st minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, one of the 17th, 18th, and 21st minor winning symbols will stop on the pay line (middle row) regardless of the timing of the operation. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the pay line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 21st small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 18th small win symbol to be established, the 17th small win symbol and the 21st small win symbol will not be established.
[0188] When the 18th small winning symbol on the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 18th small winning symbol can be achieved.
[0189] The 18th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.
[0190] The 18th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 18th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called miss occurs.
[0191] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is achieved as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is achieved. In other words, the 20th small prize symbol in the middle push bell 2 is the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 18th small win symbol and the 20th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 18th small win symbol and the 20th small win symbol, it is not possible to aim for that and win.
[0192] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small win.
[0193] On the middle reel 32M, the "replay" symbol, which is the third minor winning symbol, is arranged so that the interval between the "replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbol stops on the top row regardless of the operation timing.
[0194] On the left reel 32L, the "bell" symbols, which are the third minor winning symbols, are arranged so that the interval between each "bell" symbol is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols stop in the middle row regardless of the timing of the operation.
[0195] On the right reel 32R, the third minor winning symbols, the "watermelon" symbol and the "red shell" symbol, are arranged so that the spacing between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" symbol or the "red shell" symbol will stop on the top row regardless of the timing of the operation. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the timing of the operation.
[0196] As described above, when the push order bell is won, if the stop switches 42 to 44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation timing, and if the stop switches 42 to 44 are operated in a different operation sequence, depending on the operation timing, other small prizes will be achieved, or none of the small prizes will be achieved and the win will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be achieved regardless of the operation sequence and operation timing.
[0197] Returning to the explanation of the reel control process, if it is determined in step S509 that the current stop operation is a stop OFF operation and not a stop ON operation, then in step S520 a process is executed to set a stop OFF command as an output target to the sub-control device 180. The stop OFF command contains information about the stop switches 42 to 44 (corresponding reels 32L, 32M, 32R) that were stopped this time. Upon receiving the stop OFF command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 to display an effect indicating that the stop operation of the corresponding reel has been completed (that the stop OFF operation has been performed).
[0198] If it is determined in step S518 that all reels 32L, 32M, and 32R are stopped, or after the stop OFF command is set in step S520, it is determined in step S521 whether all stop switches 42-44 are in their initial positions by checking whether the detection signals from the stop detection sensors 42a-44a are all LOW signals. If any of the stop switches 42-44 are not in their initial positions, for example, if the stop ON operation has been performed and the corresponding reel has stopped but the stop OFF operation has not yet been performed, the process returns to step S507.
[0199] That is, in this slot machine 10, while allowing overlapping of stop drive controls due to overlapping stop ON operations, the payout determination and other processes associated with stopping all reels 32L, 32M, 32R after step S522 are not performed until the stop OFF operations are completed for all stop switches 42 to 44. In this way, it is possible to ensure that stop operations are performed reliably in each game (each game does not progress while the stop ON operation is continued), and it is possible to optimize game progress within the scope of the premise of playing the slot machine 10, in which each game progresses according to the game operations by the player.
[0200] If all stop switches 42-44 are positioned in their initial positions, a payout determination process is performed in step S522. The payout determination process is a process for determining the number of medals to be paid out, with one of the conditions being that a winning symbol combination is aligned on a payout line. In the payout determination process, a symbol combination formed on a payout line is derived from the symbol numbers of the symbols stopped on the lower rows of each reel 32L, 32M, and 32R, and a determination is made as to whether a winning combination is formed on the payout line. If a winning combination is formed, a determination is made as to whether the winning combination corresponds to the win flag set in the win flag storage area 106a. If the winning combination corresponds to the win flag, a process is performed to set the winning combination and the number of medals corresponding to the winning combination to be paid out. On the other hand, if the winning combination does not correspond to the win flag, an error process is performed to place the slot machine 10 in an error state and notify the user of the occurrence of the error. This error state is maintained until the reset switch 72 is operated.
[0201] The payout determination process will be specifically described with reference to the flowchart of FIG.
[0202] In step S601, a process for determining the lottery result of the current game is executed. Then, in step S602, a process for determining the symbols (symbol numbers) stopped at the pay positions on each of the reels 32L, 32M, and 32R is executed, and in step S603, a process for comparing the combination of symbols stopped with the combination of symbols corresponding to the lottery result of the current game is executed. Note that in the stop information setting process (step S412) in the lottery process (FIG. 21), based on the lottery result of the current game, the winning symbol combination of the lottery result is set as the stop information for each of the reels 32L, 32M, and 32R, and also the non-winning symbol combinations are set as the stop information for each of the reels 32L, 32M, and 32R. In the comparison process in step S603, not only the winning symbol combinations but also the non-winning symbol combinations are compared to determine whether they correspond to the lottery result of the current game.
[0203] Then, in the following step S604, the result of the comparison process in step S603 is inconsistent, and it is determined whether the combination of stopped symbols does not correspond to the lottery result of this game. If the determination in step S604 is affirmative, that is, symbols that were not scheduled to stop are stopped in an effective position, a process is executed in step S605 to set a stop error flag in the various flag storage area 106d, and then this payout determination process is terminated. If the stop error flag is set, an error notification is issued on the auxiliary display unit 65 and speaker 64 as an error handling process, and a process to stop the game progress is also executed.
[0204] If it is determined in step S604 that there is no mismatch, the process proceeds to step S606. In step S606, it is determined whether the combination of symbols that has stopped corresponds to a winning combination in the current game lottery. If it does not correspond to a winning combination, the payout determination process ends.
[0205] If it corresponds to a win, it is determined in step S607 whether the current win is a replay win. If it is a replay win, the replay state is set in step S608, and then this payout determination process is terminated. By setting the state to the replay state, automatic betting processing is performed in the process of waiting for the start of the next game (step S304) so that the same number of bets are made as in the game that triggered the current replay win.
[0206] If it is determined that the win is not a replay win, it is determined in step S609 whether the win this time is a small win or not. If it is neither a replay win nor a small win, it means that it is a BB win, in which case the payout determination process is terminated as is, and the process for the BB win is executed in the bonus state process (step S523) executed following this payout determination process.
[0207] If it is determined in step S609 that a small win has been achieved, the process of determining the number of coins to be paid out in association with the small win is executed in step S610. Then, in step S2611, the process of inputting the value corresponding to the determined number of coins to be paid out into the payout counter provided in the various counter area 106e is executed, and then this payout determination process is terminated.
[0208] After the payout determination process is performed, in step S523, a bonus state process is performed. The bonus state process will be described in detail later. After the bonus state process is performed, in step S524, a winning result process is performed. The winning result process includes a process of transitioning the gaming state based on the winning result. The winning result process will be described in detail later.
[0209] After the winning result processing is performed, the second interval display processing is executed in step S525. The second interval display processing is processing related to display control of the payout number display unit 62 which functions as an instruction monitor, and this processing will be explained in detail later. Thereafter, in step S526, a winning result command is set so that the sub-control device 180 knows the winning combination in this game, and the reel control processing is terminated.
[0210] Next, the medal payout process in step S312 will be described with reference to the flowchart in FIG.
[0211] First, in step S701, it is determined whether the payout counter is 0. If it is greater than 0, in step S702, a process is executed to set a payout start command as an output target to the sub-control device 180. Upon receiving the payout start command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 so that a medal payout effect is performed.
[0212] In the next step S703, it is determined whether the credit counter provided in the various counter area 106e is at its upper limit of 50. If it is not at its upper limit, a process of incrementing the credit counter by 1 is executed in step S704, and if it is at its upper limit, a payout drive process is executed in step S705 to control the payout device 53 so that one medal is paid out from the payout device 53. The credit counter is a counter used by the CPU 102 to count the number of credits.
[0213] After the processing of step S704 or step S705 is executed, the payout counter is decremented by 1 in step S706. In the following step S707, the payout counter becomes 0, and it is determined whether or not the payout based on the winning has been completed. If the payout counter is not 0, the process returns to step S703.
[0214] When the payout is complete, in step S708, a process is executed to set the payout completion command as an output target to the sub-controller 180, and then this medal payout process is terminated. Upon receiving the payout completion command, the sub-controller 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 so that the medal payout effect currently being executed is terminated.
[0215] Next, the bonus state process in step S523 will be described with reference to the flowchart of FIG.
[0216] First, in step S801, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S801, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S802.
[0217] In step S802, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S803.
[0218] In step S803, a process is performed to input 3 into the MAX bet counter provided in the various counter area 106e of the RAM 106. The MAX bet counter is used to set a specific specified number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while the MAX bet counter has input 3, three virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of medals for the game, when the specified number of medals for the game is set to two or three, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that if 3 has already been input into the MAX bet counter in step S803, that state is maintained.
[0219] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, 2 is input to the MAX bet counter and the slot machine 10 is started up.
[0220] In the following step S804, it is determined whether the first BB win or the second BB win has been achieved. If neither of the BB wins has been achieved, the bonus state processing ends. If either of the BB wins has been achieved, the process proceeds to step S805, where it is determined whether the first BB win has been achieved.
[0221] If the first BB win has been achieved, in step S806, a process of inputting "15" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "15" into the BB counter in step S806, the first BB state is set to end when 15 or more medals are paid out. In step S807, the first BB hit flag is cleared. Then, in step S808, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive determination will be made in step S801. In the following step S809, a process of setting a first BB start command to be output to the sub-control device 180 is executed. The first BB start command is a command for making the sub-control device 180 aware that the first BB state will start, and upon receiving this first BB start command, the sub-control device 180 controls the speaker 64, auxiliary display unit 65, etc. so that a first BB start effect corresponding to the start of the first BB state is performed. Furthermore, by receiving the first BB start command, the sub-control device 180 is able to understand that the first BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that an effect for the first BB state will be performed from the next game.
[0222] After the output setting of the 1st BB start command is performed in step S809, the process of setting the specified number of bets to 2 is performed in step S810, and the process of inputting 2 to the MAX bet counter is performed in step S811, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the above game. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 2, and the 1st BB state is performed in a 2-bet game.
[0223] The initial values of the specified number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the specified number of bets is set to 2 and 3 and the slot machine 10 is started up.
[0224] In step S805, it is determined that the first BB win has not been achieved if the second BB win has been achieved. In this case, the process proceeds to step S812, where the BB counter is set to "15." That is, the second BB state is set to end when 15 or more medals are paid out. Then, in step S813, the second BB win flag is cleared, and in step S814, the second BB state flag is set. Then, in step S815, a second BB start command is set as an output target to the sub-control device 180. The second BB start command corresponds to the first BB start command and is a command for informing the sub-control device 180 that the second BB state has started. Upon receiving the second BB start command, the sub-control device 180 controls the speaker 64, auxiliary display unit 65, etc. to perform a second BB start effect corresponding to the start of the second BB state, and controls the speaker 64, auxiliary display unit 65, etc. to perform an effect for the second BB state from the next game onward. The appearance and content of the first BB start effect and the second BB start effect are different enough for the player to distinguish them. Also, the appearance and content of the effects for the first BB state and the second BB state are different enough for the player to distinguish them.
[0225] After setting the output of the second BB start command in step S815, the process of setting the specified number of bets to 2 is executed in step S810, and 2 is input to the MAX bet counter in step S811, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 2 not only in the first BB state but also in the second BB state, and the second BB state is performed in a two-bet game.
[0226] If the determination in step S801 is affirmative and the state is the first BB state or the second BB state, the process proceeds to step S816, where processing for the first BB state or the second BB state is performed. FIG. 29 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state. However, separate lottery tables may be provided for each state, with different types of winning combinations and winning probabilities for each combination. In this embodiment, as shown in FIG. 29, in the first BB state and the second BB state, normal lip A, common bell, and overlapping 1-coin combinations are possible. The probability of winning normal lip A (the probability of winning when IV = 1) is approximately 1 in 61.2, the probability of winning common bell (the probability of winning when IV = 10) is approximately 1 in 5.96, and the probability of winning overlapping 1-coin combinations (the probability of winning when IV = 24) is approximately 1 in 1.31. Additionally, in the 1st BB state or the 2nd BB state, the probability of a losing result (not winning any role) is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (a net increase of approximately plus or minus 0.00 medals), and no increase or decrease in medals occurs in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, you can progress through the game without losing medals.
[0227] Here, in the normal game state in a 3-bet game and the 1st BB state to which a transition can be made in a 3-bet game, the main medal increase is caused by the winning of the 1st to 6th small roles, and the roles are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main small roles, in the normal game state, assuming that the stop switches 42 to 44 are operated in a fixed operation order, the winning probability is about 1 in 9.19, while in the 1st BB state, the winning probability is about 1 in 5.96, so that the 1st BB state is set to be more likely to win than the normal game state. In addition, in the normal game state in a 2-bet game and the second BB state to which a 2-bet game can be entered, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the second BB state the probability of winning is approximately 1 in 5.96, so even in a 2-bet game, it is set up so that winning is more likely to occur in the second BB state than in the normal game state.
[0228] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB state or the 2nd BB state.
[0229] In the bonus state processing, in step S816, it is determined whether or not any small winning combination has been achieved in the current game as a result of the lottery processing using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state processing is terminated. If a winning combination has been achieved, in step S817, the payout amount corresponding to the winning combination is subtracted from the BB counter in the various counter area 106e. Then, in step S818, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction processing in step S817. For example, if a common bell is won and the first to sixth small winning combinations are achieved, a payout of 12 coins will be generated, so in step S817, 12 is subtracted from the BB counter.
[0230] If it is determined in step S818 that the value is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the value is 0 or less, in step S819, the BB state flag corresponding to the current BB state is cleared. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S820, the BB end command corresponding to the BB state to be terminated this time is set as the output target to the sub-control device 180. More specifically, if the first BB state is to be terminated, the first BB end command is set as the output target, and if the second BB state is to be terminated, the second BB end command is set as the output target. Upon receiving the first BB end command or the second BB end command, the sub-control device 180 controls the speaker 64 and the auxiliary display unit 65 so that a first BB end effect or a second BB end effect is performed.
[0231] Then, in step S821, the specified number of bets is set to 2 and 3, and the bonus state processing is terminated. In this case, in the normal gaming state after the end of the first BB state or the second BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input into the MAX BET counter in step S811 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and a 2-bet game is played. In other words, when neither the first BB hit flag nor the second BB hit flag is set, the system is set to make it easier to play a 2-bet game. Incidentally, after the end of the first BB state or the second BB state, 2 is input into the MAX BET counter, so a 3-bet cannot be made by operating the first credit insertion switch 56 or the second credit insertion switch 57. To play a 3-bet game, three medals must be inserted into the medal insertion slot 45.
[0232] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly explained with reference to FIG.
[0233] The normal gaming state in which the first BB hit flag and the second BB hit flag are not set and no BB has been hit is a state called a non-internal state. In this case, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game and a 3-bet game are possible. However, if 2 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 2-bet game.
[0234] In the non-internal state, the first BB can be won in a 3-bet game but the second BB cannot be won, and in a 2-bet game, the second BB can be won but the first BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the second BB can basically be won in a 2-bet game.
[0235] If the first BB or second BB is won but no prize is awarded in that winning game, the internal state will be one in which the first BB win or second BB win is carried over (carryover state). Even in the internal state, as described above, the specified bet number (specified number of coins per game) is set to 2 or 3, and a 2-bet game or a 3-bet game is possible. However, if 3 is input into the MAX bet counter as described above and the first credit insertion switch 56 is operated to start a game, it will be a 3-bet game.
[0236] As already explained, in the slot machine 10, in the internal state where the first BB is won, the reels 32L, 32M, and 32R are stopped so that the first BB win is possible in a 3-bet game, but the first BB win is not possible in a 2-bet game. Also, in the internal state where the second BB is won, the reels 32L, 32M, and 32R are stopped so that the second BB win is not possible in a 3-bet game, but the second BB win is possible in a 2-bet game. That is, if the first BB is won in a 3-bet game, the first BB win can be achieved by continuing the 3-bet game, but the first BB win cannot be achieved by switching to a 2-bet game after the first BB is won. Also, if the second BB is won in a 2-bet game, the second BB win can be achieved by continuing the 2-bet game, but the second BB win cannot be achieved by switching to a 3-bet game after the second BB is won. Furthermore, the first BB and the second BB cannot be won twice, and if a first BB win is carried over, the first BB cannot be won again, and the second BB cannot be won twice. Also, if a second BB win is carried over, the second BB cannot be won again, and the first BB cannot be won twice. In other words, if you win the first BB and play a 2-bet game, the game will continue in an internal state where the first BB win is carried over, and if you win the second BB and play a 3-bet game, the game will continue in an internal state where the second BB win is carried over.
[0237] Here, since the first BB win is only possible in a three-bet game and the second BB win is only possible in a two-bet game as described above, even if a three-bet game results in a loss (no winning combination) while the second BB win is carried over, the second BB win will not be achieved, and even if a two-bet game results in a loss (no winning combination) while the first BB win is carried over, the first BB win will not be achieved. This dramatically simplifies the role configuration and control of reels 32L, 32M, and 32R in an internal state where a first BB win or a second BB win is carried over. If a configuration were such that a second BB win could be achieved in a three-bet game or a first BB win could be achieved in a two-bet game, maintaining the internal state where the first BB win or the second BB win is carried over would require a lottery table that would prevent a loss, and, for example, in a role where a miss may occur, it would be necessary to have a different role win when the miss occurs.
[0238] Also, in the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in the non-internal state and the internal state, the main role for increasing medals in a 2-bet game is the common bell, whereas the main role for increasing medals in a 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be achieved regardless of the operation sequence and operation timing of each of the stop switches 42 to 44, whereas for the push order bell, the small role that is achieved will differ depending on the operation sequence and operation timing of each of the stop switches 42 to 44. In other words, the fluctuation in medal increase or decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is greater in the non-internal state and the internal state in a 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 25) that will result in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and to create a state in which medals increase or decrease depending on whether or not the notification (assist) is given.
[0239] The basic flow of a game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the second BB is won in the 2-bet game. When the second BB is won, the state switches to the internal state, the game switches to the 3-bet game, and the game proceeds in a state in which the above-mentioned second BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the second BB winning is carried over, neither the first BB nor the second BB is won, and the game continues in the internal state in which the second BB winning is carried over.
[0240] Below, we will assume that the game is played with the second BB win carried over, and explain the gameplay using notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).
[0241] <Lottery result processing> First, the lottery result response process performed in step S410 will be described with reference to the flowchart in Figure 31. The lottery result response process is a process performed after the lottery process for each game has been performed, and is a process for performing a lottery to transition to an AT mode in which a push order notification occurs based on the lottery result of the game. Note that the AT mode in this embodiment is a number-managed mode that ends when the number of medals set at the time of transition has been paid out.
[0242] First, in steps S901 to S903, a process is executed to determine the number of bets for the game that will start this time. That is, in step S901, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game that will start this time is in either of the BB states. If it is not in the BB state, it is determined in step S902 whether the number of bets is 3. Also, if it is in the BB state, it is determined in step S903 whether the number of bets is 3. As already explained, in the non-internal state before the first BB or second BB win and the internal state after the first BB or second BB win, the specified number is set to 2 or 3, and in the first BB state or second BB state, the specified number is set to 2. The processing of steps S902 and S903 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if it is not the specific specified number, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step S904 onwards.
[0243] That is, in the non-internal state and internal state, processing for the display mode is executed in a 3-bet game, but processing for the display mode is not executed in a 2-bet game. Also, in the 1st BB state and the 2nd BB state, since the specified number is set to 2, a 3-bet game is not executed, and processing for the display mode is not executed in the 1st BB state and the 2nd BB state.
[0244] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S904 is not performed, which is disadvantageous to the player. By doing this, the internal state is made to be a 3-bet game, making it easier to play a normal game with the second BB carried over.
[0245] If a positive determination is made in step S902 or step S903, it is determined in step S904 whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is set upon transition to an advantageous zone and cleared upon transition to a normal zone.
[0246] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S905, and then the lottery result response process is terminated.
[0247] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 32, the lottery result of the current game is grasped in step S1001. Then, in step S1002, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 33, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 33, the trigger roles for the lottery for transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon. In other words, in normal play as a 3-bet game carrying over the second BB, all possible winning results are set as trigger roles for the lottery for transition to the advantageous zone.
[0248] After obtaining the lottery table in step S1002, a process of obtaining a random number for the advantageous zone transition lottery is executed in step S1003. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S1003. Then, in step S1004, an advantageous zone transition lottery is executed, and in step S1005, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that any trigger role has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S1001 is a trigger role for the transition lottery (not a losing result), it is possible to omit the processes of steps S1002 to S1005.
[0249] If it is determined in step S1005 that the transition lottery has been won, then in step S1006, a process is executed to set an advantageous zone winning game flag in the various flag storage area 106d. The advantageous zone winning game flag is a flag that allows the CPU 102 to determine that the current game is a game that has won the transition lottery to the advantageous zone. If a negative determination is made in step S1005, or after the process of step S1006 has been executed, the advantageous zone transition lottery process is terminated.
[0250] Returning to the explanation of the lottery result corresponding process, if it is determined in step S904 that the advantageous section flag is set, the process proceeds to step S906. In step S906, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag set when the transition to the AT mode becomes possible. Also, the AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is determined, and it is in the situation before the AT mode transition. If neither flag is set in step S906, the AT lottery process is executed in step S907. On the other hand, if either flag is set in step S906, the AT topping-up process is executed in step S908.
[0251] <AT lottery process> The AT lottery process in step S907 will be described while referring to the flowchart of FIG. 34.
[0252] In step S1101, a process of decrementing the ceiling counter provided in the various counter areas 106e by 1 is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet amount is a specific prescribed number corresponding to the game state, the ceiling counter is decremented in games where the bet amount is a specific prescribed number corresponding to the game state. For example, it is not decremented in 2-bet games.
[0253] After the ceiling counter is decremented in step S1101, it is determined in step S1102 whether the ceiling counter has reached 0. If the ceiling counter has not reached 0, the process for the AT mode transition lottery is executed in steps S1103 to S1109.
[0254] That is, in step S1103, a process is executed to grasp the lottery result of this game. Then, in step S1104, a process is executed to obtain a random number for the AT mode transition lottery. A dedicated counter in the various counter area 106e is used for the random number for the AT mode transition lottery, and this dedicated counter is updated at a predetermined cycle, and in step S1104, the most recent updated value of the counter is obtained. In the following step S1105, it is determined whether or not a CZ mode flag is set in the various flag storage area 106d. In this embodiment, normal mode and CZ mode, which are easier to win the AT mode transition lottery than normal mode, are set as display modes with different winning probabilities in the AT mode transition lottery, and the CZ mode flag is a flag that allows the CPU to grasp that it is in CZ mode.
[0255] Here, an overview of the CZ mode of this embodiment will be provided. In the CZ mode of this embodiment, a set of a predetermined number of games (five in this embodiment) as a unit continuation number can be executed up to a specific number (three in this embodiment). For each game in the CZ mode, an AT mode transition lottery, which is easier to win than in the normal mode, is held, as described above. Winning the AT mode transition lottery enables transition to the AT mode. Furthermore, a continuation condition is determined for each set in the CZ mode, and if the continuation condition is met, the set is updated. A transition to the AT mode is also possible if the continuation condition is met in a specific number of sets. If the continuation condition for each set is not met and the number of games in that set (five) is exhausted without winning the AT mode transition lottery, the CZ mode ends with that set. In other words, in this embodiment, transitioning to the CZ mode not only increases the chances of winning the AT mode transition lottery for each game in the CZ mode, but also enables transition to the AT mode by fulfilling the continuation condition for each set in the CZ mode, thereby enhancing the enjoyment of the CZ mode.
[0256] If the CZ mode flag is not set in step S1105, a process is executed in step S1106 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step S1105, a process is executed in step S1107 to obtain a CZ AT mode transition lottery table.
[0257] As shown in Figure 33, the normal AT mode transition lottery table and the CZ AT mode transition lottery table each have a winning probability for the AT mode transition lottery set according to the lottery results of the game. For example, if the AT mode transition lottery is triggered by chance eye A, the normal AT mode transition lottery has a 1% probability of winning, and the CZ AT mode transition lottery has a 3% probability of winning. In other words, the CZ AT mode transition lottery table is set so that it is easier to win the AT mode transition lottery than the normal AT mode transition lottery table. Also, for normal RIP A, normal RIP B, and normal RIP C, they are set so that they do not win the AT mode transition lottery for normal use, but can win the AT mode transition lottery for CZ use.
[0258] After the AT mode shift lottery table is acquired in step S1106 or step S1107, the acquired shift lottery table and the game lottery result grasped in step S1103 are used to execute the AT mode shift lottery process in step S1108. Then, in step S1109, it is determined whether or not the AT mode shift has been selected.
[0259] If it is determined in step S1109 that an AT mode transition has been won, or if it is determined in step S1102 that the ceiling counter is 0, the process proceeds to step S1110. In step S1110, it is determined whether or not the CZ mode flag is set, and it is confirmed whether or not an AT mode transition has been won during CZ mode. If the win is not during CZ mode, in step S1111, a process is executed to set an AT mode win flag in the various flag storage area 106d. As a result of this process, an affirmative determination will be made in step S906 from the next game onwards.
[0260] In the following steps S1112 to S1115, a process for setting a premonition mode is performed. The premonition mode is a mode in which a premonition effect is performed to suggest that the AT mode transition lottery or the CZ mode transition lottery has been won. In this embodiment, if the player wins these transition lotteries, the premonition mode of 0 to 32 games is played before the player is notified of the transition lottery that has been won.
[0261] That is, in step S1112, a lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games is lottery-determined based on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc. In this case, the number of premonition games may be varied based on the lottery result of the game that triggered the win, and for example, a longer number of premonition games may be more likely to be selected when the AT mode transition lottery is won with Cherry A than when the AT mode transition lottery is won with Cherry C. Note that in the lottery process for the premonition game, a random number for lottery-determining the number of premonition games is also obtained, and the number of premonition games is lottery-determined based on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc.
[0262] In the following step S1113, the result of the lottery in step S1112 is input to the premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of remaining premonition games, and is a counter that is decremented by one each time a game in the premonition mode is played.
[0263] Then, in step S1114, a process is executed to set a premonition flag in the various flag storage area 106d, and in step S1115, a process is executed to set the premonition command as an output target to the sub-control device 180, after which the AT lottery process is terminated. The premonition flag is a flag that allows the CPU 102 to know that the premonition mode is in progress, and the premonition command is a command that causes the sub-control device 180 to know that the premonition mode has been set, the number of games played in that premonition mode, and which transition lottery has been won. Upon receiving the premonition command, the sub-control device 180 knows the number of games played in the premonition mode and the type of transition lottery that has been won, and performs processing to execute the effects during the premonition mode on the auxiliary display unit 65 and speaker 64.
[0264] If it is determined in step S1110 that the AT mode transition lottery during CZ mode has been won, the process proceeds to step S1116. In step S1116, a process for setting the AT mode win flag is executed, and in step S1117, a process for clearing the CZ mode flag is executed. Then, in step S1118, a process for inputting the value of the CZ game counter provided in the various counter area 106e into the above-mentioned premonition counter is executed. The CZ game counter is a counter that allows the CPU 102 to grasp the number of games remaining in each set of CZ mode. When transitioning to CZ mode, a value (5) equivalent to the unit number of continuation games (5 games) for one set of CZ mode is input, and this counter is decremented by 1 each time a game is played.
[0265] In the next step S1119, a process is executed to determine the number of sets remaining until the number of sets in the CZ mode reaches a specific number, based on the current number of sets in the CZ mode. For example, if the current set is the first set in the CZ mode, the number of sets remaining until the specific number (3) is reached is 2. A battle counter is provided in the various counter area 106e, and each time the set is updated, the battle counter is incremented by 1, and the number of sets remaining can be determined from the battle counter.
[0266] In the following step S1120, the process executes a process of multiplying the number of remaining sets determined in step S1119 by the unit continuation number of sets (5), and adding the result to the premonition counter. In other words, if the AT mode transition lottery is won during the CZ mode, the CZ mode ends in that game, and the number of games in which the maximum number (specific number) of sets continues in that CZ mode is set as the number of games in the premonition mode. In this case, the presentation on the sub-control device 180 side is configured to present a presentation in which the CZ mode continues even when the premonition mode is set, and by doing so, it is possible to maintain a sense of anticipation for the continuation conditions of each set in the CZ mode being fulfilled, even in games after the AT mode transition lottery is won during the CZ mode.
[0267] After executing the processing of step S1120, the process proceeds to step S1114, where the premonition flag is set, and then in step S1115, the premonition command output setting is performed, and the AT lottery processing is terminated.
[0268] If it is determined in step S1109 that the AT mode transition lottery has not been won, the process proceeds to step S1121. In step S1121, it is determined whether or not the CZ mode flag is set. If the CZ mode flag is set, the AT lottery processing is terminated. If the CZ mode flag is not set, the CZ mode transition lottery processing is executed in step S1122. In the CZ mode transition lottery processing, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether or not to transition to CZ mode is determined by lottery using the lottery results of the game grasped in step S1103. As shown in FIG. 33, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery differs depending on the lottery results of the game. More specifically, it is set so that the more likely the lottery results of the game are to win the AT mode transition lottery, the more likely it is to win the CZ mode transition lottery. In other words, even if the lottery result is for a game that is likely to win the AT mode transition lottery, if the player does not win the AT mode transition lottery, the system is set up so that it is easier to transition to CZ mode.
[0269] After executing the CZ mode transition lottery process in step S1122, it is determined in step S1123 whether or not the CZ mode transition was won, and if the transition was not won, the AT lottery process is terminated. If the CZ mode transition was won, in step S1124, a process is executed to set a CZ mode win flag in the various flag storage area 106d.
[0270] In the subsequent step S1125, a lottery process for the preliminary game is executed. Also in this lottery process for the number of preliminary games, the number of preliminary games is lottery-selected based on the type of the selected transition lottery, the lottery result of the game that triggered the win, and the like. In this case, it may be set such that the number of preliminary games can be different when winning the AT mode transition lottery (step S1112) and when winning the CZ mode transition lottery (step S1125). For example, it may be made easier to select a longer number of preliminary games when winning the AT mode transition lottery than when winning the CZ mode transition lottery. Also, the number of preliminary games may be made different depending on the lottery result of the game that triggered the win. For example, it may be made easier to select a longer number of preliminary games when winning the CZ mode transition lottery with cherry A than when winning the CZ mode transition lottery with cherry C.
[0271] In the subsequent step S1126, a process of inputting the lottery result of step S1125 into the preliminary counter is executed. After that, the preliminary flag is set in step S1114, the output setting of the preliminary command is performed in step S1115, and then this AT lottery process is terminated.
[0272] <AT topping-up process> Next, the AT topping-up process executed in step S908 will be described while referring to the flowchart of FIG. 35. In the AT topping-up process, a topping-up lottery for increasing the payout number in the AT mode is performed, and when winning in the topping-up lottery, a process of adding (increasing, topping up) the remaining payout number in the AT mode is executed.
[0273] First, in step S1201, the lottery result of the current game is grasped. Then, in step S1202, a process of obtaining the topping-up lottery table from the various table storage areas 105a is executed.
[0274] As shown in Figure 36, the bonus lottery table sets the bonus winning rate according to the type of AT mode and the lottery result of the game. Specifically, in this embodiment, the first AT mode and the second AT mode are set as the types of AT mode, and the bonus winning rate is set to be higher in the second AT mode than in the first AT mode. In this embodiment, the first AT mode and the second AT mode have the same effects at the start of the AT mode and during the AT mode, making them visually difficult for players to distinguish. In other words, when the AT mode is switched to, the fun of predicting whether it is the first AT mode or the second AT mode based on the bonus winning rate is added.
[0275] In either the first AT mode or the second AT mode, normal roles such as Normal Lip A to Normal Lip C and Push Order Bell, which are easy to win in the lottery process of each game, are unlikely to result in an additional win. On the other hand, specific roles such as Chance Eye A to Chance Eye C, Cherry A to Cherry C, Common Bell, and Watermelon, which are difficult to win in the lottery process of each game, are set to be easier to win an additional win than normal roles. Furthermore, among specific roles, for example, Chance Eye C is more likely to result in an additional win than Chance Eye A, and Cherry C is more likely to result in an additional win than Cherry A. Therefore, the more difficult the lottery result is in the lottery process of each game, the more likely it is to win the additional lottery. However, if an additional win is based on a result that is difficult to win, the number of additional coins is set to be large, which can maintain the expectation of an additional win even with a normal role, along with the element of surprise when an additional win is achieved. It is also possible to configure the game so that an additional win is not achieved if the lottery result of each game is a normal role.
[0276] After obtaining the add-on lottery table in step S1202, a process for obtaining a random number for the add-on lottery is executed in step S1203. A dedicated counter in the various counter area 106e is used for the random number for the add-on lottery, and this dedicated counter is updated at a predetermined interval, and in step S1203, the latest updated value of the counter is obtained. Next, in step S1204, an add-on lottery is executed, and in step S1205, it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated. If the add-on lottery has been won, in step S1206, a process for determining the number of add-on coins is executed.
[0277] After the number of coins to be added is drawn in step S1206, a process is executed in step S1207 to add the number of coins to be added to the AT coin counter. The AT coin counter is a counter that allows the CPU 102 to grasp the remaining number of coins to be paid out in AT mode (the difference in coins, the number of coins obtained by subtracting the number of bets from the number of coins paid out). Then, in step S1208, a process is executed to set the add-on command as an output target to the sub-control device 180, and then this AT add-on process is terminated. Upon receiving the add-on command, the sub-control device 180 executes a process to display an effect (add-on notification effect) corresponding to the fulfillment of the add-on condition on the auxiliary display unit 65 and speaker 64.
[0278] In the lottery result response process (FIG. 31), after the process of step S907 or step S908 is executed, processes for notifying the pressing order of the stop switches 42 to 44 are executed in steps S909 to S914.
[0279] <Outline of push order notification> Prior to explaining the process for pressing order notification executed in steps S909 to S914, we will explain an overview of the pressing order notification executed by the payout number display unit 62, which also functions as an instruction monitor, and the pressing order notification effect executed by the auxiliary display unit 65. Note that the pressing order notification and pressing order notification effect can also be referred to as, for example, pressing order navigation, sequence notification, or mode notification. The payout number display unit 62 is connected to the main control device 101, and the pressing order notification is performed by the main control device 101. In contrast, the auxiliary display unit 65 is connected to the sub-control device 180 (display control device 81), and the pressing order notification effect is performed by the sub-control device 180.
[0280] First, the configuration of the dispensed coin count display unit 62 will be described with reference to Fig. 37. Fig. 37(a) is a front view of the dispensed coin count display unit 62, and Fig. 36(b) is a diagram for explaining the relationship between the display mode and the display content when the dispensed coin count display unit 62 functions as an instruction monitor.
[0281] As shown in FIG. 37(a), the dispensed coin count display unit 62 has 15 display segments Na1-Na8, Nb1-Nb7. Each display segment Na1-Na8, Nb1-Nb7 has its own light source made of an LED, and by controlling the on / off of each light source, it is possible to light up any one display segment or any combination of display segments. This allows the dispensed coin count display unit 62 to display predetermined symbols, including two-digit numbers and letters. Note that each of the individual light sources emits light of the same color, so the same color is displayed on each of the display segments Na1-Na8, Nb1-Nb7.
[0282] Regarding the display segments Na1-Na8 and Nb1-Nb7 in detail, the first right display segment Na1 to the seventh right display segment Na7 and the first left display segment Nb1 to the seventh left display segment Nb7 are all linear display segments, and these first right display segment Na1 to the seventh right display segment Na7 and the first left display segment Nb1 to the seventh left display segment Nb7 are arranged to be able to display at least the numbers "0" to "9." Furthermore, the eighth right display segment Na8 is a circular display segment and is arranged laterally in the lower right portion of the area where the first right display segment Na1 to the seventh right display segment Na7 are arranged. Therefore, the dispensed coin number display unit 62 can display at least "00" to "99," "AA" to "ZZ," "00." to "99.", "AA." to "ZZ.", and ".". Two-digit symbols consisting of a combination of numbers and letters may also be displayed.
[0283] In addition, as long as the dispensed coin count display unit 62 can individually display multiple patterns of symbols, the shapes and arrangements of the display segments Na1-Na8, Nb1-Nb7 are arbitrary. Furthermore, it is not necessary for the display segments Na1-Na8, Nb1-Nb7 to display the same color; the colors displayed by the display segments Na1-Na8, Nb1-Nb7 may be configured to be changeable as needed. Furthermore, it is not necessary to control the on / off of the light source to turn on or off the display segments Na1-Na8, Nb1-Nb7; as long as the display segments Na1-Na8, Nb1-Nb7 can be individually controlled, the segment display may be configured with a single backlight and liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed using other types of display devices, such as a liquid crystal display, organic electroluminescence display, CRT, or dot matrix.
[0284] The display segments Na1-Na7, Nb1-Nb7 display the number of coins to be paid out by displaying two-digit numbers as described above, and are also used to notify the operation sequence of the push-order combination. For example, as shown in Figure 37(b), when the operation sequence of the stop switches 42-44 is "left" → "center" → "right" to perform the stop operation in this order, a winning mode advantageous to the player is achieved, and the right sixth display segment Na6 and the right seventh display segment Na7, the left first display segment Nb1, the left second display segment Nb2, and the left fourth display segment Nb4 to the left seventh display segment Nb7 are lit up to display "01." Furthermore, when the stop switches 42-44 are operated in the order of "right" → "left" → "center" to achieve a winning mode advantageous to the player, the first right display segment Na1 to the third right display segment Na3, the fifth right display segment Na5, and the sixth right display segment Na6, and the first left display segment Nb1, the second left display segment Nb2, and the fourth left display segment Nb4 to the seventh left display segment Nb7 are lit to display "05." In other words, the numbers (symbols) displayed on the display segments Na1 to Na7 and Nb1 to Nb7 correspond one-to-one to the operation order of the stop switches 42-44, and the player can achieve a winning mode advantageous to the player by operating the stop switches 42-44 to stop them based on the numbers (symbols) displayed on the display segments Na1 to Na7 and Nb1 to Nb7.
[0285] The right eighth display segment Na8 is lit in the game in which the start condition is met, including the notification condition that transitions to the advantageous zone and the possibility of a push order notification occurring. It is also turned off when the AT mode ends and transitions from the advantageous zone to the normal zone.
[0286] In other words, an advantageous zone (specific game state, specific mode) is a zone in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order of the push order bell, etc., and the right-hand eighth display segment Na8 is a zone indicator (specific notification means) that lights up during the specific zone in which the player can actually benefit from the push order notification in the advantageous zone, and turns off during the normal zone which is not an advantageous zone, or during the non-specific zone which is not an advantageous zone even if it is an advantageous zone.
[0287] As already explained, the payout number display unit 62, which includes the first right display segment Na1 through the seventh right display segment Na7, the first left display segment Nb1 through the seventh left display segment Nb7, and the eighth right display segment Na8 as a section indicator, is disposed on the gaming panel 25. That is, the payout number display unit 62, which functions as an instruction monitor, is disposed above the stop switches 42 through 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 positions of the stop switches 42 through 44. Therefore, the eighth right display segment Na8 is prevented from being obscured by the hand operating the stop switches 42 through 44, and is disposed in a position that is easily visible to the player. Furthermore, because the payout number display unit 62, which is easily observed by players playing a game aiming to win medals, displays the payout number as a push order indicator and a section indicator, it is also prevented from being overlooked by the player.
[0288] Furthermore, in the payout coin number display unit 62, the brightness of the corresponding LED, particularly the right eighth display segment Na8, is set so that it is brighter than the brightness of the surrounding display units (e.g., the backlight of the gaming panel 25) (more specifically, so that it is twice as bright as the brightness of the surrounding display units). Therefore, even when the right eighth display segment Na8 and the surrounding display units are both light-emitting controlled (lit), the right eighth display segment Na8 stands out. The illuminance of the corresponding LED is also set so that the right eighth display segment Na8 has a higher illuminance toward the front of the gaming machine than the surrounding display units (more specifically, so that it is twice as bright as the illuminance of the surrounding display units). This configuration also improves the visibility of the right eighth display segment Na8, reducing the likelihood of missing the right eighth display segment Na8 when it is lit.
[0289] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 38. Here, the push order notification effect on the auxiliary display unit 65 will be described using the example of a case where the push order combination is won when the operation order to be notified this time is center → right → left.
[0290] As shown in FIG. 38(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, 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 that should be operated first is the middle stop switch 43. In addition, 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 that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.
[0291] When the player operates the middle stop switch 43, as shown in Figure 38(b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed large. This allows 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.
[0292] When the player operates the right stop switch 44, as shown in Figure 38(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed larger. This allows 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.
[0293] Regarding the timing of the push order notification, the push order notification effect by the auxiliary display unit 65 is set to be executed when the start lever 41 is operated, and the push order notification is executed after the rotation of each of the reels 32L, 32M, and 32R has started and before the operation of the stop switches 42 to 44 becomes effective, so that it is possible to operate the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and it is possible to proceed with the game at a good tempo. In contrast, the push order notification by the payout number display unit 62 is set to be executed after the rotation of each of the reels 32L, 32M, and 32R has started after the start lever 41 is operated, and if the start lever 41 is operated before the wait period has elapsed, it is set so that the push order notification by the payout number display unit 62 may start after the push order notification effect by the auxiliary display unit 65.
[0294] In this slot machine 10, the winning replay for normal replays A to C is determined by the operation order of the stop switches 42 to 44. For example, by specifying the operation order when starting the AT mode or when executing the bonus effect during the AT mode, it is possible to achieve a second or third replay win instead of a first replay win. However, regardless of which replay win is achieved when normal replays A to C are won, the player receives the same bonus. Therefore, even if the winning result is determined by the operation order, such as normal replays A to C, and the player receives the same bonus regardless of which result is won, the operation order is not notified by the push order notification effect on the auxiliary display 65, but the payout number display 62 does not notify the player of the push order. By doing this, it is possible to minimize the opportunities for the main control unit 101 to notify the push order, thereby reducing the processing load on the main control unit 101 which manages the game lottery and the awarding of bonuses, and preventing inconveniences such as an increase in processing load or the occurrence of errors as the game progresses.
[0295] Therefore, as described above, it is set up so that the push order notification by the payout number display unit 62 may start after the push order notification by the auxiliary display unit 65, and by preventing the push order notification by the auxiliary display unit 65 and the push order notification by the payout number display unit 62 from starting at the same time, it is possible to avoid, for example, when the push order notification by the auxiliary display unit 65 is performed when a normal rip A to C is won, the player realizing that a normal rip A to C has been won and not a push order bell win, because the push order notification is not being made by the payout number display unit 62.
[0296] The process for notifying the push order in steps S909 to S914 will be explained.
[0297] That is, in step S909, it is determined whether or not the lottery result of this game was a push order bell win. If the push order bell win was not a win, the lottery result response process is terminated. If the push order bell win was a win, in step S910, it is determined whether or not the AT mode flag is set. If the AT mode flag is set, in step S911, a process is executed to determine the type of push order bell this time. Specifically, it is determined whether the push order bell is a forward push bell 1, 2, a pinch push bell 1, 2, a middle forward push bell 1, 2, a middle reverse push bell 1, 2, a reverse pinch bell 1, 2, or a reverse push bell 1, 2. Then, in step S912, a process is executed to determine the operation order of the stop switches 42 to 44 that will result in the first small win to the sixth small win based on the results determined in step S911.
[0298] After executing the processing of step S912, in step S913, the push order information corresponding to the operation order grasped in step S912 is stored in the various flag storage area 106d of the RAM 106. More specifically, if the bells are forward push bells 1 and 2, the forward push flag is set to push order 1A in the various flag storage area 106d, if the bells are pinch push bells 1 and 2, the pinch push flag is set to push order 2A in the various flag storage area 106d, if the bells are middle forward push bells 1 and 2, the middle forward push flag is set to push order 3A in the various flag storage area 106d, if the bells are middle reverse push bells 1 and 2, the middle reverse push flag is set to push order 4A in the various flag storage area 106d, if the bells are reverse pinch bells 1 and 2, the reverse pinch flag is set to push order 5A in the various flag storage area 106d, and if the bells are reverse push bells 1 and 2, the reverse push flag is set to push order 6A in the various flag storage area 106d.
[0299] Then, in step S914, a process is executed to set the push order notification command corresponding to the push order information set in step S913 as the output target to the sub-control device 180, and then this lottery result response process is terminated. Specifically, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set, if the push order flag is set as the push order information, a push order command is set. The sub-control device 180, which receives these push order notification commands, controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to forward push operations to reverse push operations (push order notification effects corresponding to the first small win to the sixth small win) are performed.
[0300] In this way, in this embodiment, if the game that wins the push order bell among the operation mode roles is in AT mode, a push order notification command including information on the operation order is output to the sub-control device 180, and a push order notification effect is performed by the auxiliary display unit 65. On the other hand, if the game that wins the push order bell is not in AT mode, the push order notification command including information on the operation order that makes it possible to achieve the first small role win to the sixth small role win is not output to the sub-control device 180, and therefore the push order notification effect is not performed by the auxiliary display unit 65.
[0301] Furthermore, in this embodiment, in the lottery result command processing of step S411 in the lottery processing (Figure 21), in a game in which the push order bell is won, information regarding which of the push order bell results (IV11 to IV22) has been won is not output to the sub-control device 180.
[0302] Specifically, as shown in the flowchart of Figure 39(a), in step S1301, it is determined whether the current game is won with index value IV = 11 to 22 and whether any of the push order bells has been won. If the push order bell has not been won, in step S1302, a process is executed to set the lottery result command corresponding to each winning result as an output target to the sub-control device 180, and then this lottery result command setting process is terminated. That is, in step S1302, for example, if the win is with index value IV = 1, a lottery result command indicating normal lip A is set, and if the win is with index value IV = 7, a lottery result command indicating cherry A is set.
[0303] On the other hand, if it is determined in step S1301 that one of the push order bells has been won, then in step S1303 a process is executed to set the lottery result command indicating the push order bell group as an output target to the sub-control device 180, and then this lottery result command setting process is terminated. The lottery result command indicating the push order bell group includes information that one of the push order bells has been won, but is set so as not to include information about which push order bell has been won, that is, for example, information about winning the forward push bell 1 (information that the win was made with IV=11) or information about winning the middle reverse push bell 2 (information that the win was made with IV=18).
[0304] That is, as shown in FIG. 39(b), in this embodiment, information that the push order bell has been won is output to the sub-controller 180 as a lottery result command indicating the push order bell group, regardless of whether the AT mode is in effect or not. Then, in the AT mode, the above push order notification commands corresponding to the first small win to the sixth small win are also output, thereby enabling the sub-controller 180 to execute the push order notification effect. In contrast, when the AT mode is not in effect, the above push order notification commands corresponding to the first small win to the sixth small win are not output to the sub-controller 180, and as described above, only the lottery result command indicating the push order bell group is output. Therefore, even though the sub-controller 180 is not in the AT mode, it is not possible to grasp the operation sequence of the stop switches 42 to 44 that can achieve the first small win to the sixth small win when the push order bell is won. By doing this, it is possible to prevent fraudulent acts such as illegally analyzing the commands output from the main control unit 101 to the sub-control unit 180 or the sub-control unit 180 in order to try to enjoy the benefits of AT mode even when the AT mode is not in effect (the benefit of being able to achieve the first to sixth small wins when the push order bell is won).
[0305] As described above, the sub-controller 180 receives the push order bell group command and the push order notification command containing information on the operation order output from the main controller 101 based on the operation of the start lever 41, and executes the push order notification effect by the auxiliary display unit 65 based on these commands. In contrast, the main controller 101 executes the push order notification when the rotation of each of the reels 32L, 32M, and 32R begins. Therefore, particularly when the start lever 41 is operated before the wait period has elapsed, the push order notification effect on the sub-controller 180 starts first, and then the push order notification on the main controller 101 is performed. In this way, the player's attention can be directed to the push order notification effect that starts first, and the attention of the auxiliary display unit 65 that performs various effects can be suitably increased. Furthermore, for example, if a push order notification effect is performed in a game other than a push order bell winning game, or if an effect is performed to make it appear as if a different lottery result (for example, various cherries as rare roles) is being produced even though the game is a push order bell winning game, the effect will be obvious by checking the push order notification on the main control device 101 (it will be possible to determine whether the game is a push order bell winning game or not), but if the push order notification on the main control device 101 is made later as described above, it will be possible to expect favorable effect when producing the above-mentioned effects.
[0306] <Winning result processing> Next, the winning result response process performed in step S524 in the reel control process will be described with reference to the flowchart in Figure 40. In the winning result response process, processing is performed to start or end the AT mode depending on the game result.
[0307] First, in step S1401, it is determined whether either the first BB state flag or the second BB state flag is set, and it is determined whether the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step S1402 whether the number of bets is 3. If it is in the BB state, it is determined in step S1403 whether the number of bets is 3. That is, the processing of steps S1401 to S1403 corresponds to the processing of steps S901 to S903 above, and is processing for determining whether it is a specific specified number that is specified in association with the gaming state. If it is not the specific specified number, the winning result processing ends without performing the processing for the display mode (processing for the instruction function) from step S1404 onwards.
[0308] If the determination in step S1402 or step S1403 is affirmative and the number of bets is the specified number, the process proceeds to step S1404. In step S1404, it is determined whether the premonition flag is set. If the premonition flag is set, this means that after winning the AT mode transition lottery or the CZ mode transition lottery, the notification of winning these transition lotteries has not yet been made. In this case, in step S1405, the premonition mode processing is executed, and then the winning result response processing is terminated.
[0309] On the other hand, if the premonition flag is not set in step S1404, it is determined in step S1406 whether the CZ mode flag is set. If the CZ mode flag is set and the game is in CZ mode, CZ mode processing is executed in step S1407, and then the winning result processing is terminated.
[0310] If the CZ mode flag is not set in step S1406, it is determined in step S1408 whether the AT mode flag is set. If the AT mode flag is set and the game is in AT mode, AT mode processing is executed in step S1409, and then the winning result processing is terminated. If the determination in step S1408 is negative, the winning result processing is terminated.
[0311] The process for the precursor mode, the process for the CZ mode, and the process for the AT mode will be explained below.
[0312] <Precursor mode processing> In the premonition mode processing, as shown in FIG. 41, in step S1501, the premonition counter is decremented by 1. Then, in step S1502, it is determined whether the premonition counter has reached 0. If not, in step S1503, a premonition game count command is set as an output target to the sub-control unit 180, and then the premonition mode processing is terminated. The premonition game count command contains information about the current premonition counter. The sub-control unit 180 can determine the number of games remaining in the premonition mode from the premonition command received at the start of the premonition mode. Furthermore, the sub-control unit 180 can also determine the number of games remaining in the premonition mode from the premonition game count command. This allows the sub-control unit 180 to accurately determine the number of games remaining if the premonition game count is rewritten, for example, when a player wins a lottery to transition to AT mode during the premonition mode of CZ mode.
[0313] If the precursor counter is 0 in step S1502, the precursor flag is cleared in step S1504.
[0314] In the following step S1505, by determining whether the AT mode hit flag is set, it is determined whether the current premonition mode was entered based on winning the AT mode transition lottery. If the AT mode hit flag is not set and the current premonition mode was entered based on winning the CZ mode transition lottery, the process proceeds to step S1506. In step S1506, a process is executed to clear the CZ mode hit flag. Then, in step S1507, the CZ mode flag is set, and in step S1508, a process is executed to input a predetermined number, 5, into the CZ game counter provided in the various counter area 106e. The CZ game counter is a counter that allows the CPU 102 to determine the number of games remaining in one set of CZ mode, and is decremented by one each time one game is played in CZ mode. Thereafter, in step S1509, a continuation rate setting process is executed. As described above, the CZ mode in this embodiment is configured so that the continuation condition is judged for each set, and transition to AT mode is possible even if the continuation condition is met for a specific number of sets, and the continuation rate setting process is a process for setting the continuation rate used in the continuation judgment to meet the continuation condition when each set is updated.
[0315] As shown in Figure 42 (a), the continuation rate setting process first executes a process in step S1601 to add 1 to the CZ number counter provided in the various counter area 106e. The CZ number counter is a counter that allows the CPU 102 to grasp the number of times the game has transitioned to the CZ mode during a favorable period of 1, and is cleared to 0 at the end of the favorable period.
[0316] In the next step S1602, a process is executed to obtain a continuation rate table from the various table storage area 105a. As shown in FIG. 42(b), the continuation rate table is set so that the continuation rate (50% to 80%) selected can vary depending on the number of transitions to CZ mode during one advantageous period, and is set so that the more transitions to CZ mode there are, the more likely a higher continuation rate is to be selected. By doing this, even if a transition to AT mode cannot occur in CZ mode, the more times the player enters CZ mode, the easier it becomes to transition to AT mode, which can encourage the player to continue playing.
[0317] In the following step S1603, a continuation rate lottery process is executed. Then, in step S1604, the continuation rate of each set in the current CZ mode is set by inputting the processing result of step S1603 into the continuation rate counter in the various counter area 106e. Thereafter, in step S1605, a process is executed to set the continuation rate command as an output target to the sub-control device 180, and then this continuation rate setting process is terminated. The sub-control device 180 that has received the continuation rate command controls the auxiliary display unit 65 and speaker 64 to display suggestive effects suggesting the continuation rate of the current CZ mode at the start of the CZ mode or during the CZ mode.
[0318] Returning to the explanation of the premonition mode processing (Figure 41), after executing the continuation rate setting processing in step S1509, in step S1510, a process is executed to add 1 to the battle counter provided in the various counter area 106e. The battle counter is a counter that allows the CPU 102 to know which set the current set is in this CZ mode. Then, in step S1511, a process is executed to set a CZ start command as an output target to the sub-control device 180, and then this premonition mode processing is terminated. Upon receiving the CZ start command, the sub-control device 180 controls the auxiliary display unit 65 and speaker 64 to notify the user that the CZ mode transition lottery has been won, as well as to notify the user that the CZ mode will begin.
[0319] If the AT mode hit flag is set in step S1505 and the current premonition mode is a premonition mode based on winning the AT mode transition lottery, then in step S1512, a process is executed to clear the AT mode hit flag. Then, in step S1513, a process is executed to set an AT mode flag in the various flag storage area 106d. In the following step S1514, a process is executed to input 100 into the AT coin number counter provided in the various counter area 106e. As described above, the AT coin number counter is a counter that allows the CPU 102 to grasp the remaining number of coins to be paid out in the AT mode (the difference in coins, the number of coins paid out minus the number of bets), and is updated each time one game is played by subtracting the value obtained by subtracting the number of bets from the number of coins paid out.
[0320] Thereafter, in step S1515, a process is executed to set the AT start command as an output target to the sub-control device 180, and the process for the precursor mode is terminated. The sub-control device 180 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the start of the AT mode. When the AT mode is started, a lottery is executed to determine whether the AT mode is the first AT mode or the second AT mode, and information corresponding to the result of the lottery is preferably stored in RAM 106. The lottery may be configured so that the selection rate between the first AT mode and the second AT mode differs depending on the result of the lottery that triggered the transition to the AT mode (the result of the lottery when the AT mode transition lottery is won), or the selection rate may differ depending on the result of the lottery at the time of transition to the AT mode, or a random selection may be performed regardless of the result of the lottery to determine which mode to select. As described above, the first AT mode and the second AT mode have different winning probabilities for the additional lottery, and by doing so, it becomes possible to suitably select which lottery table to acquire when performing the additional lottery during the AT mode (Fig. 35). In this embodiment, it is difficult for a player to identify whether the AT mode to be shifted to (being executed) is the first AT mode or the second AT mode from the presentation content, etc., but it may be configured so that it can be identified from the presentation content, etc.
[0321] <Processing for CZ mode> As described above, in the CZ mode of the present embodiment, an AT mode transition lottery that is more likely to be won than the normal mode is performed in each game. Also, with a predetermined number of games as one set, the set is updated by establishing a continuation condition in each set, and it is also possible to transition to the AT mode by establishing the continuation condition in a specific number of sets. In this processing for the CZ mode, the number of games in each set is managed, and the update of the set, determination of whether the continuation condition is satisfied, etc. are performed.
[0322] That is, in the CZ mode processing, as shown in the flowchart of FIG. 43, it is determined in step S1701 whether or not the current game is the start game of the CZ mode. The start game can be identified by the battle counter, which indicates the number of sets, being 1, and the CZ game counter, which indicates the number of games in one set, being the maximum number (5 before subtraction). If the current game is the start game of the CZ mode, the CZ start AT lottery processing is executed in step S1702. In the CZ start AT lottery processing, an AT mode transition lottery is executed based on the lottery results and winning results of the game that is currently ending. For example, as shown in FIG. 33, the winning probability of the AT mode transition lottery for each game in the CZ mode may differ. In this embodiment, the AT mode transition lottery is set to be easier to win than each game in the CZ mode. Furthermore, the winning probability of the AT mode transition lottery is set to differ depending on the lottery results of each game, so that the less likely the lottery result for each game is, the easier it is to win the AT mode transition lottery. Furthermore, for example, with regard to the push order bell, the probability of winning the AT mode transition lottery is set to differ depending on the winning result, and if any of the 1st to 6th small wins are achieved, it is possible to win the AT mode transition lottery, but if none of the 1st to 6th small wins are achieved (if the 9th to 32nd small wins are achieved or if a win is missed), it is set so that it is less likely to win the AT mode transition lottery than if any of the 1st to 6th small wins are achieved, and specifically, it is set so that the player will not win the AT mode transition lottery.
[0323] After executing the AT lottery process at the start of the CZ in step S1702, it is determined in step S1703 whether or not the AT mode transition lottery has been won. If the lottery has been won, processing for when the AT mode transition lottery during the CZ mode has been won is performed in steps S1704 to S1710.
[0324] That is, similar to the processing of steps S1116 to S1120 and steps S1114 to S1115 described above, the AT mode win flag is set in step S1704, and the CZ mode flag is cleared in step S1705. Thereafter, the CZ game counter is input into the premonition counter in step S1706, and the number of remaining sets in CZ mode (2 remaining since this is the first time) is determined in step S1707. In step S1708, the number of remaining sets in CZ mode multiplied by the unit number of continuing games is added to the premonition counter. These processing steps end CZ mode, and the game up to the transition to AT mode will be played in premonition mode. Thereafter, the premonition flag is set in step S1709, and the premonition command output setting is performed in step S1710, after which the CZ mode processing ends.
[0325] If it is determined in step S1701 that the game is not a CZ mode start game, or if it is determined in step S1703 that the CZ start AT lottery process was not won, proceed to step S1711. In step S1711, the battle counter is counted to determine which set in CZ mode the current game is in. Then, in step S1712, the CZ game counter is counted to determine the number of games remaining in the current set.
[0326] In the following step S1713, it is determined whether or not the current game is the start game of the set. Note that the start game of the CZ mode is also the start game of the set, so the determination in step S1713 is affirmative. If it is the start game of the set, in step S1714, a win lottery process at the start of the set is executed.
[0327] In this embodiment, in each set of the CZ mode, a battle between an ally character and an enemy character is performed as an effect using the auxiliary display unit 65 and the speaker 64. If the continuation condition for that set is met, an effect is executed in which the ally character wins the battle, and if the continuation condition is not met, an effect is executed in which the ally character is defeated. The set start win lottery process of step S1714 is a process in which a lottery is performed at the start of a set to determine whether or not the continuation condition for that set will be met, and if the win lottery process is successful, an effect is executed in which the continuation condition for that set is met and the ally character wins.
[0328] In the set start win lottery process of step S1714, the continuation rate for the current CZ mode set in the continuation rate setting process is determined from the continuation rate counter, and a win lottery process is performed. If the win lottery is won in the process of step S1714, a process is executed to set a continuation flag indicating that the continuation condition for the current set has been met in the various flag storage area 106d. Also, in step S1714, if the win lottery is won, a continuation command indicating that the continuation condition for the set has been met is set as an output target to the sub-control device 180. Based on receiving the continuation command, the sub-control device 180 controls the auxiliary display unit 65 and speaker 64 to perform an effect in which the ally character wins the current set.
[0329] If it is not the start game of the set in step S1713, or after the lottery process in step S1714 has been executed, the CZ game counter is decremented in step S1715. In the following step S1716, it is determined whether the CZ game counter has reached 0, and if it is not 0 and there are games remaining in the set, the process proceeds to step S1717.
[0330] In step S1717, a battle win lottery process is executed. In the battle win lottery process, a lottery is executed to determine whether the continuation condition for the current set is met based on the lottery results and winning results of the game to be ended. For example, as shown in FIG. 33, in this embodiment, the probability of winning the battle win lottery is set to differ depending on the lottery results of each game, and the less likely the lottery result for each game is to win, the more likely the player is to win the win lottery. Furthermore, for example, with respect to the push order bell, the probability of winning the win lottery is set to differ depending on the winning result. If any of the first to sixth small wins is achieved, the player can win the win lottery. However, if none of the first to sixth small wins is achieved (if the ninth to thirty-second small wins are achieved or if a player misses a win), the player is less likely to win the win lottery than if any of the first to sixth small wins is achieved. Specifically, the player is set to not win the win lottery. Note that even if the winning lottery is won in the processing of step S1717, the processing is executed to set a continuation flag indicating that the continuation condition for the current set has been met in the various flag storage area 106d, as in the processing of step S1714. Also, in step S1717, if the winning lottery is won, a continuation command indicating that the continuation condition for the set has been met is set as an output target to the sub-control device 180 side.
[0331] Then, in step S1718, the CZ game count command is set as an output target to the sub-control device 180, and then the CZ mode processing is terminated. The CZ game count command includes information on the current CZ game counter and battle counter, and the sub-control device 180 can grasp the current number of sets in CZ mode and the number of games remaining in that set using the CZ game count command.
[0332] If it is determined in step S1716 that the CZ game counter is 0 and that this is the end game of the set, it is determined in step S1719 whether the continuation condition for this set is met, i.e., whether the victory condition for the battle is met. If it is determined that the victory condition for the battle is not met, the CZ mode flag is cleared in step S1720, and a CZ end command is set as an output target to the sub-control device 180 in step S1721, after which the CZ mode processing is terminated. Upon receiving the CZ end command, the sub-control device 180 controls the auxiliary display unit 65 and the speaker 64 to notify the end of CZ mode. As already explained, if the AT mode transition lottery is won during CZ mode, CZ mode ends at that point and transitions to the premonition mode. Therefore, when the CZ mode flag is cleared in step S1720 and CZ mode ends, it means that the AT mode transition lottery was not won during CZ mode.
[0333] If it is determined in step S1719 that the continuation condition for the current set is met (the victory condition for the battle is met), the process proceeds to step S1722. In step S1722, it is determined whether the battle counter is at a specific number (3). If the determination in step S1722 is affirmative, it means that the set that is ending this time is the final set, and the continuation condition (victory condition) was met in that final set. If the determination in step S1722 is negative, it means that the set that is ending this time is not the final set, and that the game will continue to the next set.
[0334] If a negative determination is made in step S1722, the process proceeds to step S1723, where a process of adding 1 to the battle counter is executed. Subsequently, in step S1724, a process of inputting 5 to the CZ game counter is executed. These processes mean that the update to the next set has been performed. Then, after executing the process of setting the battle continuation command as the output target to the sub-control device 180 in step S1725, the CZ mode-specific process ends. On the sub-control device 180 side, processes are performed so that the effects of the update of the set based on the battle continuation command are executed on the auxiliary display unit 65 and the speaker 64.
[0335] If an affirmative determination is made in step S1722, the process proceeds to step S1726, where a process for shifting to the AT mode is executed. In step S1726, a process of setting the AT mode winning flag is executed. Then, in step S1727, a process of inputting 0 to the precursor counter is executed, and in step S1728, a process of setting the precursor flag is executed. These processes mean that the shift to the precursor mode of 0 games has been made, and the shift process to the AT mode will be performed in the next game. Then, after executing the process of setting the precursor command as the output target to the sub-control device 180 in step S1729, the CZ mode-specific process ends.
[0336] <AT mode-specific process> In the AT mode-specific process, as shown in the flowchart of FIG. 44, in step S1801, a process of grasping the bet amount of the current game is executed, and in step S1802, a process of grasping the payout number of the current game is executed. Then, in step S1803, a process of subtracting the value obtained by subtracting the bet amount from the payout number from the AT number counter is executed. For example, when 13 payouts occur in a 3-bet game, a process of subtracting 10 from the AT number counter is executed, and when 0 payouts occur in a 3-bet game, a process of adding 0 to the AT number counter is executed.
[0337] In this embodiment, the AT coin number counter is updated in a game in which a medal payout (a small win) occurs. However, the AT coin number counter may also be updated in a game in which no medal payout occurs. In this case, the number of bets on a game in which no medal payout occurs may be added to the AT coin number counter. This prevents a situation in which the total number of payouts during the AT mode is reduced by the number of medals required for betting on each game, even if the same number of payouts are not obtained, when a small win occurs for a long time. In contrast, by adopting the present embodiment, the total number of payouts during the AT mode differs depending on whether or not a small win occurs in each game, thereby improving the playability of each game during the AT mode. Furthermore, in this embodiment, the AT coin number counter is updated at the end of a game. However, if the number of bets on a game in which a small win does not occur is taken into account, the number of bets on that game may be added to the AT coin number counter at the start of the game.
[0338] Furthermore, in this embodiment, the payout number obtained by subtracting the number of bets from the AT coin counter when a small winning combination is achieved is added to the AT coin counter, but it is also possible to add the number of bets for that game to the AT coin counter at the start of the game and then subtract the number of payouts for that game from the AT coin counter at the end of the game. In this case, if the number of bets for that game is subtracted from the AT coin counter at the end of the game when a small winning combination is not achieved, the number of bets for that game when a small winning combination is not achieved is not taken into account (the total number of payouts varies depending on whether a small winning combination is achieved in each game), and if the number of bets for that game is not subtracted from the AT coin counter at the end of the game when a small winning combination is not achieved, the number of bets for that game when a small winning combination is not achieved is not subtracted from the AT coin counter at the end of the game (the total number of payouts is the same regardless of whether a small winning combination is achieved in each game).
[0339] Then, in step S1804, it is determined whether the AT coin number counter has reached 0. If the AT coin number counter has not reached 0 and the AT mode termination conditions have not been met, in step S1805, a process is executed to set the AT coin number command as an output target to the sub-controller 180, and then the AT mode processing is terminated. The AT coin number command contains information about the current AT coin number counter, and the sub-controller 180 can determine the number of coins remaining in the AT mode from the AT start command received at the start of the AT mode, and can also determine the number of coins remaining in the AT mode from the AT coin number command received in each game during the AT mode.
[0340] When the AT number counter becomes 0 and the conditions for ending the AT mode are met, processing for ending the AT mode is executed in steps S1806 to S1808.
[0341] That is, in step S1806, the AT mode flag is cleared, and in step S1807, a process is executed to set an AT mode end flag in the various flag storage area 106d. After that, in step S1808, a process is executed to set the AT end command as an output target to the sub-control device 180, and then this AT mode processing is terminated. The AT mode end flag is a flag for terminating the advantageous zone when the AT mode ends. Upon receiving the AT mode end command, the sub-control device 180 controls the auxiliary display unit 65 and speaker 64 to perform an effect corresponding to the end of the AT mode.
[0342] <Management of advantageous zones> Next, we will explain the first section display process and the second section display process, which are used to control the right eighth display segment Na8 as a section indicator, transition to a favorable section, and end a favorable section.
[0343] <First section display process> First, the first section display process will be described with reference to Fig. 45. The first section display process is a process carried out in step S414 of the lottery process (Fig. 21), 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 the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.
[0344] In step S1901, it is determined whether the right eighth display segment Na8 is being displayed as a section indicator, more specifically, whether the right eighth display segment Na8 is being lit. As already explained, when the right eighth display segment Na8 is being lit, it indicates that the advantageous section is a specific section in which at least the notification conditions for the push order notification to occur are met. If the determination in step S1901 is negative and it is determined that the right eighth display segment Na8 is being turned off, the process proceeds to step S1902.
[0345] In step S1902, it is determined whether or not an advantageous zone winning game flag has been set in the various flag storage area 106d. 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 that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, processing is executed in step S1903 to clear the advantageous zone winning game flag. Then, processing is executed in step S1904 to set the advantageous zone flag.
[0346] In step S1905, the number of games played in the advantageous zone is counted. More specifically, processing is performed to start measuring the advantageous zone game count AG in the various counter areas 106e. The advantageous zone game count AG corresponds to a means for determining the number of games played in the advantageous zone. Then, in step S1906, advantageous zone transition processing is performed. The advantageous zone transition processing is a process for setting the state and advantageous degree of the advantageous zone to be transitioned to this time. Specifically, in the advantageous zone transition processing, the above-mentioned ceiling counter is set by lottery or the like, and the ceiling game count that allows transition to the AT mode without winning the AT mode transition lottery after transition to the advantageous zone is set. The ceiling counter lottery may be performed, for example, using a setting value or the lottery results of the game in question. It is preferable to make it so that a shorter ceiling game count is more likely to be selected for higher settings, a shorter ceiling game count is more likely to be selected for even settings than for odd settings, or a shorter ceiling game count is more likely to be selected for less likely winning results of the current game lottery. Then, a value corresponding to the ceiling game number determined by lottery may be input to the ceiling counter, and for example, a ceiling command including information corresponding to the ceiling counter may be output to the sub-control device 180, so that an effect suggesting the ceiling game number is displayed on the auxiliary display unit 65 or speaker 64. In addition, when drawing the ceiling counter lottery, a random number for the lottery is obtained, and the ceiling game number (ceiling counter) is determined by lottery using the set value, the game lottery result, etc.
[0347] In the first section display process, after the advantageous section transition process is executed in step S1906, the right eighth display segment Na8 is turned on in step S1907 to start displaying the section indicator.
[0348] If it is determined in step S1901 that the eighth right display segment Na8 is being displayed as a section indicator, then in step S1908, processing is executed to continue the display during the advantageous section. Specifically, in step S1908, processing is executed to continue the situation in which the eighth right display segment Na8 is lit. In other words, processing to end the display of the section indicator is not executed in this first section display processing.
[0349] If it is determined in step S1902 that the advantageous zone winning game flag is not set, then after executing the display start process in step S1907 or after executing the display continuation process in step S1908, it is determined in step S1909 whether or not the AT mode flag is set. If it is determined in step S1909 that none of the AT mode flags are set, then in step S1910, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.
[0350] On the other hand, if it is determined in step S1909 that any of the AT mode flags is set, in step S1911, a process is executed to add 1 to the role ratio second counter provided in the various counter area 106e. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.
[0351] After the processing of step S1910 or step S1911 is executed, a role ratio calculation process is executed in step S1912. 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 that calculates the proportion of the number of games in which a push order notification may occur out of the total number of games. Then, in step S1913, a process is executed to display the calculation result of step S1912 on the role ratio monitor 77.
[0352] As shown in FIG. 5, the winning combination monitor 77 has multiple 7-segment displays each consisting of seven display segments. Specifically, the winning combination 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 displays. 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 Na1 to Na7 and Nb1 to Nb7 of the payout number display unit 62. By controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each winning combination monitor 77 displays a predetermined symbol (including letters and numbers), and in particular, the winning combination monitor 77 can display five-digit numbers.
[0353] In step S1913, the result of the calculation process in step S1912 is output to the role ratio monitor 77, and display control is performed on each display section 77A-77E on the role ratio monitor 77 so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and with 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 the process of step S1913 is executed, the first section display process is terminated.
[0354] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the calculation process of step S1912 has been performed to round off the number to the fifth decimal place. Furthermore, 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. Furthermore, 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.
[0355] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 46. As already explained, the second section display process is a process that is performed in step S525 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) have been performed at the end of one game.
[0356] In step S2001, 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 S2002, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG. In the following step S2003, a process is executed to update the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.
[0357] In the MY update process in step S2003, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.
[0358] After executing the MY update process in step S2003, a remaining game count management process is executed in step S2004, followed by a remaining coin count management process in the following step S2005. The remaining game count management process is a process for managing whether the advantageous zone is in a situation where the number of games required to pay out the current remaining payout number, based on the remaining payout number in AT mode, will reach the upper limit number of games (1500 games). The remaining game count management process, for example, determines whether the sum of the number of games in the advantageous zone AG (the number of games played in the advantageous zone) and the expected number of remaining games calculated from the AT coin count counter (the remaining payout number in AT mode) is greater than the upper limit number of games in the advantageous zone. If such a situation exists, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. The remaining coin count management process is a process for managing whether the advantageous zone is in a situation where the remaining payout number in AT mode will reach the upper limit increase number (2400 coins). In the remaining payout number management process, for example, it is determined whether the sum of the AT number counter and the current advantageous zone increase / decrease number MY is greater than the advantageous zone increase / decrease number. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag to identify the situation.
[0359] After the remaining game count management process and remaining coin count management process are executed, step S2006 determines whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins in the advantageous zone that have increased or decreased MY has reached the upper limit of 2400. If either of these conditions for forced termination is met, step S2007 clears the number of games in the advantageous zone AG and the number of coins in the advantageous zone that have increased or decreased MY to 0. In the following step S2008, a process is performed to terminate the display of the right eighth display segment Na8 as a zone indicator. Then, in step S2009, a process is executed to initialize parameters and information such as various flags and counters in the advantageous zone, and then the second zone display process is terminated.
[0360] Specifically, the initialization process for the advantageous zone information in step S2009 executes a process to reset flags and counters set at the transition to the current advantageous zone and flags and counters set during the current advantageous zone to their initial values. For example, if the advantageous zone flag or various AT mode flags are set and not cleared, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the counter for the number of continuing games in AT mode, the AT preparation counter, etc. are greater than 0, all of these counters are reset to 0. In other words, this initialization process for the advantageous zone information initializes all variables and parameters that affect the performance of the push order notification for the advantageous zone as a favorable state using the push order notification, and is a process to clear RAM for such variables and parameters.
[0361] If it is determined in step S2006 that the number of games in the advantageous zone AG has not reached the upper limit and 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 S2010, where it is determined whether the AT mode end flag is set. If the AT mode end flag is set, the process proceeds to step S2007, where processing for ending the advantageous zone is executed. If the AT mode end flag is not set, processing for ending the advantageous zone is executed as is.
[0362] <Display main processing> Next, the processing executed by the CPU 181 of the sub-control device 180 on the sub side will be described. Figure 47 is a flowchart showing the display main processing of the sub-control device 180. The display main processing is processing that is started when power is restored from a power outage or when power is turned on by turning on the power switch 71. In other words, when the main processing (Figure 19) on the main control device 101 side is started, the display main processing on the sub-control device 180 side is also started.
[0363] In step S2101, as an initialization process, the value of the stack pointer is set in the CPU 181, an interrupt mode that permits interrupt processing is set, and then various settings are made for registers in the CPU 181, I / O devices, etc.
[0364] In the next step S2102, it is determined whether or not a startup command has been received from the main control device 101. As described above, the startup command is a command output in step S208 of the main processing in the main control device 101, and is a command for checking the connection between the main control device 101 and the sub-control device 180 when power is turned on. If a startup command has been received, in step S2103, startup volume setting processing is executed. In the startup volume setting processing, processing is executed to set the volume to a specific volume for a predetermined period after power is turned on.
[0365] After executing the process of step S2103, in step S2104 it is determined whether the system state is in a voltage drop state, i.e., whether the drive voltage has dropped to a predetermined voltage (less than 10 volts in this embodiment) and the power has been cut off. If the system state is in a voltage drop state, it is determined that the power has been cut off, and power outage processing is performed in step S2105. In power outage processing, processing is performed to save information such as the current performance content in a backup area of RAM 183. This makes it possible to restore the performance state before the power outage based on the information stored in the backup area when power is restored. After power outage processing is performed, an infinite loop is entered until the power is completely cut off and processing is no longer possible.
[0366] If the system state is not a low voltage state, step S2106 updates the random number values used when selecting various effects, and step S2107 executes processing for timer interrupt processing on the sub-control device 180 side. In step S107, for example, it is determined whether it is time for an interrupt for the timer interrupt processing, and if it is time for an interrupt, processing is performed to start the timer interrupt processing. In the timer interrupt processing, for example, various timer counters and set effect data are updated.
[0367] Then, in step S2108, a performance setting process is executed to set various performance settings, and in step S2109, a sub-operation response process is executed as a process to be performed when the performance switch 66 etc. is operated, and in step S2110, a standby mode management process is executed to manage the standby mode to which the system is switched when no operation is performed for a predetermined period of time, and in step S2111, a volume setting process is executed to set the volume of various sound effects etc. to be output from the speaker 64, before returning to step S2104.
[0368] The loop processing of steps S2104 to S2111 is set to be executed at 1.49 msec intervals, and the effect setting processing, sub-operation response processing, standby mode management processing, volume setting processing, etc. are also started at 1.49 msec intervals.
[0369] On the other hand, if it is determined in step S2102 that the start-up command has not been received from the main control device 101, an error notification process is executed in step S2112. The error notification process will be described in detail later.
[0370] <Performance setting processing> The effect setting process in step S2108 will be described with reference to the flowchart in FIG.
[0371] In the effect setting process, first, in step S2201, 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 S2202, a command determination process is executed to grasp the game progress status on the main control device 101 side based on the received command.
[0372] After executing the process of step S2202, it is determined in step S2203 whether the newly received command is a bet command. A bet command is a command output from main control device 101 based on a bet operation, such as a command set in step S306 of normal processing. If it is a bet command, in step S2204, a bet effect setting process is executed to set effects based on the current bet operation.
[0373] If a negative determination is made in step S2203, or after the processing of step S2204 has been executed, it is determined in step S2205 whether the newly received command is a start operation command. A start operation 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 S411 of the lottery processing, as well as a premonition command, an additional command, and a push order notification command set in a lottery result response processing, etc. If it is one of these start operation commands, a start operation effect setting processing is executed in step S2206.
[0374] If a negative decision is made in step S2205, or after the processing of step S2206 has been executed, it is determined in step S2207 whether the newly received command is a spin start command. A spin start command is a command output from the main control device 101 when the rotation of each of the reels 32L, 32M, and 32R begins, and is a command set in step S504 of the reel control processing. If the command is a spin start command, spin start effect setting processing is executed in step S2208.
[0375] If a negative decision is made in step S2207, or after the processing of step S2208 has been executed, in step S2209 it is determined whether or not the newly received command is a stop-enabled command. A stop-enabled command is a command output from main control device 101 when the rotation of each of reels 32L, 32M, and 32R reaches a constant speed and operation of stop switches 42-44 becomes possible, and is a command set in step S506 of the reel control processing. If the command is a stop-enabled command, in step S2210 a stop-enabled effect setting processing is executed.
[0376] If a negative decision is made in step S2209, or after the processing of step S2210 has been executed, it is determined in step S2211 whether the newly received command is a stop command. Stop commands include stop ON commands and stop OFF commands output by the reel control processing of the main control device 101 when the stop switches 42 to 44 are operated to stop ON or stop OFF, as well as reel stop commands output by the reel control processing of the main control device 101 when the corresponding reel has stopped. If the command is one of these stop commands, stop effect setting processing is executed in step S2212.
[0377] If a negative determination is made in step S2211, or after the processing of step S2212 has been executed, in step S2213 it is determined whether the newly received command is a winning command. A winning command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped. In addition to the winning result command set in step S526 of the reel control processing, there are also the first BB start command, second BB start command, first BB end command, second BB end command, CZ start command, continuation rate command, premonition command, continuation command, CZ game count command, CZ end command, battle continuation command, AT start command, AT coin count command, and AT end command, etc., which are set in the bonus state processing and winning result response processing. If the command is one of these winning commands, in step S2214 a winning effect setting process is executed.
[0378] If a negative determination is made in step S2213, or after the processing of step S2214 has been executed, it is determined in step S2215 whether the newly received command is a payout start command. A payout start command is a command output from the main control device 101 when the payout of medals begins, and is a command set in step S702 of the medal payout processing. If it is a payout start command, a payout start performance setting process is executed in step S2216.
[0379] If a negative determination is made in step S2215, or after the processing of step S2216 has been executed, it is determined in step S2217 whether or not the newly received command is a payout end command. A payout end command is a command output from the main control device 101 when the payout of medals is completed, and is a command set in step S708 of the medal payout processing. If it is a payout end command, a payout end performance setting process is executed in step S2218.
[0380] If the determination in step S2217 is negative, or after the processing of step S2218 has been executed, it is determined in step S2219 whether or not any error command has been received. If any error command has been received, an error notification setting process is executed in step S2220. In the error notification setting process, the auxiliary display unit 65 and speaker 64 are controlled so that an error notification corresponding to the received error command is executed.
[0381] If a negative judgment is made in step S2201 or step S2219, or after the processing of step S2220 has been executed, other processing is executed in step S2221, and then the effect setting processing is terminated. In step S2221, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in each of the above effect setting processing are executed at the corresponding timing. Also, in step S2221, effect settings are made based on signals from sensors (effect switch detection sensors, etc.) connected without going through the main control device 101.
[0382] Below, we will explain the processing for setting the effects when betting, the processing for setting the effects when starting the operation, the processing for setting the effects when spinning starts, the processing for setting the effects when stopping is possible, the processing for setting the effects when stopping, the processing for setting the effects when winning is won, the processing for setting the effects when payout starts, the processing for setting the effects when payout ends, and the error notification processing, and then we will explain the command determination processing.
[0383] <Bet effect setting process> First, the bet time effect setting process in step S2203 will be described with reference to the flowchart in FIG.
[0384] In step S2301, it is determined whether or not a command abnormality flag has been set in the various flags storage area 183a. The command abnormality flag is a flag that is set when there is a discrepancy between the command received from the main control device 101 and the game progress status ascertained in the command determination process of step S2201. The process of setting such a command abnormality flag and what to do when the command abnormality flag is set will be explained later, but here we will explain the case where the command abnormality flag is not set.
[0385] If it is determined in step S2301 that the command abnormality flag is not set, it is determined in step S2302 whether the betting command currently received is a betting command for re-play. A betting command for re-play is a command output from the main control device 101 when the result of the previous game was a re-play win and an automatic betting process is performed in association with the re-play win (when a bet is made in association with a re-play win).
[0386] If the bet command is not for a replay but is based on the player operating the credit insertion switches 56, 57 or inserting medals to place a bet that reaches the specified number, then in step S2303, a process is executed in which a value corresponding to the current bet number is input to the bet number counter in the various counter area 183b. The bet number counter is a counter that allows the CPU 181 to grasp the number of medals bet in the current game. Then, in step S2304, a process is executed to perform a bet effect corresponding to the bet number input to the bet number counter, and then the bet effect setting process is terminated. More specifically, in accordance with the bet number input to the bet number counter, a process is executed in which the bet display unit 34 is turned on and a sound effect corresponding to the bet number is output from the speaker 64.
[0387] If it is determined in step S2302 that it is a bet command for re-play, it is determined in step S2305 whether the bet command for re-play received this time is a bet command for re-play associated with winning a special re-play (chance eye A to chance eye C, cherry A to cherry C). If it is not a bet command for re-play associated with winning such a special re-play, processing is executed in step S2306 to perform a bet effect for normal re-play according to the number of bets based on the bet command for re-play received, and then this bet effect setting processing is terminated.
[0388] If it is determined in step S2305 that the command is a bet command for replay due to a special replay win, in step S2307, processing is executed to perform a bet effect for special replay according to the number of bets based on the received bet command for replay, and then the bet effect setting processing is terminated.
[0389] The bet effects for normal re-play and the bet effects for special re-play have different presentation modes so that they can be distinguished by the player. Specifically, the bet effects for normal re-play are performed based on the reception of a bet command for the re-play (such as lighting up the bet display unit 34 and outputting sound effects), while the bet effects for special re-play have different execution timings in that they are performed based on the player's betting operation (such as operating the credit insertion switches 56, 57 or inserting a medal). The sound effects for the bet effects are also different. Specifically, the sound effects for the bet effects for special re-play are set to be the same as or nearly the same as the sound effects for the bet effects associated with the player's bet operation (the sound effects for the bet effects set in step S2304), while the sound effects for normal re-play are set to be different from the sound effects for special re-play and the sound effects of step S2304. By doing this, it is possible to give the player a strong impression that special replays (Chance Eye A to Chance Eye C and Cherry A to Cherry C) are not replays, but are treated the same as regular payout small winnings (watermelon, etc.).
[0390] <Start operation effect setting process> Next, the start operation performance setting process in step S2206 will be described with reference to the flowchart in FIG.
[0391] In the start operation performance setting process, first, in step S2401, it is determined whether or not the command abnormality flag is set. Here, the description will proceed assuming that the command abnormality flag is not set.
[0392] If the command abnormality flag is not set, the process proceeds to step S2404, where a first acquisition display update process is executed. The first acquisition display update process is a process for displaying the cumulative total (total number) of medals acquired (paid out) in AT mode on the auxiliary display unit 65. In the following step S2405, a number-of-games-played update process is executed. The number-of-games-played update process is a process for displaying the cumulative total (total number) of the number of games played (number of games executed) in AT mode on the auxiliary display unit 65. The processes of steps S2404 and S2405 will be explained in detail later.
[0393] In the next step S2406, a process is executed to ascertain the lottery result of the current game based on the received lottery result command. Then, in step S2407, it is determined whether the lottery result of the current game is any of the specific roles. In this embodiment, so-called rare roles with a relatively low probability of winning, such as chance eye A to chance eye C, cherry A to cherry C, and watermelon, are set as the specific roles, but some of these roles or other roles may also be the subject of determination (a configuration may be adopted in which a positive determination is made in step S2407 in the case of some of these roles or other roles).
[0394] If it is determined in step S2407 that a specific role has been won, a chance effect lottery process is executed in step S2408. The chance effect is an effect that suggests that a specific role has been won in the game. For example, as shown in FIG. 62(a), an effect of displaying three exclamation marks on the auxiliary display unit 65 is set. The presentation mode of the chance effect may be varied depending on the possibility of winning a specific role or the type of specific role that has been won (for example, the more exclamation marks are displayed, the higher the possibility of winning a specific role with a low winning probability). In the chance effect lottery process, a counter (random number) for lottery is obtained from the various counter area 183b, and a lottery is performed to determine whether or not a chance effect will be executed in the current game. In this case, the winning probability of the chance effect lottery process may be varied depending on the type of specific role that has been won, and a configuration may be adopted in which a specific role with a lower appearance rate (winning probability) in the game is more likely to win the chance effect lottery process.
[0395] After executing the chance effect lottery process in step S2408, it is determined in step S2409 whether or not the lottery process has been won. If the lottery process has been won, the process proceeds to step S2410, where a process for selecting the mode of the chance effect to be executed this time is executed. For example, if multiple chance effect modes with different numbers of exclamation marks are set, a process for selecting one mode from the multiple modes is executed based on a lottery or the like (a lottery using the lottery results of the current game, etc.). Thereafter, in step S2411, a process for controlling the auxiliary display unit 65 (display control device 81) and the speaker 64 is executed so that a chance effect is executed as the rotation start effect of the current game. In other words, the chance effect of this embodiment is executed not as an effect at the time of the start operation, but as an effect at the start of rotation when each of the reels 32L, 32M, and 32R begins spinning. Note that in step S2410, a command for setting the chance effect is output to the display control device 81, and the display control device 81 executes a process for reading image data for the chance effect from ROM and temporarily storing it in a predetermined area of RAM. This temporarily stored image data is read from a predetermined area at the timing when a chance effect is executed (when each of the reels 32L, 32M, and 32R starts to rotate), and a display corresponding to the read image data is displayed on the auxiliary display unit 65. This flow of effect setting by the sub-control device 180 and display setting by the display control device 81 is the same in each of the effect setting processes described below.
[0396] If it is determined in step S2407 that the game is not a specific role winning game, the process proceeds to step S2412. In step S2412, it is determined whether the currently received lottery result command is a push order bell group command. As already explained, in this embodiment, if the game lottery result is one of the push order bells, the main control device 101 does not output a command corresponding to the detailed lottery result, but outputs a lottery result command corresponding to the push order bell group. Therefore, although the sub-control device 180 can determine from the current lottery result command that it is a game in which one of the push order bells has won, it cannot determine which push order bell has won, and it cannot identify the operation sequence that will result in the first small role to the sixth small role winning from the lottery result command.
[0397] If it is a push order bell group command, it is determined in step S2413 whether or not a push order notification command has been received. If a push order bell group command and a push order notification command have both been received, the process proceeds to step S2414, and a process is executed to store information on the push order (operation order of stop switches 42 to 44) that will result in the first to sixth small wins based on the received push order notification command in the push order counter of the various counter area 183b.
[0398] The push order counter is set as a counter that can be updated between 0 and 6, with 0 corresponding to no push order notification, 1 corresponding to forward pushes (left → center → right), 2 corresponding to pinch pushes (left → right → center), 3 corresponding to forward center pushes (center → left → right), 4 corresponding to reverse center pushes (center → right → left), 5 corresponding to reverse pinch pushes (right → left → center), and 6 corresponding to reverse pushes (right → center → left). Note that if an operation sequence that indicates only the first stop is set (left is the first stop, and the second stop is an operation sequence that does not matter whether it is center or right; center is the first stop, and the second stop is an operation sequence that does not matter whether it is left or right; right is the first stop, and the second stop is an operation sequence that does not matter whether it is left or center), it is a good idea to set the push order counter to correspond to these operation sequences.
[0399] After storing the push order information in the push order counter in step S2414, in step S2415, a process is executed to set up a push order notification effect to be displayed on the auxiliary display unit 65 (display control device 81) or speaker 64 as an effect at the start of rotation of the current game. In other words, like the chance effect, the push order notification effect of this embodiment is not executed as an effect at the time of the start operation, but as an effect at the start of rotation when rotation of each of the reels 32L, 32M, and 32R begins.
[0400] After executing the processing of step S2411 or step S2415, or if a negative determination is made in step S2409, step S2412, or step S2413, the process proceeds to step S2416. In step S2416, a premonition effect setting process is executed. In the premonition effect setting process, a process for setting the effect content for each game in the premonition mode is executed based on the premonition command received from the main control device 101. As described above, the premonition mode is a mode that is set when the AT mode transition lottery or the CZ mode transition lottery is won, and after a set number of premonition modes, a notification that the AT mode or CZ mode has been won is made. Note that a pseudo premonition mode may be set when the AT mode transition lottery or the CZ mode transition lottery is not won. In this pseudo premonition mode, an effect similar to or the same as the effect in the premonition mode when the player has won can be used to enjoy the premonition mode or pseudo premonition mode to determine whether or not the player has won the AT mode or CZ mode. Furthermore, by making the presentation content and selection rate of the presentation in the premonition mode different between when the AT mode transition lottery has been won and when the CZ mode transition lottery has been won, it becomes possible to enjoy a game in which one of the transition lotteries has been won from the presentation content, etc. Also, in a configuration in which a pseudo premonition mode is also provided, by making the presentation content and selection rate of the presentation in the premonition mode when the AT mode or CZ mode has been won different from the presentation content and selection rate of the presentation in the pseudo premonition mode, it becomes possible to enjoy a game in which one of the AT mode or CZ mode has been won from the presentation content, etc.
[0401] In the following step S2417, a CZ effect setting process is executed. As described above, the CZ mode is a mode in which a set of a predetermined number of games is executed for a specific number of continuation games. Each game in the CZ mode increases the probability of winning the AT mode transition lottery, and if the continuation lottery is won in the specific number of sets, transition to the AT mode is confirmed. In the CZ effect setting process in step S2417, effects are set that suggest and notify whether each set will continue using battle effects with friendly and enemy characters. Note that, as described above, if the AT mode transition lottery is won during the CZ mode, the main control device 101 transitions to the premonition mode, but the sub-control device 180 continues the effects of the CZ mode. The effects after winning the AT mode transition lottery during the CZ mode are also set in the CZ effect setting process in step S2415.
[0402] In the next step S2418, AT effect setting processing is executed. As described above, the AT mode is a mode in which the expected number of medals to be won when the push order bell is won increases by executing push order notification and push order notification effects, and many medals can be won, and the mode ends when the remaining number of payouts in the AT mode (AT coin number counter) managed by the main control device 101 becomes 0. In the AT effect setting processing of step S2418, processing is executed to perform an effect on the auxiliary display unit 65 and speaker 64 indicating that this is a mode in which the push order notification effect is likely to be performed, to perform an additional notification effect that the remaining number of payouts in the AT mode has been added, and to display the number of games played in the AT mode, the remaining number of payouts, the number of medals won, etc.
[0403] Thereafter, in step S2419, other start operation effect setting processes are executed, and then this start operation effect setting process is terminated. In step S2419, for example, processes are executed to output a sound effect from the speaker 64 indicating that the start lever 41 has been operated, to start an effect (wait effect) indicating that a wait period has begun in which the start lever 41 has been operated but the rotation of the reels 32L, 32M, and 32R has not yet started, and to turn off the lamps around the start lever 41 to notify that the operation has been accepted.
[0404] <Rotation start effect setting process> Next, the rotation start effect setting process executed in step S2208 will be described with reference to the flowchart in Fig. 51. The rotation start effect setting process is a process that is executed when a rotation start command has been received.
[0405] In step S2501, it is determined whether the command abnormality flag is set. Here, too, the description will proceed assuming that the command abnormality flag is not set.
[0406] If a positive determination is made in step S2501, processing is executed to start the effect (for example, chance effect or push order notification effect) set as the spin start effect in the immediately preceding start operation effect setting processing. Then, in step S2503, other spin start effect setting processing is executed, and then this spin start effect setting processing is terminated. In step S2503, for example, processing is executed to output sound effects from speaker 64 when each reel 32L, 32M, 32R starts spinning.
[0407] <Stop-enabled effect setting process> Next, the stop-enabled effect setting process executed in step S2210 will be described with reference to the flowchart in Fig. 52. The stop-enabled effect setting process is a process that is executed when a stop-enabled command has been received.
[0408] In step S2601, it is determined whether the command abnormality flag is set. Here, the description will proceed assuming that the command abnormality flag is not set.
[0409] If an affirmative determination is made in step S2601, a process is executed in step S2602 to change the lighting color of the stop lamps 42b to 44b built into the stop switches 42 to 44 from the lighting color corresponding to the unstoppable state to the lighting color corresponding to the stoppable state. By changing the lighting color of the stop lamps 42b to 44b to the lighting color corresponding to the stoppable state, the player can understand that the stop switches 42 to 44 can now be operated.
[0410] Note that the configuration may be such that the player is informed that the reels can be stopped by changing the state of the stop lamps 42b to 44b from an off state to an on state. Furthermore, a configuration may be such that an effect informing the player that the reels can be stopped by changing the state of the stop lamps 42b to 44b may be executed without receiving a stop-enabled command. Specifically, the effect informing the player that the reels can be stopped may also be executed when a so-called freeze effect is executed. The freeze effect is, for example, an effect in which an invalid period for invalidating the operation of the stop switches 42 to 44 is set to a period different from the normal period (a period longer than the normal period). Even in such a freeze effect, by executing an effect informing the player that the reels can be stopped using the stop lamps 42b to 44b, the player determines from the change in the state of the stop lamps 42b to 44b that the reels 32L, 32M, and 32R can be stopped and operates the stop switches 42 to 44, but the operation does not result in the stop control being performed. This enhances the effect of the freeze effect (the player's surprise that the stop control is not performed despite the stop operation). After executing the processing of step S2602, this stop-possible performance setting processing ends.
[0411] <Stop effect setting process> Next, the stop effect setting process executed in step S2212 will be described with reference to the flowchart in Fig. 53. The stop effect setting process is a process executed when a stop command such as a stop ON command, a stop OFF command, or a reel stop command is received as a stop command.
[0412] In step S2701, it is determined whether the command abnormality flag is set. Here, too, the description will proceed assuming that the command abnormality flag is not set.
[0413] If a negative decision is made in step S2701, it is determined in step S2702 whether the currently received stop command is a stop ON command. A stop ON command is a command that is output when any of the stop switches 42 to 44 is turned on for stop, and the main control device 101 is configured to perform stop processing for that reel when the stop ON operation is performed when the corresponding reel is not stopped.
[0414] If a stop ON command has been received (if a positive determination is made in step S2702), in step S2703, a process is executed to increment the ON operation counter provided in the various counter area 183b by 1. The ON operation counter is a counter that allows the CPU 181 to grasp the number of times the stop ON command has been received in one game. Then, in step S2704, a process is executed to grasp the reel that has been subjected to the current stop ON operation based on the received stop ON command.
[0415] In the next step S2705, it is determined whether or not the push order notification effect is being executed in the current game. If it is not being executed, in step S2706, processing is executed to set up the stop-ON operation effect based on the current stop-ON command to be executed on the auxiliary display unit 65 (display control device 81) and speaker 64. As the...
Claims
[Claim 1] Multiple circular bodies having multiple types of patterns attached in the circumferential direction, Each of the aforementioned circular bodies is provided with a display unit that makes some of the patterns visible, A starting operation means is provided for performing a starting operation to initiate rotation of each of the aforementioned circular bodies, A stopping operation means is provided for performing a stopping operation to stop each of the aforementioned circular bodies from circling, A drive control means that, when the start operation means is operated, executes a start drive control to start each of the circulating bodies from circulating, and when the stop operation means is operated, executes a stop drive control to stop the circulating of the corresponding circulating body. A lottery means that conducts a lottery to award a prize to the player based on the operation of the aforementioned starting operation means, A reward granting means capable of granting a reward corresponding to a predetermined result when the result of the lottery by the lottery means is a predetermined result, A gaming machine equipped with, As a result of the lottery by the lottery means, a first result is set in which, when the stop operation means is operated in a first operation mode, the first combination of symbols can be stopped at a specific position visible through the display unit, and a second result is set in which, when the stop operation means is operated in a second operation mode different from the first operation mode, the second combination of symbols different from the first combination of symbols can be stopped at the specific position. A first mode notification means capable of performing a first mode notification regarding the operation mode of the stop operation means based on the lottery result of the lottery means, A second mode notification means is provided separately from the first mode notification means, and is capable of performing a second mode notification regarding the operation mode of the stop operation means based on the lottery result of the lottery means, Equipped with, In a situation where no predetermined abnormality has occurred, the first mode notification for the first operation mode has been performed by the first mode notification means, and the second mode notification for the first operation mode has been performed by the second mode notification means, if the stop operation means is operated in the first operation mode, the system is configured to execute a corresponding notification corresponding to the granting of a benefit based on the stopping of the first pattern combination. A gaming machine characterized in that, in a predetermined situation in which the aforementioned abnormality has occurred, the first mode notification for the first operation mode has been performed by the first mode notification means, and the second mode notification for the second operation mode has been performed by the second mode notification means, the corresponding notification is not performed even if the stop operation means is operated in the first operation mode.