Game machine
Patent Information
- Application Number
- JP2024200489
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-18
- Publication Date
- 2025-05-16
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
There are shortcomings in the motivation of existing gaming consoles, and it is necessary to enhance players' excitement and participation.
By introducing multiple scroll wheels with different patterns into the game console, combining multiple operating modes and reward mechanisms, including start operation, stop operation, reward randomness and state transition mechanisms, the diversity and interactivity of the game is increased.
It improves the game excitement and player participation of the game console, enhances the diversity of the game experience and the randomness of rewards, and increases the player's sense of expectation and satisfaction.
Smart Images

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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, etc. In these gaming machines, an internal lottery is held when a predetermined lottery condition is met, and a bonus is awarded to a player according to the result of the internal lottery.
[0003] Specifically, in a slot machine, when a start lever is operated while medals as a gaming medium are bet, an internal lottery is conducted and the reels start to rotate, and when a stop switch is operated while the reels are rotating, the reels stop rotating. If the reels stop as a result of the internal lottery, a bonus according to the result is awarded (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2008-295707 A Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0007] The present invention relates to A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for starting rotation of each of the rotating bodies when the start operation means is operated; A stop operation means for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on an operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a result of the lottery by the lottery means is a predetermined result; A gaming machine comprising: a first result which results in a winning combination when each of the stop operation means is operated in a first stop order, and a second result which results in a winning combination when each of the stop operation means is operated in a second stop order different from the first stop order, a sequence notifying means capable of executing sequence notifying regarding a stop sequence including the first stop sequence and the second stop sequence by a predetermined notifying means based on a lottery result by the lottery means, At least a normal state and a specific state in which the execution frequency of the sequence notification by the sequence notification means is higher than that of the normal state are provided, a transition lottery means for executing a transition lottery to the specific state when a lottery result by the lottery means in the normal state is a predetermined specific result; A specific transition means for transitioning to the specific state when a lottery result by the transition lottery means corresponds to a transition to the specific state; A specific termination means for terminating the specific state based on the establishment of a predetermined termination condition; a specific storage means for storing information used in the specific state and related to the order notification; a normal storage means for storing information that can be used in a state other than the specific state and that is not involved in the sequence notification; an initialization means for executing an initialization process of the information stored in the specific storage means when the specific state is ended by the specific ending means; a first means for executing a storage process for storing information corresponding to a specific event occurring in the specific state in the specific storage means; A second means for executing a storage process for storing information corresponding to the specific event occurring in the specific state in the normal storage means; a means for storing information corresponding to the information stored in the normal storage means across a plurality of games; The present invention is characterized in that it is provided with: Effect of the Invention
[0008] According to the present invention, it is possible to improve the enjoyment of games. [Brief description of the drawings]
[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Diagram 2] 1 is an oblique view of the slot machine with the front door closed. [Diagram 3] 1 is an oblique view of the slot machine with the front door open. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 8] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 9] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 10] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 11] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 12] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 13] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 14] 13 is a flowchart showing timer interrupt processing by the main control device. [Figure 15] 4 is a flowchart showing normal processing by the main control device. [Figure 16] 13 is a flowchart showing a lottery process. [Figure 17] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 18] 13 is a flowchart showing a reel control process. [Figure 19] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 20] FIG. 11 is an explanatory diagram for explaining reel stop control. [Figure 21] 13 is a flowchart showing RT state processing. [Figure 22] FIG. 13 is a diagram showing an example of a lottery table for the first RT state. [Figure 23] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 24] FIG. 13 is a diagram showing an example of a lottery table for the second RT state. [Diagram 25] A figure showing an example of a lottery table for the third RT state. [Figure 26] 13 is a flowchart showing bonus state processing. [Figure 27] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 28] FIG. 13 is a diagram showing an example of a lottery table for the BB state. [Figure 29]FIG. 2 is an explanatory diagram showing the transition relationship between states. [Diagram 30] FIG. 2 is an explanatory diagram showing an overview of a display mode. [Diagram 31] 13 is a flowchart showing a lottery result handling process. [Diagram 32] 13 is a flowchart showing the first specific role processing. [Diagram 33] 13 is a flowchart showing the second specific role processing. [Diagram 34] 13 is a flowchart showing the third specific role processing. [Diagram 35] FIG. 13 shows an example of a premonition game number table. [Diagram 36] 13 is a flowchart showing a mode change notification process. [Figure 37] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Figure 38] A flowchart showing the push order processing. [Figure 39] 13 is a flowchart showing a winning result response process. [Diagram 40] 13 is a flowchart showing a game number management process. [Diagram 41] 13 is a flowchart showing an end determination process. [Diagram 42] 13 is a flowchart showing a process for a specialized zone. [Diagram 43] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Diagram 44] 13 is a flowchart showing a bet time effect setting process. [Diagram 45] 13 is a flowchart showing a start-up performance setting process. [Figure 46] 13 is a flowchart showing the process for notifying the order of pressing. [Figure 47] A flowchart showing the setting process for the added effects. [Figure 48] FIG. 11 is a diagram illustrating an example of a notification timing table. [Figure 49] 13 is a flowchart showing a process for setting effects at the time of each stop operation. [Figure 50] A diagram showing the relationship between notification timing and additional performance. [Figure 51] 13 is a flowchart showing a process for setting effects when all stops are performed. [Figure 52] A flowchart showing the bonus performance setting process. [Figure 53] 13 is a flowchart showing processing for notifying a specific role. [Figure 54] 13 is a flowchart showing a continuous performance setting process. [Figure 55] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 56] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 57] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 58] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 59] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 60] FIG. 13 is an explanatory diagram for explaining an example of a continuous performance. [Figure 61] 13 is a diagram for explaining the relationship between the display mode shift lottery probability and the setting difference. FIG. [Figure 62] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Figure 63] 13 is a flowchart showing a first section display process. [Figure 64] 13 is a diagram for explaining a display start mode table of a section indicator. FIG. [Figure 65] 13 is a flowchart showing a second section display process. [Figure 66] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display of the zone indicator. [Figure 67] A diagram to explain the relationship between the type of advantageous zone and the display mode of the zone indicator. [Figure 68] FIG. 13 is a diagram for explaining a modified example of the display start mode table of the interval indicator in the first modified example. [Figure 69] 13A is a flowchart showing a part of a lottery process in Modification 2, and FIG. 13B is a flowchart showing a specific state process. [Figure 70] 13 is a diagram for explaining a display start mode table of a section indicator for a specific state. FIG. [Figure 71] FIG. 13 is a diagram for explaining a display start mode table of a section indicator in Modification 3. [Figure 72] 13 is a flowchart showing a first section display process. [Figure 73] 13A is a flowchart showing a part of a reel control process, and FIG. 13B is a flowchart showing a third section display process. [Figure 74] This is a timing chart to explain the relationship between the type of advantageous zone and the display start timing of the zone indicator. [Figure 75] A timing chart for explaining the relationship between the type of advantageous zone and the display start timing of the zone indicator in variant example 4. [Figure 76] A timing chart for explaining the relationship between the type of advantageous zone and the display start timing of the zone indicator in variant example 5. [Figure 77] FIG. 23 is a front view of a slot machine in a sixth modified example. [Figure 78] 13 is a diagram for explaining a display start mode table of a section indicator. FIG. [Figure 79] FIG. 23 is a diagram for explaining a display start mode table of a section indicator in the seventh modification. [Figure 80] In Modification 8, (a) is a diagram showing a part of the lottery table for the normal gaming state and the first RT state, and (b) is a flowchart showing the start waiting process. [Figure 81] 13 is a flowchart showing a first section display process. [Figure 82] 10 is a timing chart for explaining the display start timing of a section indicator. [Figure 83]23 is a flowchart showing a first section display process in Modification 9. [Figure 84] 13 is a diagram for explaining a display end mode table of a section indicator. FIG. [Figure 85] 13 is a flowchart showing a second section display process. [Figure 86] 13 is a flowchart showing a reel control process in the second embodiment. [Figure 87] 13 is a flowchart showing special RT state processing. [Figure 88] A figure showing an example of a lottery table for a special RT state. [Figure 89] A figure showing an example of a lottery table for a special RT state. [Figure 90] 13 is a flowchart showing bonus state processing. [Figure 91] 13 is a flowchart showing RT state processing. [Figure 92] 13 is a flowchart showing a first section display process. [Figure 93] 13 is a flowchart showing a fourth section display process. [Figure 94] FIG. 13 is a diagram for explaining the relationship between the special RT state and the indication monitor and section indicator. [Figure 95] FIG. 13 is a diagram showing the relationship between the winning patterns of various replay results for the special RT state and the main stop outcomes. [Figure 96] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 97] A flowchart showing the push order processing. [Figure 98] 13 is a flowchart showing the process for notifying the order of pressing. [Figure 99] 13 is a flowchart showing a special RT notification process. [Figure 100] 1A is a diagram for explaining the relationship between the notification content during a special replay and the instruction monitor, and FIG. 1B is a diagram for explaining the relationship between the stopping results during a special replay and the types of advantageous zones. [Figure 101]FIG. 13 is a diagram showing an example of a lottery table for a special RT state in Modification 1. [Figure 102] A figure showing an example of a lottery table for a special RT state. [Figure 103] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 104] This is an explanatory diagram to explain the notification content and the key points when a specific role is won. [Figure 105] 13 is a flowchart showing a special RT notification process. [Fig. 106] This is an explanatory diagram to explain the notification content and the key points to press when a special replay is won. [Figure 107] 13 is a flowchart showing the processing for notifying a specific role in variant example 2. [Figure 108] FIG. 10A is a flowchart showing a notification cancellation process, and FIG. 10B is a diagram for explaining an example of a cancellation table. [Fig. 109] 13 is a flowchart showing a special RT notification process. [Figure 110] This is a diagram to explain the relationship between specific roles during special RT and the content of notifications during special replays. [Figure 111] FIG. 13 is a diagram for explaining the relationship between a winning combination and a transition destination RT state in Modification Example 3. [Figure 112] 13 is a flowchart showing special RT state processing. [Figure 113] FIG. 13 is a diagram for explaining the relationship between a winning combination and a transition destination RT state in Modification Example 4. [Fig. 114] FIG. 13 is an explanatory diagram showing the relationship between winning modes and benefits provided in Modification 5. [Figure 115] 13 is a flowchart showing RT state processing. [Fig. 116] 13 is a flowchart showing special RT state processing. [Figure 117] FIG. 13 is a diagram showing an example of a lottery table for a special RT state in the third embodiment. [Fig. 118]FIG. 13 is a diagram showing the relationship between the winning patterns of various replay results for the special RT state and the main stop outcomes. [Figure 119] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop buttons and the winning patterns that are achieved. FIG. [Figure 120] 13 is a flowchart showing a special RT command receiving process by the display control device. [Figure 121] FIG. 11 is a diagram for explaining a notification scenario table. [Figure 122] 13 is a flowchart showing a special RT notification process. [Figure 123] 13 is a flowchart showing the processing performed by the display control device when a special replay is won. [Figure 124] 13 is a flowchart showing the first specific winning process in the fourth embodiment. [Fig. 125] 13 is a flowchart showing a second section display process. [Fig. 126] 13 is a flowchart showing remaining game number management processing. [Figure 127] A diagram to explain the number of games in the advantageous zone. [Figure 128] 13 is a flowchart showing the game number addition lottery process. [Figure 129] A figure showing an example of an add-on lottery table. [Fig. 130] A flowchart showing the process of lottery for the number of added games. [Fig. 131] A figure showing an example of an additional game number lottery table. [Fig. 132] 13 is a flowchart showing the game number addition process. [Fig. 133] FIG. 13 is a diagram showing an example of a first special notification lottery table. [Fig. 134] A flowchart showing the setting process for the added effects. [Fig. 135] 13 is a flowchart showing a first special notification setting process. [Fig. 136] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 137]13(a) and (b) are diagrams showing an example of a display effect by the auxiliary display unit, and (c) is a diagram showing an example of a first special notification type table. [Figure 138] A diagram to explain the relationship between the number of games in the advantageous zone and special notifications. [Figure 139] 13 is a flowchart showing various mode selection processing in Modification 1. [Fig. 140] 13 is a flowchart showing a winning result response process. [Fig. 141] FIG. 13 is a diagram showing an example of a mode selection table. [Fig. 142] A figure showing an example of a second special notification lottery table. [Fig. 143] 13 is a flowchart showing a second special notification setting process. [Fig. 144] 13(a) and (b) are diagrams showing an example of a display presentation by the auxiliary display unit, and (c) is a diagram showing an example of a second special notification type table. [Fig. 145] In the second modification, (a) is a flowchart showing the lottery process for adding the number of games, and (b) is a flowchart showing the lottery process for adding the number of games. [Fig. 146] 13 is a flowchart showing the game number addition process. [Fig. 147] 13 is a flowchart showing a process for setting an added command. [Fig. 148] 13A is a diagram showing an example of a third special notification lottery table, and FIG. 13B is a diagram showing an example of a third special notification type table. [Figure 149] 13 is a flowchart showing a process for setting an added command in the third modified example. [Fig. 150] A figure showing an example of a third special notification lottery table. [Fig. 151] 13 is a flowchart showing a second section display process in the fourth modified example. [Fig. 152] 13 is a flowchart showing a second section display process in the fifth modified example. [Fig. 153] A figure showing an example of a fourth special notification lottery table. [Fig. 154] 13 is a flowchart showing a process for setting an attack mode end effect. [Fig. 155] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 156] 13A is a diagram showing an example of a fourth special notification lottery table in Modification 6, and FIG. 13B is a diagram showing an example of a fourth special notification lottery table in Modification 7. FIG. [Fig. 157] FIG. 23 is a diagram showing an example of a fourth special notification type table 1 and a fourth special notification type table 2 in Modification Example 8. [Fig. 158] 23 is a flowchart showing a second section display process in the ninth modification. [Fig. 159] FIG. 2 is a diagram for explaining various areas in the RAM of the main control device. [Fig. 160] 13 is a flowchart showing a data initialization process. [Fig. 161] 13 is a flowchart showing a special section setting process. [Fig. 162] 1A is a diagram showing an example of a special section table, and FIG. 1B is a diagram showing an example of a push order notification lottery table when a special replay is won. [Fig. 163] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state. [Fig. 164] 13A is a flowchart showing the game number management process, and FIG. 13B is a flowchart showing the push order role processing. [Fig. 165] 13 is a flowchart showing a special replay notification process. [Fig. 166] FIG. 23 is a diagram showing an example of a premonition game number table in Modification Example 10. [Fig. 167] 13 is a flowchart showing the game number addition process in variant example 11. [Fig. 168] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 169] 13 is a flowchart showing a third special notification setting process in the twelfth modification example. [Fig. 170]11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 171] This is a diagram to explain the relationship between the actual number of remaining games in the advantageous zone and the displayed number of remaining games in variant example 13. [Fig. 172] A flowchart showing the setting process for the added effects. [Fig. 173] 13 is a flowchart showing the rear-loading performance setting process. [Fig. 174] 13 is a flowchart showing a first special notification setting process. [Fig. 175] A flowchart showing the pseudo-additional game number lottery process in variant example 14. [Fig. 176] 1A is a diagram showing an example of a pseudo-addition game number table for suggesting setting values, and FIG. 1B is a diagram for explaining the relationship between the pseudo-addition game number and the suggested content. [Fig. 177] 13 is a flowchart showing the second specific role processing in the fifth embodiment. [Fig. 178] 13 is a flowchart showing the third specific role processing. [Fig. 179] FIG. 13 is a diagram showing an example of a table for a specialized zone transition lottery. [Fig. 180] 13 is a flowchart showing a mode change notification process. [Fig. 181] A flowchart showing the push order processing. [Fig. 182] A flowchart showing the setting process for the added effects. [Fig. 183] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 184] A figure showing an example of a lottery result and a display presentation by the auxiliary display unit. [Fig. 185] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 186] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 187] 13 is a flowchart showing a top-up process for a specialized zone. [Fig. 188]FIG. 13 is a diagram showing an example of an additional notification timing table. [Fig. 189] 13 is a flowchart showing a setting process for a specialized zone end effect. [Fig. 190] 13 is a flowchart showing the in-zone rear-board lottery processing in the first modified example. [Fig. 191] A figure showing an example of a special top-up notification timing table. [Fig. 192] In the second modification, (a) is a flowchart showing a process of a lottery for a later ride in a zone, and (b) is a diagram showing an example of a display effect by the auxiliary display unit. [Fig. 193] FIG. 13 is a diagram showing an example of a timing table for various additional notification. [Fig. 194] 13 is a flowchart showing the in-zone rear-board lottery processing in the third modified example. [Fig. 195] FIG. 13 is a diagram showing an example of an additional notification timing table in Modifications 3 to 5. [Fig. 196] 23 is a flowchart showing the setting process for the additional effects in variant example 6. [Figure 197] 13 is a flowchart showing a process for setting an attack mode end effect. [Figure 198] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 199] 23 is a flowchart showing a mobile terminal process in the seventh modification. [Figure 200] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 201] 20 is a flowchart showing a process for setting an attack mode end effect in Modification 8. [Fig. 202] FIG. 23 is a diagram showing an example of a display presentation by an auxiliary display unit in the sixth embodiment. [Fig. 203] A flowchart showing the setting process for the added effects. [Fig. 204] 13 is a flowchart showing the performance setting process when the first stop is ON. [Fig. 205]13 is a flowchart showing a process for notifying an additional charge when the device is completely stopped. [Fig. 206] 13 is a flowchart showing the setting process for the post-loading effect. [Fig. 207] 13 is a flowchart showing the first stop ON time effect setting process in the first modified example. [Fig. 208] In the second modification, (a) is a flowchart showing the effect setting process during normal replay, and (b) is a flowchart showing the process for a selected counter. [Fig. 209] 13 is a flowchart showing the performance setting process when the first stop is ON. [Fig. 210] 13 is a flowchart showing a process for additional notification at full stop in the third modified example. [Fig. 211] 13 is a flowchart showing a correction process. [Fig. 212] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 213] 13 is a timing chart for explaining the end conditions of the favorable zone in the seventh embodiment. [Fig. 214] This is a timing chart to explain the end conditions of the advantageous zone. [Fig. 215] This is a diagram to explain the winning probability of each role depending on the state. [Fig. 216] A diagram to explain the expected net increase in number of coins by state. [Fig. 217] 13 is a flowchart showing a second section display process. [Fig. 218] 13 is a flowchart showing remaining game number management processing. [Fig. 219] 13 is a flowchart showing a remaining number management process. [Fig. 220] 13 is a flowchart showing the game number addition process. [Fig. 221] A figure showing an example of a fifth special notification lottery table. [Fig. 222] A figure showing an example of a fifth special notification type table. [Fig. 223]11 is a timing chart for explaining how the first excess flag is set. [Fig. 224] 13 is a timing chart for explaining how the second excess flag is set. [Fig. 225] 13 is a timing chart for explaining the relationship between each excess flag and the fifth special notification. [Fig. 226] In variant example 1, (a) is a flowchart showing a part of the remaining game number management process, (b) is a flowchart showing a part of the remaining number management process, and (c) and (b) are figures showing an example of a fifth special notification type table. [Fig. 227] In the second modified example, (a) is a flowchart showing a part of the remaining game number management process, (b) is a flowchart showing a part of the remaining number management process, and (c) is a figure showing an example of a fifth special notification type table. [Fig. 228] 13 is a flowchart showing a second section display process in Modification 3. [Fig. 229] 13 is a flowchart showing a sixth special notification process. [Fig. 230] 13A is a diagram showing an example of a sixth special notification selection table, and FIG. 13B is a diagram showing an example of a sixth special notification type table. [Fig. 231] 13 is a flowchart showing a sixth special notification process in the fourth modified example. [Fig. 232] FIG. 13 is a diagram showing an example of each sixth special notification lottery table. [Fig. 233] (a) is a figure showing a part of the 6th special notification processing in variant example 5, (b) is a figure showing a part of the 6th special notification processing in variant example 6, and (c) and (d) are figures for explaining an example of notification that the excess flag has been set. [Fig. 234] 13 is a flowchart showing a part of the sixth special notification process in the seventh variant example. [Fig. 235] 23 is a flowchart showing a special section setting process in Modification 8. [Fig. 236] FIG. 13 is a diagram showing an example of a special section table. [Fig. 237] 13 is a flowchart showing a part of the number of games management process. [Fig. 238] 13 is a flowchart showing a process for setting an attack mode end effect. [Fig. 239] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Fig. 240] This is a diagram to explain what happens when the number of coins increased or decreased in the advantageous zone is less than expected in variant example 9. [Fig. 241] 13 is a flowchart showing a reallocation process. [Fig. 242] 13 is a flowchart showing the game number addition process in variant example 10. [Fig. 243] 13A is a flowchart showing the disappearance game number transfer process, and FIG. 13B is a diagram for explaining various counter areas in the RAM of the main control device. [Fig. 244] 13 is a flowchart showing a sixth special notification process in the eleventh variant example. [Fig. 245] 13 is a flowchart showing the CB push order notification process in the modified example 12. [Fig. 246] This is a diagram to explain what happens when the increase or decrease in the advantageous zone is greater than expected in variant example 13. [Fig. 247] 13 is a flowchart showing the seventh special notification process. [Fig. 248] 13A is a diagram showing an example of a seventh special notification lottery table, and FIG. 13B is a diagram showing an example of a seventh special notification type table. [Fig. 249] 23 is a flowchart showing a special section setting process in the fourteenth modification example. [Fig. 250] 10A is a flowchart showing a part of the game number management process, and FIG. 10B is a flowchart showing a part of the push order role processing. [Fig. 251] A figure showing an example of a push order notification table when a special replay is won. [Fig. 252]FIG. 23A is a flowchart showing a part of a remaining number management process in Modification 15, and FIG. 23B is a diagram showing an example of a display effect by the auxiliary display unit. [Fig. 253] A figure showing an example of a seventh special notification lottery table. [Fig. 254] 23 is a flowchart showing a remaining number management process in the sixteenth modification example. [Figure 255] In the seventeenth modification, (a) is a diagram showing an example of a lottery table for the first RT state, and (b) is a diagram showing changes in medal increase and decrease. [Fig. 256] 23 is a flowchart showing the setting process of an added command in the eighteenth modification example. [Fig. 257] 13 is a flowchart showing a first adjustment process. [Fig. 258] 13 is a flowchart showing a second adjustment process. [Fig. 259] 13 is a flowchart showing a third adjustment process. [Fig. 260] FIG. 13 is a diagram for explaining how a predicted number of sheets is corrected; [Fig. 261] 23 is a flowchart showing a remaining number management process in the nineteenth modification example. [Fig. 262] This is a diagram to explain what happens when a bonus is won near the end of the advantageous zone in variant example 20. [Fig. 263] 13 is a flowchart showing a premonition setting process when a bonus is won. [Fig. 264] A diagram to explain how the adjustment game number is added to the premonition game number. [Fig. 265] FIG. 23 is a diagram for explaining a situation in which a bonus is won near the end of the challenge mode in the twenty-first modification example. [Fig. 266] This is a flowchart showing the premonition setting process when a duplicate target role is won during a commercial. [Fig. 267] 13 is a diagram for explaining how a challenge mode extension process is performed. FIG. [Fig. 268]23 is a flowchart showing the premonition setting process when a duplicate target role is won during a commercial in variant example 22. [Fig. 269] 13(a) is a diagram for explaining how the extension process of the second challenge mode is performed, and FIG. 13(b) is a diagram for explaining the difference in the degree of advantage between the first challenge mode and the second challenge mode. [Fig. 270] FIG. 23 is a diagram for explaining the relationship between the illumination start timing and the forced termination condition when the illumination start condition of the section indicator is changed in Modification 23. [Fig. 271] 13 is a flowchart showing a first section display process. [Fig. 272] 13 is a flowchart showing a second section display process. [Fig. 273] FIG. 13 is a diagram for explaining the state of a preliminary interval and a target interval. [Fig. 274] FIG. 23 is a diagram for explaining the relationship between the preliminary interval and the upper limit increase number in Modification 24. [Fig. 275] 13A is a flowchart showing a second section display process, and FIG. 13B is a diagram for explaining the difference in the degree of advantage between the first challenge mode and the second challenge mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] <First embodiment> Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings, in which the present invention is applied to a reel type gaming machine, which is one type of gaming machine, specifically, a slot machine. Fig. 1 is a front view of a slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 closed, Fig. 3 is a perspective view of the slot machine 10 with the front door 12 open, Fig. 4 is a rear view of the front door 12, and Fig. 5 is a front view of a cabinet 11.
[0011] 1 to 5, the slot machine 10 includes a housing 11 that forms the outer shell of the slot machine 10. The housing 11 is generally formed in a box shape with an open front, and is attached to so-called island equipment by nailing it when it is installed in a game hall.
[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a, 13b are provided on the left side of the housing 11 when viewed from the front, and bearings 14a, 14b are provided on the front door 12 at positions corresponding to the support shafts 13a, 13b. When the support shafts 13a, 13b are inserted into the bearings 14a, 14b, the front door 12 is supported rotatably around an opening and closing axis extending in the vertical direction connecting the support shafts 13a, 13b with respect to the housing 11, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked so as not to be opened by a locking device 20 provided on the back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right end side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.
[0013] A game panel 25 that notifies the player of the game status is provided at the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R arranged side by side, and the inside of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the inside of the housing 11 is divided into two parts, an upper part and a lower part, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, and 32R is supported rotatably so that its central axis is the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 26L, 26M, and 26R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0015] Here, the structure of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as excitation pulse) of, for example, 504 pulses, and the rotational position of the stepping motor, i.e., the rotational position of the reel, is controlled by this excitation pulse. In addition, the reel unit 31 is provided with a reel index sensor for each of the reels 32L, 32M, and 32R for detecting that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0017] On the outer circumferential surface of each of the reels 32L, 32M, and 32R, a plurality of symbols are drawn in the long side direction (rotation direction) as identification information. More specifically, 21 symbols are drawn at equal intervals. Therefore, in order to switch a symbol to the next symbol at a predetermined position, it is necessary to output 24 excitation pulses (=504 pulses÷21 symbols). Furthermore, the main control device 101 can control the recognition of the symbols that are visible from the display windows 26L, 26M, and 26R, and the stopping of a predetermined symbol at a position that is visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after the detection signal of the reel index sensor is input.
[0018] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.
[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 6, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers from 0 to 20 are assigned to the reels 32L, 32M, and 32R, but these numbers are numbers used by the main control device 101 to identify the symbols that are visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following description will use these numbers.
[0020] There are 11 types of symbols: a "red bell" symbol (e.g., the 7th symbol on the left reel 32L), a "white bell" symbol (e.g., the 20th symbol on the left reel 32L), a "first replay" symbol (e.g., the 19th symbol on the left reel 32L), a "second replay" symbol (e.g., the 6th symbol on the left reel 32L), a "red 7" symbol (e.g., the 10th symbol on the left reel 32L), a "watermelon" symbol (e.g., the 8th symbol on the left reel 32L), a "cherry" symbol (e.g., the 4th symbol on the left reel 32L), a "black BAR" symbol (e.g., the 18th symbol on the left reel 32L), a "white BAR" symbol (e.g., the 17th symbol on the left reel 32L), a "LUCKY" symbol (e.g., the 5th symbol on the left reel 32L), and a "youth" symbol (e.g., the 0th symbol on the left reel 32L). As shown in FIG. 6, the number and arrangement order of the various symbols are entirely different on each of the reels 32L, 32M, and 32R.
[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 21 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is in a stopped state, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.
[0022] In the slot machine 10, the game result of each game is notified by using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the symbols that can be seen. As described above, 3×3=9 symbols can be seen, and as the combination of these three symbols, for example, as shown in FIG. 7, there are combinations of symbols that stop on the upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on the middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on the lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a right-downward line L4 that connects the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the lower pattern of the right reel 32R, and combinations of symbols that stop on a right-upward line L5 that connects the lower pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the upper pattern of the right reel 32R. There are also combinations of symbols that stop on a bent line L6 that connects the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the middle pattern of the right reel 32R. The above lines L1 to L5 are lines that become a straight line when the symbols are lined up, and the bent line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on a bent line besides the bent line L6, but we will not explain them here.
[0023] Among these lines L1 to L6, some are activated and some are not activated depending on the number of medals bet, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a prize is awarded in which a predetermined number of medals, which are game media, are paid out, or a prize is awarded in which the game state is changed. On the other hand, when symbols stop in a predetermined combination on an inactivated line, a prize is not awarded and the above-mentioned prize is not awarded.
[0024] In the slot machine 10, there are three cases: as shown in FIG. 8(a), only the right-downward line L4 is the active line; as shown in FIG. 8(b), two combination lines, the lower line L3 and the right-downward line L4, are the active lines; and as shown in FIG. 8(c), only the bent line L6 is the active line. More specifically, when three medals are bet and the game is started, only the right-downward line L4 is the active line, and when two medals are bet and the game is started, the lower line L3 and the right-downward line L4 are the active lines. When one medal is bet and the game is started, only the bent line L6 is the active line. The three combination lines, the upper line L1, the middle line L2, and the right-upward line L5, are not the active line. Hereinafter, a game started with three medals bet is also called a 3-bet game, a game started with two medals bet is also called a 2-bet game, and a game started with one medal bet is also called a 1-bet game.
[0025] 9 to 11 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are obtained.
[0026] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.
[0027] When the "Red Bell" or "White Bell" symbols on the left reel 32L, the "Red Bell" symbols on the middle reel 32M, and the "Red Bell" or "White Bell" symbols on the right reel 32R stop on an active line, the first small win is won. When the first small win is won, 9 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0028] Although the winning symbol combinations for the 2nd to 26th small prizes are different, in a 3-bet game, the winning symbols are the “red bell” symbol or “white bell” symbol on the left reel 32L, the “white BAR” symbol, “red 7” symbol, “cherry” symbol, “white bell” symbol or “LUCKY” symbol on the middle reel 32M, and the “white BAR” symbol, “youth” symbol, “white bell” symbol, “red 7” symbol or “second replay” symbol on the right reel 32R, stopping on the top line L1, i.e., the “bell” symbols on each reel 32L, 32M, 32R stop on the top line L1. For example, if the "red bell" or "white bell" symbol on the left reel 32L stops on the top row, the "cherry" symbol on the middle reel 32M stops on the middle row, and the "white BAR" symbol on the right reel 32R stops on the bottom row, the 8th small win is achieved. As shown in FIG. 6, the "red bell" symbol is arranged on the middle reel 32M at a position (number 12) adjacent to the "cherry" symbol (number 11) on the upstream side, and the "red bell" symbol is arranged on the right reel 32R at a position (number 20) one symbol away from the "white BAR" symbol (number 18) on the upstream side. Therefore, when the 8th small win is achieved on the right-downward line L4, the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R will stop on the upper line L1. When the 2nd small win to the 26th small win are achieved, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.
[0029] The 27th minor winning combination is determined by the stopping pattern of the left reel 32L as a predetermined reel among the reels 32L, 32M, and 32R. Specifically, the 27th minor winning combination is achieved when the "cherry" pattern of the left reel 32L stops in the upper or lower row. In this case, the stopping patterns of the center reel 32M and the right reel 32R do not affect the winning determination. In other words, regardless of the stopping patterns of the center reel 32M and the right reel 32R, the 27th minor winning combination is achieved when the "cherry" pattern of the left reel 32L stops in the upper row or stops, that is, when the "cherry" pattern or the "second replay" pattern stops on the active line. When the 27th minor winning combination is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0030] The 28th small prize is awarded when the "cherry" symbol on the left reel 32L stops at the top or bottom, and the "cherry" symbols stop all together on the right-downward line L4. More specifically, the 28th small prize is awarded when the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the "red bell" symbol, the "white bell" symbol or the "cherry" symbol stops on the middle reel 32M, and the "cherry" symbol, the "first replay" symbol or the "second replay" symbol stops on the right reel 32R. When the 29th small prize is awarded, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.
[0031] In addition, to provide a supplementary explanation of the relationship between the 27th small win and the 28th small win, when the "cherry" or "second replay" symbol on the left reel 32L stops, the 27th small win is established regardless of the stopped symbols on the middle reel 32M and the right reel 32R, but depending on the stopped symbols on the middle reel 32M and the right reel 32R, the 28th small win may be established instead of the 27th small win. In other words, although the winning mode for the 27th small win includes the winning mode for the 28th small win, the winning mode for the 27th small win and the 28th small win are clearly distinguished from each other when making the winning judgment.
[0032] The 29th small prize is awarded when the "watermelon" symbols on the left reel 32L, the middle reel 32M, and the right reel 32R all stop on an active line. In other words, when the right-sloping line L4 is the active line, the 29th small prize is awarded when the "watermelon" symbols all stop on an active line. When the 29th small prize is awarded, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.
[0033] The 30th small prize is awarded when the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the upper line L1. More specifically, the 30th small prize is awarded when the "watermelon" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R stop on the active line. When the 30th small prize is awarded, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.
[0034] When the "Black BAR", "Youth", "Watermelon" and "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M and the "Red Bell" or "White Bell" symbols on the right reel 32R stop on an active line, the 31st minor win is achieved. When the 31st minor win is achieved, 9 medals are paid out in a 3-bet game and 15 medals are paid out in a 2-bet game.
[0035] For the 32nd to 35th small prize wins, if they are achieved in a 3-bet game, 3 medals will be paid out, and in a 2-bet game, 14 medals will be paid out.
[0036] The 36th minor winning is a winning mode in which, when the player operates the stop switches 42-44 aiming for the "watermelon" symbols on the reels 32L, 32M, and 32R, the "watermelon" symbols on the left reel 32L and the center reel 32M, or the left reel 32L and the right reel 32R, stop on an active line, while the "watermelon" symbols on the remaining reels do not stop on an active line, resulting in a so-called "watermelon tenpai miss" winning outcome. When the 36th minor winning is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0037] When the "Red Bell" or "White Bell" symbols on the left reel 32L, the "Black BAR", "Watermelon" and "Cherry" symbols on the middle reel 32M, and the "Red Bell", "White Bell" and "Youth" symbols on the right reel 32R stop on an active line, the 37th minor win is achieved. As shown in Figure 6, the left reel 32L has the "Red Bell" symbol (No. 7) and the "Second Replay" symbol located adjacent to it on the downstream side (No. 6), and the "First Replay" symbols are located adjacent to the main "White Bell" symbols (No. 3, No. 12, No. 15, No. 20) and the downstream side (No. 2, No. 11, No. 14, No. 19). On the right reel 32R, the "1st replay" or "2nd replay" symbols are arranged in the main "red bell" symbols (2, 5, 12, 20) and adjacent positions on the upstream side (3, 6, 16, 0), and the "1st replay" symbol is arranged in the adjacent position on the upstream side (11) to the "white bell" symbol (10). Therefore, when the 37th small winning combination is established on the right-downward line L4, the "bell" and "replay" symbols are mainly in tenpai on the left reel 32L and the right reel 32R, while the "bell" and "replay" symbols on the center reel 32M do not stop, resulting in a so-called double tenpai stop result. When the 37th small winning combination is established, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0038] When the "White BAR", "Youth", "Watermelon" and "1st Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "1st Replay", "Watermelon" and "Black BAR" symbols on the right reel 32R stop on the active line, the 38th small win is achieved. In a 3-bet game, if the player operates the left stop switch at the timing when the No. 4 "Cherry" symbol on the left reel 32L reaches the top to bottom, the "Red Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R stop on the middle line L2. If the 38th minor prize is won, 3 medals will be paid out in a 3-bet game, and 15 medals will be paid out in a 2-bet game.
[0039] When the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "black BAR" symbol on the right reel 32R stop on an active line, the 39th small win is awarded. Details will be described later, but the 39th small win is a winning mode that can only be achieved in 3-bet games. When the 39th small win is achieved, 9 medals are paid out.
[0040] When the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red 7" symbol on the right reel 32R stop on an active line, the 40th small win is won. Details will be described later, but the 40th small win is a winning mode that can only be achieved in 3-bet games. When the 40th small win is achieved, 9 medals are paid out.
[0041] When the "watermelon" symbol on the left reel 32L, the "black BAR" or "cherry" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on an active line, the 41st small win is achieved. When the 41st small win is achieved, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.
[0042] The winning patterns that give the re-play privilege, which allows the player to play the next game without inserting a medal, are the 1st re-play winning pattern to the 8th re-play winning pattern. When the 2nd re-play winning pattern is established, the game state transitions to the 1st RT state, when the 3rd re-play winning pattern is established, the game state transitions to the 2nd RT state, and when the 4th or 5th re-play winning pattern is established, the game state transitions to the 3rd RT state. The 1st re-play winning pattern to the 8th re-play winning pattern are only established in the 3-bet game.
[0043] The state transition winning events which only result in a transition of the game state include the 1st BB winning event, the 2nd BB winning event, and the CB winning event.
[0044] When the "red 7" symbols on each of the reels 32L, 32M, and 32R stop on an active line, a first BB win is made, and when the "white BAR" symbols on each of the reels 32L, 32M, and 32R stop on an active line, a second BB win is made. When these BB wins are made, the game state transitions to the BB state. When the "red bell" or "white bell" symbols on the left reel 32L, the "red bell" symbol on the center reel 32M, and the "watermelon", "first replay", and "black BAR" symbols on the right reel 32R stop on an active line, a CB win is made. When a CB win is made, the game state transitions to the CB state.
[0045] In addition, although it is not a winning combination, there are some winning combinations that cause the game state to transition to the 1st RT state. Specifically, when the "red bell" or "white bell" symbol on the left reel 32L, the "white BAR" symbol, "LUCKY" symbol, "red 7" symbol, "white bell" symbol, and "cherry" symbol on the center reel 32M, and the "watermelon" symbol and "first replay" symbol on the right reel 32R stop on an active line, the game state transitions to the 1st RT state. Also, when the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the center reel 32M, and the "white BAR" symbol, "young man" symbol, "white bell" symbol, "red 7" symbol, and "second replay" symbol on the right reel 32R stop on an active line, the game state transitions to the 1st RT state. Hereinafter, the combinations of the above symbols will be referred to as transition results.
[0046] A start lever 41 is provided on the lower left side of the game panel 25 to start the rotation of each of the reels 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or a start operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the patterns. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0047] Button-like stop switches 42-44 that are operated to individually stop each of the spinning reels 32L, 32M, 32R are provided on the right side of the start lever 41. Each of the stop switches 42-44 is disposed directly below the display windows 26L, 26M, 26R that correspond to the reels 32L, 32M, 32R to be stopped.
[0048] The stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 12), respectively, and the stop detection sensors 42a-44a are connected to a main control device 101, which will be described later. The main control device 101 determines that the stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when the stop switches 42-44 are not operated, the stop detection sensors 42a-44a output a detection signal of a LOW signal, and when the stop switches 42-44 are operated, the detection signal switches from a LOW signal to a HI signal. The main control device 101 determines that the stop switches 42-44 have been operated by determining the switching of the signal. When the main control device 101 determines that the stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0049] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0050] A medal insertion port 45 for inserting medals is provided on the lower right side of the display windows 26L, 26M, and 26R. The medal insertion port 45 constitutes an input means for inputting game media. In addition, considering that the medal insertion port 45 involves the action of the player directly inserting medals, it can also be said to constitute a direct input means for directly inputting game media.
[0051] A medal inserted from the medal insertion port 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 as a passage switching means provided on the back surface of the front door 12. More specifically, a medal passage switching solenoid 46a is provided in the selector 46, and when the medal passage switching solenoid 46a is not excited, the medal is guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is excited, the medal is guided to the storage passage 47 side. The medal guided to the storage passage 47 is guided to a hopper device 51 stored inside the housing 11. On the other hand, the medal guided to the discharge passage 48 is guided to a medal tray 50 from a medal discharge port 49 provided on the lower front surface of the front door 12, and is returned to the player.
[0052] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to a player. The payout device 53 rotates a medal payout rotating plate (not shown) to discharge medals to an opening 48a provided in the discharge passage 48, and pays out the medals to a medal tray 50 through the discharge passage 48. A spare tank 54 is provided on the right side of the hopper device 51 to prevent medals from being stored in the storage tank 52 by more than a predetermined amount. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.
[0053] A button-shaped return switch 55 is provided below the medal insertion slot 45. When the return switch 55 is operated when a medal inserted into the medal insertion slot 45 is jammed in the selector 46, the selector 46 is mechanically linked and operated, so that the medal jammed in the selector 46 is returned from the medal discharge port 49.
[0054] A first credit insertion switch 56 for inserting three credited virtual medals as game media at a time is provided on the lower left side of the display windows 26L, 26M, and 26R. A second credit insertion switch 57 is provided to the right of the first credit insertion switch 56, and a third credit insertion switch 58 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal, and the third credit insertion switch 58 is for inserting two virtual medals at a time. The credit insertion switches 56 to 58, together with the medal insertion slot 45, constitute an input means for inputting game media. In addition, while the medal insertion slot 45 involves the action of the player directly inserting medals, the credit insertion switches 56 to 58 only involve the action of inserting virtual medals based on the stored memory. In this respect, it can be said that the credit insertion switches 56 to 58 constitute an indirect input means for indirectly inputting game media.
[0055] An effect switch 66 that is operated when an effect occurs is provided between the first credit input switch 56 and the second credit input switch 57. That is, the first credit input switch 56 and the third credit input switch 58 are provided to the left of the effect switch 66, and the second credit input switch 57 is provided to the right of the effect switch 66.
[0056] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function for storing and storing, as virtual medals, surplus inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out at the time of winning, and when the settlement switch 59 is operated in a situation where virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is paid to the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.
[0057] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out at the time of winning. These display sections 60 to 62 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like.
[0058] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an area indicator that indicates an advantageous area that is an area in which the game can be played in an advantageous situation for the player by changing the winning rate of the minor role by notifying the operation order. The instruction monitor 68 will be described in detail later.
[0059] At the top of the front door 12, there are provided an upper lamp 63 that lights up or flashes as the game progresses, a pair of left and right speakers 64 that play various sound effects as the game progresses and notify the player of the game status, and an auxiliary display unit 65 that gives the player various information. The auxiliary display unit 65 is for executing various display effects as the game progresses, and since the game using each of the reels 32L, 32M, and 32R can be considered to be performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. At the back of the auxiliary display unit 65, there is provided a display control device 81 for driving the upper lamp 63, the speaker 64, and the auxiliary display unit 65.
[0060] A power supply box 70 is provided on the left side of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 therein and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is for a hall manager or the like to adjust the medal output. That is, the hall manager or the like can set the winning probability of the slot machine 10 by inserting the setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only when resetting an error state but also when changing the winning probability of the slot machine 10.
[0061] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .
[0062] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIG. 12 and FIG.
[0063] The main control device 101 is equipped with a microcomputer centered on the CPU 102, which is a calculation means. In addition to the power supply device 91, the CPU 102 is connected to a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, and the like via an internal bus. The main control device 101 functions as a main board built into the slot machine 10.
[0064] The input side of the main control device 101 includes the reel unit 31 (more specifically, a reel index sensor that detects when each of the reels 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that detect the operation of each of the stop switches 42 to 44, an inserted medal detection sensor 45a that detects medals inserted from the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, and a first credit insertion detection sensor that detects the operation of the first credit insertion switch 56. Various sensors are connected to the input / output port 104, such as a second credit insertion detection sensor 57a which individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a which individually detects the operation of the third credit insertion switch 58, a settlement detection sensor 59a which detects the operation of the settlement switch 59, a reset detection sensor 72a which detects the operation of the reset switch 72, and a setting key detection sensor 73a which detects that a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0065] A power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, a power failure monitoring circuit 91b, and the like.
[0066] The power failure monitoring circuit 91b monitors the power supply cut-off state and generates a power failure signal not only during a power failure but also when the power supply is cut off by the power switch 71. For this reason, the power failure monitoring circuit 91b is configured to monitor the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it determines that the power supply has been cut off and outputs a power failure signal. The power failure signal is supplied to the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power failure signal and executes a power failure process described later. The power failure signal is also supplied to the display control device 81.
[0067] The power supply unit 91a is configured to output a stabilized voltage of 5 volts, which is used as a drive voltage in a control system such as the main control device 101, even if the output voltage drops below 10 volts. The time for which this stabilized voltage is output is ensured to be long enough for the main control device 101 to execute power outage processing.
[0068] The output side of the main control device 101 is connected via an input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins paid out display unit 62, the instruction monitor 68, the display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.
[0069] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, a RAM 106 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 105, and, although not shown, various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter for counting the number of credits, as are well known. The ROM 105 and the RAM 106 form a main memory as a storage means, and the programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.
[0070] The RAM 106 is configured to be able to hold (back up) data by receiving backup voltage from the power supply device 91 even after the power supply of the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a state information storage area 106c for storing game states such as the BB state.
[0071] The backup area is an area for storing the value of the stack pointer at the time of power cut (including power cut by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before the power was cut off based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see FIG. 14) when the power is cut off, and the restoration of each value written in the backup area is performed in the main processing when the power is turned on.
[0072] Furthermore, a power failure signal is input from a power failure monitoring circuit 91b to an NMI terminal (non-maskable interrupt terminal) of the CPU 102 when the power is cut off due to a power failure or the like. When the power is cut off, an NMI interrupt process is immediately executed as a power failure flag generation process.
[0073] 13, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is a calculation means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 182.
[0074] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the upper lamp 63, speaker 64, and auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the upper lamp 63, speaker 64, and auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the overall game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.
[0075] The display control device 81 is connected to an input side of the display control device 81. The display control device 81 may also be configured to drive and control the various display units 60 to 62, 68.
[0076] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of the CPU 102 are roughly classified into main process which is started when the power is turned on, timer interrupt process which is started periodically (in this embodiment, at 1.49 msec intervals), and NMI interrupt process which is started when a power failure signal is input to the NMI terminal. Below, among these processes, processes related to the progress of the game, that is, timer interrupt process and normal process performed in the main process will be described with reference to Figs. 14 to 41.
[0077] FIG. 14 is a flowchart of a timer interrupt process that is periodically executed by the main control device 101. A timer interrupt is generated by the CPU 102 of the main control device 101, for example, every 1.49 msec.
[0078] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in the normal process described later are saved to a backup area in the RAM 106. In step S102, it is confirmed whether or not the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103, where the power outage process is executed.
[0079] Here, the power outage process will be outlined.
[0080] When the power supply is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply device 91, and the power outage signal is input to the main control device 101 via the NMI terminal. When the power outage signal is input, the main control device 101 immediately executes an NMI interrupt process and sets a power outage flag in a power outage flag storage area provided in the RAM 106.
[0081] In the power failure process, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this process is terminated and the process is returned to the timer interrupt process to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is stored in the backup area of the RAM 106. After that, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value for judging whether the data in the RAM 106 is normal or not when the power failure is resolved is calculated and stored in the backup area, thereby prohibiting subsequent access to the RAM. After the above process is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed. Note that, in consideration of the case where the power failure flag is erroneously set due to, for example, noise, etc., whether a power failure signal is being output or not is confirmed until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 106 is permitted, the power failure flag is reset, and the process is returned to the timer interrupt process. If the power failure signal continues to be output, the infinite loop is entered as it is. Incidentally, even under an infinite loop, a check is made to see whether a power outage signal is being output, and if the power outage signal is no longer being output, the process transitions to the main process.
[0082] 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.
[0083] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are reel drive motors for spinning each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 12) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal or not. In step S108, a timer calculation process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121.
[0084] In step S110, a command output process is performed to transmit various commands such as a lottery result command to the display control device 81. In step S111, a segment data setting process is performed to set segment data to be displayed in the credit display unit 60, the remaining number of coins to be paid display unit 61, and the number of coins to be paid display unit 62. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60 to 62 and display corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of each register saved in the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0085] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.
[0086] First, in step S201, an interrupt permission process is performed to permit the next timer interrupt. In step S202, a pre-start process is performed to enable a game. In the pre-start process, the game waits until the display control device 81 and the like finishes initialization. When the initialization of the display control device 81 and the like finishes, a game management process shown in steps S203 to S215 is performed.
[0087] As part of the game management process, in step S203, data such as various game information (for example, random number values used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.
[0088] In the start waiting process, it is determined whether any replay winning was established in the previous game. If any replay winning was established, 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, if a replay winning is established in a 3-bet game, a process to automatically insert three virtual medals is performed, and if a replay winning is established in a 1-bet game, a process to automatically insert one virtual medal is performed. Incidentally, in this embodiment, a replay winning is not established in a 2-bet game, but if the replay winning is established in a 2-bet game, it is preferable to set this automatic insertion process to automatically insert two virtual medals.
[0089] In the automatic insertion process, the virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay winning was achieved in the previous game, the player can play the current game without reducing the number of medals owned and without inserting medals. If no replay winning was achieved, a sensor abnormality confirmation process is performed to check whether or not there is an abnormality in the sensor reading result performed in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality is detected, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether or not the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.
[0090] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56-58 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated as is.
[0091] After the start waiting process is completed, in step S205, it is determined whether the number of medals bet reaches the specified number. In this slot machine 10, "2" is set as the specified number in the CB state, and "1" and "3" are set as the specified numbers in the game states other than the CB state (specifically, the normal game state, the first RT state, the second RT state, the third RT state, and the BB state). That is, in the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "2", and in the game states other than the CB state, a positive determination is made in step S205 on the condition that the number of medals bet is "1" or "3". In other words, in the game states other than the CB state, if medals are not bet, or if medals are bet but the number of medals is "2", a negative determination is made in step S205. If the number of medals bet does not reach the specified number, the process returns to the start waiting process in step S204, and the process following the sensor abnormality confirmation process is performed.
[0092] If the number of bets has reached the specified number, a mode change notification process is executed in step S206, which will be described in detail later.
[0093] After the process of step S206 is performed, a bet command including information on the processing result of step S206 and information on the number of bets that was determined to be positive in step S205 is set as an output target to the display control device 81 serving as a sub-control device. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. The process of the display control device 81 that has received the bet command will be described in detail later.
[0094] After executing the process of step S207, it is determined in step S208 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onward is performed.
[0095] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that a prescribed number of medals have been bet. In such a case, in step S209, an effective line setting process is performed to set a combination line corresponding to the number of bets as an effective line. That is, in a 3-bet game, only the right-downward line L4 is set as an effective line, and in a 2-bet game, the lower line L3 and the right-downward line L4 are set as effective lines. Also, in a 1-bet game, the bent line L6 is set as an effective line. In step S210, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. After that, the lottery process in step S211, the reel control process in step S212, the medal payout process in step S213, the RT state process in step S214, and the bonus state process in step S215 are executed in order, and then the process returns to step S203.
[0096] Next, the lottery process in step S211 will be described with reference to the flowchart in FIG.
[0097] In step S301, a random number used to determine whether a winning combination has been achieved is obtained. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and the CPU 102 stores the value latched by the hardware circuitry in the RAM 106 after confirming the operation of the start lever 41. With this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it is possible to avoid problems such as synchronization. The hardware circuitry of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0098] After obtaining the random number, in step S302, a lottery table for determining whether or not a winning combination has been achieved is selected. In this slot machine 10, the game states are roughly classified into six types: a normal game state, a first RT state, a second RT state, a third RT state, a BB state, and a CB state, and a lottery table is set for each game state.
[0099] That is, in step S302, the current game state of the slot machine 10 is determined based on the number of bets and the setting flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and the setting flag is not set in the state information storage area 106c, it is determined that the current game state is a normal game state, and a lottery table for the normal game state is selected. In addition, in this slot machine 10, six stages of winning probability from "Setting 1" to "Setting 6" are prepared in advance, and it is possible to set which winning probability is used to execute the internal processing by inserting the setting key into the setting key insertion hole and turning it ON and performing a predetermined operation. In step S302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.
[0100] Here, a supplementary explanation will be given regarding the process for setting the winning probability.
[0101] The winning probability setting process is executed in the main process started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process when the power is turned on in a state where the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated as a predetermined operation, and for example, the setting value is updated so that "setting 1" → "setting 2" → "setting 3" → "setting 4" → "setting 5" → "setting 6" → "setting 1" each time the start lever 41 is operated once. Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, based on the setting key detection sensor 73a being turned OFF, the setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Based on the termination of the winning probability setting process, the display on the credit display unit 60 is also terminated. The set value set in the process of setting the winning probability is stored in the RAM 106 until the next process of setting the winning probability is started. In step S302, a process of selecting a lottery table is performed based on the stored set value.
[0102] The lottery table will be briefly explained. Fig. 17 is a lottery table for the normal game state selected in the normal game state of "setting 3". In the lottery table, index values IV are set, and each index value IV is uniquely associated with a winning combination and a point value PV is set.
[0103] After the lottery table is selected, in step S303, the index value IV is set to 1, and in the following step S304, a judgment value DV used when judging the winning or losing of a hand is set. In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the random number value acquired in step S301 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (1) is added to this random number value to set a new judgment value DV.
[0104] After that, in step S305, the winning combination corresponding to the index value IV is judged. In the winning combination judgment, it is judged whether the judgment value DV exceeds 65535. If it exceeds 65535, it is judged whether the first BB, the second BB, or the CB is won in step S306. Specifically, it is judged whether the positive judgment is made in step S305 with the index value IV (IV=32-48) including any of the first BB, the second BB, or the CB. If the positive judgment is made in step S306, a process is performed in which the corresponding bonus winning flag (the first BB winning flag, the second BB winning flag, or the CB winning flag) is set in the winning flag storage area 106a in step S307. If the negative judgment is made in step S306 or after the process of step S307 is performed, a process is performed in step S308 in which the winning flag of each minor winning combination corresponding to the index value IV judged positive in step S305 is set in the winning flag storage area 106a. For example, when the judgment value DV exceeds 65535 when IV=32, the 1st BB winning flag is set in step S307, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set in step S308. Also, when the judgment value DV exceeds 65535 when IV=15, the winning flags indicating that the 30th small win and the 41st small win have been won are set in the winning flag storage area 106a in step S308.
[0105] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see S203 in the normal processing). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset under the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.
[0106] In addition, in steps S306 to S308 in a state where the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB, the 2nd BB, or the CB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB, the 2nd BB, or the CB is not won, the corresponding winning flag is not set.
[0107] That is, for example, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=32, the first BB winning flag is not set, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set. Also, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=33, the second BB winning flag is not set, and the 28th small win flag, the 33rd small win flag, and the 35th small win flag are set.
[0108] In addition, a lottery table for the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over may be prepared separately, and the lottery process may be performed using the separately prepared lottery table in the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, in the separately prepared lottery table, each index value IV and point value PV may be set so that the 1st BB, the 2nd BB, and the CB are not won.
[0109] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S309, and in the following step S310, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a target for which a win / loss judgment should be made. Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for which a win / loss judgment should be made, the process returns to step S304, and the judgment of the hand is continued. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the judgment value DV used for the judgment of the previous hand (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S305, the hand is judged to be a win / loss based on the judgment value DV. Incidentally, when the winning combination is judged using the lottery table shown in FIG. 17, the probability of winning a normal replay (probability of winning when IV=1) is about 1 in 7.3, the probability of winning a strong cherry (probability of winning when IV=13) is about 1 in 300, and the probability of winning a weak cherry (probability of winning when IV=14) is about 1 in 183. The probability of winning a strong watermelon (probability of winning when IV=15) is about 1 in 300, the probability of winning a weak watermelon (probability of winning when IV=16) is about 1 in 218, the probability of winning Chance A (probability of winning when IV=17) is about 1 in 252, and the probability of winning Chance B (probability of winning when IV=18) is about 1 in 252. The probability of winning a middle bell (probability of winning when IV=19) is about 1 in 32,800, and the probability of winning a no-question bell (probability of winning when IV=20) is about 1 in 65,500. The probability of winning the forward push bell 1, forward push bell 2, pinch push bell 1, and pinch push bell 2 (probability of winning when IV = 21 to 24) is approximately 1 in 43.7, and the probability of winning the middle push bell 1, middle push bell 2, right push bell 1, and right push bell 2 (probability of winning when IV = 25 to 28) is approximately 1 in 21.8.The probability of winning a strong cherry duplicate 1 (probability of winning when IV=32) is approximately 1 in 1770, the probability of winning a strong cherry duplicate 2 (probability of winning when IV=33) is approximately 1 in 4680, the probability of winning a weak cherry duplicate 1 (probability of winning when IV=34) is approximately 1 in 3280, and the probability of winning a weak cherry duplicate 2 (probability of winning when IV=35) is approximately 1 in 6550. The probability of winning a strong watermelon duplicate 1 (probability of winning when IV=36) is approximately 1 in 3280, and the probability of winning a strong watermelon duplicate 2 (probability of winning when IV=37) is approximately 1 in 6550. The probability of winning a weak watermelon duplicate 1 (probability of winning when IV=38) is approximately 1 in 13100, and the probability of winning a weak watermelon duplicate 2 (probability of winning when IV=39) is approximately 1 in 6550. The probability of winning Chance A Duplicate 1, Chance A Duplicate 2, Chance B Duplicate 1, and Chance B Duplicate 2 (probability of winning when IV = 40 to 43) is approximately 1 in 3280. The probability of winning Middle Bell Duplicate 1 and Middle Bell Duplicate 2 (probability of winning when IV = 44, 45) is approximately 1 in 2620. The probability of winning 1st BB and 2nd BB alone (probability of winning when IV = 46, 47) is approximately 1 in 65,500. The probability of winning CB (probability of winning when IV = 48) is approximately 1 in 19.9. Also, the probability of not winning any of the roles is approximately 1 in 1.96.
[0110] In the lottery table for the normal gaming state, 0 is set for the point values PV of IV=2 to 12, 29 to 31, and 49 to 52. For this reason, in the normal gaming state, these index values IV do not result in a win.
[0111] After the winning flag is set in step S308, or when it is determined in step S310 that there is no target to be determined, it means that the judgment of the winning or losing of the role is completed. In such a case, the process proceeds to step S311, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.
[0112] In the following step S312, a lottery result response process is performed. In the lottery result response process, a process of whether or not to shift the game state depending on the lottery result in steps S301 to S311, a process for notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0113] After executing the process of step S312, a lottery result command is set in step S313. Here, the lottery result command is a command sent to the display control device 81 to let the user know the result of the winning / losing hand determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output process (step S110) of the timer interrupt process described above.
[0114] Then, in step S314, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to a winning combination is set based on the winning flag set in steps S306 to S308. For example, when a strong cherry is won (won when IV=13) and the strong cherry winning flag is set, the stop symbol information is set so that symbols corresponding to the 28th small combination, the 32nd small combination, and the 35th small combination winning are able to be stopped on each of the reels 32L, 32M, and 32R. In addition, when a strong cherry overlap 1 is won (won when IV=32) and the strong cherry winning flag and the 1st BB winning flag are set, the stop symbol information is set so that symbols corresponding to the 28th small combination, the 33rd small combination, the 35th small combination, and the 1st BB winning are able to be stopped on each of the reels 32L, 32M, and 32R.
[0115] In the next step S315, when multiple stoppable symbol information are set in step S314, a priority setting process is executed to set the priority order. For example, when multiple roles among small role, replay, and bonus are won, the following priority order is set. When a small role and a bonus are won, the priority order is set so that the small role is given priority, and when the small role cannot be won, the bonus is won. When a replay and a bonus are won, the priority order is set so that the replay is given priority.
[0116] For example, when Strong Cherry Duplicate 1 is won and the stop symbol information corresponding to the 28th, 33rd, and 35th small wins and the 1st BB win is set, the priority is set so that the 28th, 33rd, and 35th small wins take precedence over the 1st BB win. Also, for example, when the 1st BB win is carried over and a normal replay is won and the stop symbol information corresponding to the 1st BB win and the 1st replay win is set, the priority is set so that the 1st replay win takes precedence over the 1st BB win.
[0117] After executing the process of step S315, a first section display process is executed in step S316, and then the lottery process is terminated. The first section display process is a process related to the display control of the indication monitor 68, and this process will be described in detail later.
[0118] Next, the reel control process in step S212 will be described with reference to the flowchart in FIG.
[0119] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S311. In step S402, a spin start process is performed to start the spinning of each of the reels 32L, 32M, and 32R.
[0120] In the spin start process, it is confirmed whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area provided in the RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process (step S106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts spinning. For this reason, even if the player bets a specified number of medals and operates the start lever 41, each of the reels 32L, 32M, and 32R may not start spinning immediately. After that, the process waits until each of the reels 32L, 32M, and 32R spins at a constant speed at a predetermined speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 notifies the player, etc. that it is possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.
[0121] Following the spin start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 has been operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S404, where it is determined whether or not the stop switch corresponding to the spinning reel has been operated, i.e., whether or not a stop command has been generated. If a stop command has not been generated, the process returns to step S403, where it waits until any of the stop switches 42 to 44 has been operated. If a stop command has been generated, a stop command command is set in step S405. Here, the stop command command is a command transmitted to the display control device 81 to allow the display control device 81 to know which stop switch has been operated to generate the stop command. If the stop command command has been set, the stop control process shown in steps S406 to S412 is performed to stop the spinning reel.
[0122] In step S406, the symbol number of the reaching symbol that has reached the base position (lower in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed by the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the following step S407, the number of slips of the reel to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared as stop modes for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding for one symbol, a stop mode in which the corresponding reel is stopped after sliding for two symbols, a stop mode in which the corresponding reel is stopped after sliding for three symbols, and a stop mode in which the corresponding reel is stopped after sliding for four symbols. Therefore, in step S407, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. After that, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol to be actually stopped at the base position. In step S409, it is determined whether the symbol number of the reached symbol of the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed to stop the rotation of the reel in step S410. After that, in step S411, it is determined whether all the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.
[0123] Here, the second stop information setting process is a process for changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stop results of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=24 to 31, that is, when a win occurs on the forward push bell 1, the forward push bell 2, the pinch push bell 1, the pinch push bell 2, the center push bell 1, the center push bell 2, the right push bell 1, and the right push bell 2 (hereinafter, these are also collectively referred to as "push order bells") (see FIG. 17), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0124] FIG. 19 is an explanatory diagram showing the correspondence between the winning combination, the operation sequence of the stop switches 42-44, and the winning mode that is established. For example, when the center push bell 1 is won, the stop information is set so that the second small win, the seventh small win, or the ninth small win is established when the left stop switch 42 is operated first, the stop information is set so that the first small win is established when the middle stop switch 43 is operated first, and the stop information is set so that the second small win, the seventh small win, or the ninth small win is established when the right stop switch 44 is operated first. However, even if the stop information is set in this way, the corresponding winning may not be established depending on the operation timing of the stop switches 42-44.
[0125] The arrangement of symbols on each of the reels 32L, 32M, and 32R will be briefly described. In the slot machine 10, in a game state (3-bet game) other than the CB state in the normal game mode, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44, and only the right-downward line L4 is set as an active line. Therefore, when the same symbols are arranged on each of the reels 32L, 32M, and 32R with an interval of four symbols or less, the winning symbol can be stopped on the active line when it becomes a winning symbol regardless of the timing of the operation of the stop switch 43. On the other hand, for symbols arranged so as to form an interval of five symbols or more, the player needs to operate the stop switches 42 to 44 while aiming at the symbol in order to stop it on the active line.
[0126] An example will be described in which the center push bell 1 is selected and the left stop switch 42, the center stop switch 43, and the right stop switch 44 are operated in that order. In such a case, the reels 32L, 32M, and 32R are stopped to achieve the second small win, the seventh small win, or the ninth small win.
[0127] The second small win symbols on the left reel 32L are the "red bell" symbol and the "white bell" symbol. The "red bell" symbol and the "white bell" symbol also function as the seventh small win symbol and the ninth small win symbol. The second small win symbols (the seventh small win symbols and the ninth small win symbols) are arranged on the left reel 32L so that the interval between them is four symbols or less. Therefore, when the left stop switch 42 is operated first, the "red bell" symbol or the "white bell" symbol stops on the upper row regardless of the operation timing. For example, when the left stop switch 42 is operated at the timing when the "cherry" symbol number 4 on the left reel 32L reaches the middle row, the "red bell" symbol number 7 stops on the upper row as shown in FIG. 20(a). As a result, there is a room for the second small win, the seventh small win, or the ninth small win to be established on the right-downward line L4.
[0128] The second small win symbol on the middle reel 32M is a "white BAR" symbol. On the middle reel 32M, the "white BAR" symbol is only located at the 18th position. Also, the seventh small win symbol on the middle reel 32M is a "red 7" symbol. On the middle reel 32M, the "red 7" symbol is only located at the 14th position. And, the ninth small win symbol on the middle reel 32M is a "cherry" symbol. On the middle reel 32M, the "cherry" symbol is only located at the 11th position. Therefore, depending on the operation timing of the middle stop switch 43, the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line, or none of the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line.
[0129] Specifically, when the middle stop switch 43 is operated at the timing when any one of the "1st replay" symbols (number 13) to the "1st replay" symbols (number 17) has reached the bottom row, the "white bar" symbol, which is the second small win symbol, stops in the middle row. As a result, there is a room for the second small win symbol to be established on the right-downward line L4. When the middle stop switch 43 is operated at the timing when any one of the "2nd replay" symbols (number 9) to the "1st replay" symbols (number 13) has reached the bottom row, the "red 7" symbol, which is the seventh small win symbol, stops in the middle row, as shown in FIG. 20(b). As a result, there is a room for the seventh small win symbol to be established on the right-downward line L4. When the middle stop switch 43 is operated at the timing when any one of the "white bell" symbols (number 6) to the "young man" symbols (number 10) has reached the bottom row, the "cherry" symbol, which is the ninth small win symbol, stops in the middle row. If the middle stop switch 43 is operated at any other time, the second, seventh and ninth minor winning symbols cannot be stopped in the middle row even if the middle reel 32M is stopped after sliding four symbols. If the middle stop switch 43 is operated at such a time, the No. 2 "LUCKY" symbol or the No. 6 "white bell" symbol will stop in the middle row.
[0130] When the 7th minor winning symbol of the center reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the 7th minor winning symbol can be achieved.
[0131] The 7th minor winning symbol on the right reel 32R is a "white bell" symbol. On the right reel 32R, the "white bell" symbol is arranged only at the 10th position. Therefore, depending on the operation timing of the right stop switch 44, the 7th minor winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated at the timing when any of the "first replay" symbol (6) to the "white bell" symbol (10) has reached the bottom row, the "white bell" symbol, which is the 7th minor winning symbol, stops at the bottom row, as shown in FIG. 20(c). As a result, the 7th minor winning symbol is established on the right downward line L4. If the right stop switch 44 is operated at any other timing, the "watermelon" symbol or the "first replay" symbol stops at the bottom row. For example, if the right stop switch 44 is operated at the timing when the "second replay" symbol (3) reaches the bottom row, the "watermelon" symbol (4) stops at the bottom row as shown in Fig. 20(d). The combination of the "white bell", "red 7" and "watermelon" symbols from the left is a transition result as shown in Fig. 11.
[0132] When the 9th minor winning symbol of the center reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the 9th minor winning symbol can be achieved.
[0133] The 9th minor winning symbol on the right reel 32R is a "Youth" symbol. On the right reel 32R, the "Youth" symbol is located at the 15th position. Therefore, depending on the operation timing of the right stop switch 44, the 9th minor winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated at a timing when any of the "1st replay" symbol (11th) to the "Youth" symbol (15th) has reached the bottom row, the "Youth" symbol, which is the 9th minor winning symbol, stops at the bottom row. As a result, the 9th minor winning symbol is established on the right downward line L4. If the right stop switch 44 is operated at any other timing, the "Watermelon" symbol or the "1st replay" symbol stops at the bottom row. The combination of the "White Bell" symbol ("Red Bell" symbol), the "Cherry" symbol, and the "Watermelon" symbol ("1st replay" symbol) from the left is a transition result as shown in FIG. 11.
[0134] When the second small winning symbol of the center reel 32M stops in the middle row, the stop information second setting process changes the stop information so that the second small winning symbol can be achieved.
[0135] The second small win symbol on the right reel 32R is a "white BAR" symbol. The "white BAR" symbol is located at the 18th position on the right reel 32R. Therefore, depending on the operation timing of the right stop switch 44, the second small win symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated at the timing when any of the "watermelon" symbol at the 14th to the "white BAR" symbol at the 18th has reached the lower row, the "white BAR" symbol as the second small win symbol stops at the lower row. As a result, the second small win is established on the right downward line L4. If the right stop switch 44 is operated at any other timing, the "watermelon" symbol or the "first replay" symbol stops at the lower row. From the left, the combination of the "white bell" symbol ("red bell" symbol), the "white BAR" symbol, and the "watermelon" symbol ("first replay" symbol) is a transition result as shown in FIG.
[0136] If the second, seventh and ninth minor win symbols on the middle reel 32M do not stop in the middle row, i.e., if the "LUCKY" or "white bell" symbol on the middle reel 32M stops in the middle row, the second stop information setting process changes the stop information so that the "watermelon" or "first replay" symbol stops in the lower row.
[0137] The right reel 32R has the "watermelon" and "first replay" symbols arranged so that the interval between each of the "watermelon" and "first replay" symbols is four symbols or less. Therefore, when the right stop switch 44 is operated, the "watermelon" or "first replay" symbols stop on the lower row regardless of the timing of the operation. The combination of the "white bell" symbol ("red bell" symbol), "LUCKY" symbol ("white bell" symbol), and "watermelon" symbol ("first replay" symbol) from the left is a transition result as shown in FIG. 11.
[0138] In this way, if the middle push bell 1 is won and the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in that order, the second small win will be achieved, the seventh small win will be achieved, the ninth small win will be achieved, or the transition result will stop.
[0139] Next, a case will be described as an example in which the center push bell 1 is won and the center stop switch 43, the left stop switch 42, and the right stop switch 44 are operated in that order. In such a case, the reels 32L, 32M, and 32R are stopped to establish the first small win.
[0140] On the center reel 32M, the "red bell" symbols, which are the first minor symbol, are arranged so that the interval between the "red bell" symbols is 4 symbols or less. Therefore, when the center stop switch 43 is operated first, the "red bell" symbols stop in the middle row regardless of the operation timing.
[0141] On the left reel 32L, the first minor winning symbols, the "red bell" symbol and the "white bell" symbol, are arranged so that the interval between the first minor winning symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" symbol or the "white bell" symbol stops on the top row regardless of the operation timing.
[0142] On the right reel 32R, the first minor winning symbols, the "red bell" symbol and the "white bell" symbol, are arranged so that the interval between the first minor winning symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" symbol or the "white bell" symbol stops on the lower row regardless of the timing of the operation.
[0143] As described above, if the middle push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in that order, the first small prize will be won regardless of the timing of the operation.
[0144] When the push order bell is won, if the stop switches 42-44 are operated in one or two predetermined operation sequences, the first small prize is won regardless of the operation timing, and when the stop switches 42-44 are operated in another operation sequence, the small prize is won or the transition result stops on the active line depending on the operation timing. Incidentally, when the middle bell is won, the 38th small prize is won regardless of the operation sequence and operation timing, and when the no-question bell is won, the first small prize is won regardless of the operation sequence and operation timing.
[0145] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R are stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a combination of winning symbols is lined up on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the active line. If a winning combination is established, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.
[0146] After the payout determination process, a winning result process is performed in step S414. In the winning result process, a process for shifting the gaming state based on the winning result is performed. The winning result process will be described in detail later.
[0147] After the winning result corresponding process, the section display second process is executed in step S415. The section display second process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later. After that, in step S416, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control process is terminated.
[0148] Next, the medal payout process in step S213 will be outlined.
[0149] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. If the payout number is 0, it means that it has been determined in the previous payout determination process that the small winning combination has not been established. In such a case, it is determined whether any of the first re-play winning to the eighth re-play winning combinations has been established based on the winning combinations set in the payout determination process. If none of the re-play winning combinations has been established, the medal payout process is terminated as it is, and if any of the re-play winning combinations has been established, a re-play setting process is performed to set the game state to a re-play state, and the medal payout process is terminated. In the start waiting process (step S204) described above, when it is determined that the current game state is a re-play state, an automatic insertion process is performed.
[0150] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, when the credit counter count value has not reached the upper limit (the number of medals stored is 50), the payout number is added to the credit counter count value, and the value after the addition is displayed on the credit display unit 60. When the credit counter count value has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal receiving tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 according to the payout of medals is also performed. In addition, when the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter described later, and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.
[0151] Next, the RT state processing in step S214 will be described with reference to the flowchart of FIG.
[0152] In step S501, it is determined whether the transitional result has stopped on the winning line. If the transitional result has stopped, the process proceeds to step S502, where it is determined whether the current game state is the normal game state. If the current game state is the normal game state, the first RT setting flag is set in the state information storage area 106c of the RAM 106 in step S503. Then, this process is terminated. If it is determined in step S501 that the transitional result has not stopped on the winning line, the process proceeds to step S504, where it is determined whether the second re-play winning has been established based on the winning combination set in the previous payout determination process. If the second re-play winning has been established, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503. Then, this process is terminated. In addition, if the transition result stops on a winning line under a gaming state other than the normal gaming state, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503, and this process is terminated.
[0153] When the first RT setting flag is set in step S503, the game state transitions to the first RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the first RT state based on the fact that the first RT setting flag is set in the state information storage area 106c, and a lottery table for the first RT state is selected.
[0154] FIG. 22 is a selection table for the first RT state selected in the first RT state of "setting 3". When the selection table for the first RT state is compared with the selection table for the normal game state (see FIG. 17), the point values PV for IV=1 to 5 are different, and the same point values PV are set for the other index values IV. Therefore, when the winning combination is judged using this selection table, the probability of winning when IV=6 to 52 is equal to each winning probability in the normal game state, the probability of winning when IV=1 is about 1 in 67.0, and the probability of winning when IV=2 to 5 is about 1 in 32.8. The probability of losing, i.e. not winning any combination, is about 1 in 1.94.
[0155] Here, as shown in FIG. 22, if a win occurs when IV=1, it is a win of a normal replay, if a win occurs when IV=2, it is a win of the first promotion replay 1, if a win occurs when IV=3, it is a win of the first promotion replay 2, if a win occurs when IV=4, it is a win of the first promotion replay 3, and if a win occurs when IV=5, it is a win of the first promotion replay 4. The probability of winning any of the cases of IV=1 to 5 is about 1 in 7.30. The probability of winning a normal replay under the normal game state is also about 1 in 7.30. In other words, when the game state transitions to the first RT state, the small role, replay, and bonus roles are won with the same probability as in the normal game state, while the winning mode in which the replay privilege is granted changes to one different from that in the normal game state. More specifically, in the normal game state, only the first re-play winning event, which does not result in a transition to a game state, is achieved, and in the first RT state, in addition to the first re-play winning event, a third re-play winning event, which results in a transition to a second RT state, is achieved.
[0156] In the second stop information setting process (step S409), in addition to the case where the above-mentioned push order bell is won, the stop information is set so as to change the winning pattern that is achieved depending on the operation sequence of the stop switches 42 to 44 that generated the stop command, even if the first promotion replay 1 to the first promotion replay 4 are won.
[0157] FIG. 23(a) is an explanatory diagram showing the correspondence between winning roles, the operation sequence of the stop switches 42-44, and the winning modes that are established. When the first promotion replay 1 to the first promotion replay 4 are won, unlike when the push order bell is won, the first replay win or the third replay win is always established regardless of the operation timing of the stop switches 42-44. For the first promotion replay 1 to the first promotion replay 4, one of six operation sequences is associated with the third replay, and the other operation sequences are associated with the first replay.
[0158] In the first promotion replays 2 to 4, in addition to the first replay and the third replay, the sixth replay, the seventh replay, and the eighth replay are also allocated as winning combinations. However, the sixth replay to the eighth replay are not associated with any of the six operation sequences described above. Therefore, even if the first promotion replays 2 to 4 are winning, the sixth replay to the eighth replay will not win regardless of the operation sequence of the stop switches 42 to 44.
[0159] More specifically, in the first promotion replays 1 to 4, the first promotion replay 1 is assigned the first replay and the third replay, the first promotion replay 2 is assigned the sixth replay in addition to the first replay and the third replay, the first promotion replay 3 is assigned the seventh replay in addition to the first replay and the third replay, and the first promotion replay 4 is assigned the eighth replay in addition to the first replay and the third replay, but in any of the first promotion replays 1 to 4, the winning replay is either the first replay or the third replay. This is to make it difficult to understand the operation sequence in which the third replay wins. That is, for example, if there is one type of first promotion replay, the operation sequence corresponding to the third replay winning will also be one type, and when the first promotion replay is won, it may be possible to intentionally establish the third replay winning. Note that this relationship is not limited to the relationship between the first promotion replays 1 to 4, and the same can be said for other overlapping roles.
[0160] Returning to the explanation of the RT state processing, if it is determined in step S504 that the second re-play winning has not been established, the process proceeds to step S506, where it is determined whether or not the third re-play winning has been established based on the winning combination set in the previous payout determination process. If the third re-play winning has been established, the RT setting flag set in the state information storage area 106c is cleared in step S507, and the second RT setting flag is set in step S508, and this process ends.
[0161] When the second RT setting flag is set in step S508, the game state transitions to the second RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the second RT state based on the fact that the second RT setting flag is set in the state information storage area 106c, and a lottery table for the second RT state is selected.
[0162] FIG. 24 is a selection table for the second RT state selected in the second RT state of "setting 3". In the selection table for the second RT state, the point values PV of IV=1 to 10 are different from those of the selection table for the first RT state (see FIG. 22), and the same point values PV are set for the other index values IV. Therefore, when the winning or losing of a winning combination is judged using such a selection table, the probability of winning when IV=11 to 52 is equal to each winning probability in the first RT state, the probability of winning when IV=1 is about 1 in 13.2, the probability of not winning when IV=2 to 5, the probability of winning when IV=6 to 8 is about 1 in 10.5, and the probability of winning when IV=9, 10 is about 1 in 7.00. The probability of losing, i.e. not winning any winning combination, is about 1 in 150. In other words, when the game moves to the second RT state, the probability of losing is lower than in the normal game state and the first RT state, which is advantageous for the player. In addition, in the second RT state, in addition to the first re-play winning which does not transition the game state, a second re-play winning which transitions to the first RT state, and a fourth re-play winning and a fifth re-play winning which transitions to the third RT state are achieved.
[0163] In the second stop information setting process (step S409), in addition to the case where the above-mentioned first promotion replay 1 to first promotion replay 4 are won, also in the case where fall replay 1 to fall replay 3, second promotion replay 1, and second promotion replay 2 are won, stop information is set so as to change the winning pattern that is established depending on the operation sequence of stop switches 42 to 44 that generated the stop command.
[0164] FIG. 23(b) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are achieved. When Fall Replay 1 to Fall Replay 3 are won, the first replay win or the second replay win is always achieved regardless of the operation timing of the stop switches 42-44. When Second Promotion Replay 1 is won, the first replay win, the fourth replay win, or the fifth replay win is always achieved regardless of the operation timing of the stop switches 42-44. When Second Promotion Replay 2 is won, the first replay win or the fourth replay win is always achieved regardless of the operation timing of the stop switches 42-44.
[0165] The numbers attached to the 4th replay in the figure correspond to the symbol combination when the 4th replay win is established. "1" corresponds to the symbol combination that results in a scatter, and "2" corresponds to the symbol combination that results in a red 7, red 7, and black BAR stopping in the middle row (see Figure 11). For example, if the left stop switch 42 is operated first when the 2nd promotion replay 1 is won, the symbol combination that results in a scatter will stop and the 4th replay win will be established, or the symbol combination that results in a red 7, red 7, and black BAR stopping in the middle row will stop and the 4th replay win will be established.
[0166] Returning to the explanation of the RT state processing, if it is determined in step S506 that the third re-play winning has not been achieved, the process proceeds to step S509, where it is determined whether the fourth re-play winning or the fifth re-play winning has been achieved based on the winning combination set in the previous payout determination process. If the fourth re-play winning and the fifth re-play winning have not been achieved, the process ends as is. If the fourth re-play winning or the fifth re-play winning has been achieved, the RT setting flag set in the state information storage area 106c is cleared in step S510, and the third RT setting flag is set in step S511, and the process ends.
[0167] When the third RT setting flag is set in step S511, the game state transitions to the third RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the third RT state based on the fact that the third RT setting flag is set in the state information storage area 106c, and a lottery table for the third RT state is selected.
[0168] FIG. 25 is a selection table for the third RT state selected in the third RT state of "setting 3". When the selection table for the third RT state is compared with the selection table for the second RT state (see FIG. 24), the point values PV for IV=9 to 12 are different, and the same point values PV are set for the other index values IV. Therefore, when the selection table is used to determine whether a winning combination is a winning combination, the probability of winning when IV=1 to 8, 13 to 52 is equal to each winning probability in the second RT state, the winning combination is not a winning combination when IV=9, 10, and the winning combination is about 1 in 7.00 when IV=11, 12. The probability of losing when none of the combinations is won is about 1 in 150. In other words, when the game state transitions to the third RT state, the winning combinations of small combinations, replays, and bonuses are won with the same probability as in the second RT state, while the winning mode in which the replay privilege is awarded changes to one different from that in the second RT state. More specifically, in the third RT state, in addition to the first re-play winning event which does not result in a transition in the game state and the second re-play winning event which results in a transition to the first RT state, the sixth re-play winning event, the seventh re-play winning event, and the eighth re-play winning event which does not result in a transition in the game state, and the third re-play winning event which results in a transition to the second RT state are also achieved.
[0169] In the second stop information setting process (step S409), even if BAR Replay 1 or BAR Replay 2 is won, the stop information is set so as to change the winning mode that is established depending on the operation order of the stop switches 42 to 44 that generated the stop command.
[0170] Fig. 23(c) is an explanatory diagram showing the correspondence relationship between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are achieved. When BAR Replay 1 is won, any one of the first re-play winning, the sixth re-play winning, the seventh re-play winning, and the third re-play winning is surely achieved, regardless of the operation timing of the stop switches 42-44. When BAR Replay 2 is won, any one of the first re-play winning, the sixth re-play winning, the eighth re-play winning, and the third re-play winning is surely achieved, regardless of the operation timing of the stop switches 42-44.
[0171] Next, the bonus state process in step S215 will be described with reference to the flowchart of FIG.
[0172] First, in step S601, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is a BB state or a CB state. If it is not a bonus state, the bonus determination process shown in steps S602 to S614 is performed.
[0173] In the bonus determination process, in step S602, it is determined whether any of the first BB winning flag, the second BB winning flag, and the CB winning flag is set. If any of the winning flags is set, the process proceeds to step S603, and it is determined whether or not the CB winning is established based on the winning combination set in the previous payout determination process. If the CB winning is established, in step S604, the CB setting flag is set in the state information storage area 106c. In step S605, 15 is set in the remaining payout number counter for counting the remaining number of medals that can be paid out during the bonus state, which is provided in the state information storage area 106c. By performing the processes of steps S604 to S605, the game state transitions to the CB state.
[0174] Here, a brief explanation of CB and the CB state will be given.
[0175] When the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "watermelon", "first replay" or "black BAR" symbol on the right reel 32R stop on an active line, the CB wins. The CB symbols are arranged on each reel 32L, 32M, and 32R so that the interval between each CB symbol is 4 symbols or less. Therefore, when the CB wins, the CB win is established regardless of the operation sequence and operation timing of the stop switches 42 to 44.
[0176] When the CB setting flag is set in the state information storage area 106c, the main control device 101 determines that the game state is the CB state. Then, in step S205 of the normal process, it determines whether the number of medals bet has reached "2" instead of "3", and in the active line setting process (step S209), it sets the lower line L3 and the right downward line L4 as active lines.
[0177] In step S302 of the lottery process, a lottery table for the CB state is selected. Although the illustration of the lottery table for the CB state is omitted, in the lottery table for the CB state, "0" is set as the point value PV for IV=1 to 48, and "16384" is set as the point value for IV=49 to 52 (see FIG. 17 for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning the CB small / medium role 1 (probability of winning when IV=49) is about 1 in 4.00, the probability of winning the CB small / medium role 2 (probability of winning when IV=50) is about 1 in 4.00, the probability of winning the CB small / medium role 3 (probability of winning when IV=51) is about 1 in 4.00, and the probability of winning the CB small / medium role 4 (probability of winning when IV=52) is about 1 in 4.00. No events of losing occur.
[0178] FIG. 27(a) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are established. Although detailed explanations are omitted, even if any of the CB small / medium combinations 1 to 4 is won, some small combination is always established regardless of the operation sequence and operation timing of the stop switches 42-44. Since the CB state is a two-bet game, when the first small combination, the 27th small combination, the 31st small combination, the 36th small combination to the 38th small combination are established, 15 medals are paid out, and when the second small combination to the 26th small combination, the 28th small combination to the 30th small combination, the 32nd small combination to the 35th small combination are established, 14 medals are paid out. In other words, when the game transitions to the CB state, 14 or 15 medals are always paid out.
[0179] In addition, instead of or in addition to CB as a winning role and the CB state as a game state, a single bonus (SB) that allows one game (JAC game) to be played as a winning role, and an SB state to which a transition occurs based on winning (winning) the single bonus may be provided.
[0180] Returning to the explanation of the bonus state processing, if it is determined in step S603 that the CB win has not been achieved, it means that a bonus win flag other than the CB has been set. In such a case, the RT setting flag set in the state information storage area 106c is cleared in step S608, and it is determined in step S609 whether the 1st BB win or the 2nd BB win has been achieved.
[0181] Then, if any of the BB wins is established, the BB win flag set in the win flag storage area 106a of the RAM 106 is cleared in step S610, and the BB setting flag is set in the state information storage area 106c in step S611. After that, in step S612, the remaining payout number counter is set to 216, and a process is performed to display 216 in the remaining payout number display unit 61. The value set in step S612 is a value corresponding to the upper limit payout number in the BB state, and the BB state is ended on the condition that medals equal to or more than the value have been paid out in the BB state.
[0182] By performing the processes of steps S610 to S612, the game state is shifted to the BB state. Then, in step S302 of the lottery process, it is determined that the current game state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and a corresponding lottery table for the BB state is selected.
[0183] FIG. 28 is a lottery table for the BB state selected in the BB state to which the first BB or second BB transition occurs. In the lottery table for the BB state, "0" is set as the point value PV for IV=1-28, 32-52, and "21845" is set as the point value for IV=29-31. Therefore, in the BB state, the probability of winning the BB small / medium combination 1 (probability of winning when IV=32) is about 1 in 3.00, the probability of winning the BB small / medium combination 2 (probability of winning when IV=33) is about 1 in 3.00, and the probability of winning the BB small / medium combination 3 (probability of winning when IV=34) is about 1 in 3.00. The probability of not winning any combination is about 1 in 65,500.
[0184] FIG. 27(b) is an explanatory diagram showing the correspondence between the winning combination, the operation sequence of the stop switches 42-44, and the winning mode that is established. As described above, the first small win is a winning mode that can be established regardless of the operation timing of the stop switches 42-44. Therefore, even if any of the BB small / medium win 1, BB small / medium win 2, and BB small / medium win 3 is won, any of the first small win, the 39th small win, and the 40th small win will always be established regardless of the operation sequence and operation timing of the stop switches 42-44. Since the BB state is a 3-bet game, when the first small win, the 39th small win, and the 40th small win are established, nine medals are paid out. Since the probability of a miss in the BB state is about 1 in 65,500, it can be said that the BB state is a game state in which nine medals are paid out with a very high probability.
[0185] If the result of the determination in step S609 is negative and any BB winning has been achieved, a process of setting a carry-over command is performed in step S613. The carry-over command is a command sent to the display control device 81 to inform the display control device 81 that the bonus winning has not been achieved in the bonus winning game and that the so-called carry-over state has occurred, and the carry-over command is output to the display control device 81 in the command output process (step S110) of the timer interrupt process.
[0186] Here, in this embodiment, in the game played in the carryover state, winning of other bonuses is restricted. More specifically, in the lottery table for the normal game state (FIG. 17), when a combination with the bonus (first BB, second BB, CB) of IV=32 to 48 is won, the winning flags corresponding to these bonuses are not set. Therefore, for example, when a combination with each small win of IV=32 to 45 is won, the winning flags of these small wins are set, but the winning flags corresponding to the bonuses are not set, and only the winning of the small win is valid. In other words, the carryover state can be said to be a state in which the selection of bonuses is restricted.
[0187] When the game state has shifted to the CB state or the BB state, an affirmative determination is made in step S601, and an end determination process is performed in step S614. In the end determination process, it is determined whether the value of the remaining payout counter has become 0, and if it has become 0, a process is performed to clear the CB setting flag or the BB setting flag. Also, in the end determination process, if the BB setting flag is cleared, an end flag is set to indicate that the BB state has ended in this game. The end determination process will be described in detail later.
[0188] As shown in steps S602 to S614, when the CB is won and the CB winning is established, the CB setting flag is set without clearing the RT setting flag. Therefore, when the CB setting flag is cleared, that is, when the CB state ends, the game state when the CB winning is established is returned to. For example, when the CB winning is established under the normal game state, the game state returns to the normal game state after the CB state ends, and when the CB winning is established under the third RT state, the game state returns to the third RT state after the CB state ends. On the other hand, when the first BB and the second BB are won, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB winning is established. Therefore, when the BB setting flag is cleared, that is, when the BB state ends, the game state transitions to the normal game state even if the first BB winning is established under the second RT state. Incidentally, when the game transitions to the CB state, the player can expect an increase of 13 (=15-2) medals or 25 (=14-2+15-2) medals until the CB state ends. When the game transitions to the BB state, the player can expect to receive an increase of approximately 144 (=9×24−3×24) medals until the BB state ends.
[0189] When none of the first BB winning flag, the second BB winning flag, and the CB winning flag are set (when step S602 is NO), when none of the first BB winning, the second BB winning, and the CB winning are achieved and a carryover command is set (when the process of step S613 is executed), when a predetermined value is set in the remaining payout counter in steps S605 and S612, and when an end determination process is performed in step S614, the process proceeds to step S606 and a state command is set. Here, the state command is a command transmitted to the display control device 81 to allow the display control device 81 to grasp the game state at the time of the end of the game (i.e., the game state of the next game), and in step S606, a state command corresponding to the setting flag set in the state information storage area 106c is set. After setting the state command, in step S607, an external signal setting process is performed to set an external signal to be output from the external centralized terminal board 121 to the outside of the slot machine 10. Then, this process ends.
[0190] <Overview of game state transition and display mode> Here, the transition of the gaming state will be described with reference to Figure 29. Note that the CB state is not shown.
[0191] When the game state is the BB state, if the number of medals paid out in the BB state reaches 216, the BB state ends and the game state transitions to the normal game state.
[0192] When the game state is the normal game state, the game state transitions to the first RT state when the transition result stops on an active line, and the game state transitions to the BB state when the BB win is established. The transition result stops on an active line when a miss occurs in a game in which the push order bell is won. In the lottery process using the lottery table for the normal game state, the first promotion replays 1 to 4, which are the trigger for transition to the second RT state, and the second promotion replays 1 and 2, which are the trigger for transition to the third RT state, are not won, so the normal game state does not transition to the second RT state or the third RT state (see FIG. 17).
[0193] When the gaming state is the first RT state, the gaming state transitions to the second RT state by the establishment of the third replay winning. The third replay winning is established when any one of the first promotion replays 1 to 4 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(a)). In the lottery process using the lottery table for the first RT state, the second promotion replays 1 and 2, which are the trigger for transition to the third RT state, are not won, so the first RT state does not transition to the third RT state.
[0194] In addition, if the BB winning is not achieved in the game in which each BB winning flag is set, that is, if the BB winning flag is carried over, the game state transitions to the normal game state, and if the BB winning is achieved in the game in which each 1 BB winning flag is set, the game state transitions to the BB state. The 1st RT state does not transition to the 3rd RT state.
[0195] When the game state is the second RT state, the game state transitions to the third RT state by the establishment of the fourth replay winning or the fifth replay winning. In addition, when the second replay winning is established or when the transition result stops on the effective line, the game state transitions to the first RT state. The fourth replay winning and the fifth replay winning are established when the second promotion replay 1 or the second promotion replay 2 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). The second replay winning is established when any of the fall replays 1 to 3 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). The transition result stops on the effective line when a miss occurs in the game in which the push order bell is won. In addition, when a BB win is not achieved in a game in which a BB win flag is set, that is, when the BB win flag is carried over, the game state transitions to a normal game state, and when a BB win is achieved in a game in which a BB win flag is set, the game state transitions to a BB state.
[0196] When the game state is the third RT state, the game state transitions to the second RT state by the establishment of the third replay winning. In addition, when the second replay winning is established and when the transition result stops on the winning line, the game state transitions to the first RT state. The third replay winning is established when BAR Replay 1 or BAR Replay 2 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(c)). The second replay winning is established when any of Fall Replay 1 to Fall Replay 3 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). The transition result stops on the winning line when a miss occurs in the game where the push order bell is won. In addition, when the corresponding BB winning is not achieved in the game in which each winning flag is set, that is, when the BB winning flag is carried over, the game state transitions to the normal game state, and when the corresponding BB winning is achieved in the game in which each BB winning flag is set, the game state transitions to the BB state.
[0197] In this slot machine 10, the main control unit 101 manages six types of game states, namely, normal game state, first RT state, second RT state, third RT state, BB state, and CB state, and also manages five types of display modes, broadly classified as normal mode, challenge mode, attack mode (including added-on specialization zone), VB mode (including added-on specialization zone), and BB mode.
[0198] FIG. 30 is a diagram showing transitions between display modes.
[0199] The BB mode is a display mode that is entered when the first or second BB win is achieved, and ends when the BB state ends. In other words, the BB mode is a display mode that corresponds to the BB state. Therefore, when the mode is entered, the player can expect an increase of about 144 medals.
[0200] When transitioning from normal mode or challenge mode to BB mode, a lottery for transition to challenge mode and a lottery for transition to attack mode are held in the BB mode. If the lottery for transition to attack mode is won, transition to attack mode will occur after the BB mode ends, and if the lottery for transition to challenge mode is won, transition to challenge mode will occur after the BB mode ends. If neither of the transition lotteries is won, transition to normal mode will occur after the BB mode ends. If transitioning from attack mode to BB mode, return to attack mode after the BB mode ends. If transitioning from VB mode to BB mode, return to VB mode after the BB mode ends.
[0201] The normal mode is a display mode in which the operation sequence of the stop switches 42-44 is not notified when the push order bell is won, or when the first promotion replay 1 to first promotion replay 4, fall replay 1 to fall replay 3, second promotion replay 1, second promotion replay 2, BAR replay 1, and BAR replay 2 (hereinafter collectively referred to as "push order replays") are won. In the normal mode, a lottery for transition to the challenge mode and a lottery for transition to the attack mode are held. If the lottery for transition to the challenge mode is won, the mode transitions from the normal mode to the challenge mode, and if the lottery for transition to the attack mode is won, the mode transitions from the normal mode to the attack mode. There is no transition from the normal mode to the VB mode.
[0202] The normal mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the normal mode, when the push order bell is won and when the push order replay is won, the operation order of the stop switches 42 to 44 is not notified, so that the state rarely transitions to the second RT state and the third RT state, and it corresponds almost to the normal game state or the first RT state. In the normal mode, if the game state at that time is the normal game state or the first RT state, it is expected that about 1.59 medals will be reduced for each game, and if the game state at that time is the second RT state or the third RT state, it is expected that about 0.06 medals will be reduced for each game.
[0203] The challenge mode is a display mode in which the operation sequence of the stop switches 42 to 44 is not notified when the push order bell and the push order replay are won, as in the normal mode. In the challenge mode, a lottery for transition to the attack mode is held. However, the winning probability of the lottery for transition to the attack mode in the challenge mode is set higher than the winning probability of the lottery for transition to the attack mode in the normal mode. In other words, the challenge mode is set as a mode in which the operation sequence is not notified as in the normal mode, but is easy to transition to the attack mode. If the lottery for transition to the attack mode is won, the mode transitions from the challenge mode to the attack mode. If the game is played a predetermined number of times (for example, 10 times) without winning the above-mentioned transition lottery, the mode transitions from the challenge mode to the normal mode. The mode does not transition to the VB mode from the challenge mode.
[0204] The challenge mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the challenge mode, since the operation sequence of the stop switches 42 to 44 is not notified when the push order replay is won, it rarely transitions to the second RT state or the third RT state, and it corresponds almost to the normal game state or the first RT state. In the challenge mode, if the game state at that time is the normal game state or the first RT state, it can be expected that about 1.59 medals will be reduced for each game, and if the game state at that time is the second RT state or the third RT state, it can be expected that about 0.06 medals will be reduced for each game.
[0205] The attack mode is a display mode in which the operation sequence of the stop switches 42 to 44 is notified in both the case where the push order bell is won and the case where the push order replay is won. The attack mode is composed of four attack modes, the first attack mode to the fourth attack mode, which have different probabilities of transitioning to the VB mode, and the probability of transitioning to the VB mode is higher in each attack mode than in the normal mode. If the lottery for transitioning to the VB mode is won, the mode transitions from the attack mode to the VB mode. If the game is played a predetermined number of times (for example, 50 times) without winning the lottery for transitioning to the VB mode, the mode transitions from the attack mode to the normal mode.
[0206] The first to fourth attack modes are set to have different probabilities of winning the lottery for transition to the VB mode. More specifically, the probability of winning the lottery for transition to the VB mode is set to be highest for the fourth attack mode and lowest for the first attack mode, and the probabilities of winning the lottery for transition to the VB mode are set to increase in the order of the first attack mode, the second attack mode, the third attack mode, and the fourth attack mode.
[0207] The attack mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the attack mode, the operation sequence of the stop switches 42-44 is notified in both the case of winning the push order bell and the case of winning the push order replay, so that if the player operates the stop switches 42-44 in the notified operation sequence, it corresponds to approximately the second RT state. In the attack mode, if the game state at that time is the normal game state or the first RT state, it is expected that the number of medals will increase by about 0.61 per game, and if the game state at that time is the second RT state or the third RT state, it is expected that the number of medals will increase by about 1.90 per game. Since the attack mode continues for at least 50 games after the game state transitions to the second RT state, when the attack mode is entered, the player can expect an increase of about 100 medals.
[0208] The VB mode is a display mode in which the operation sequence of the stop switches 42 to 44 is notified when the push order bell is won and when the push order replay is won, just like the attack mode. The difference between the VB mode and the attack mode is that when the second promotion replay 1 or the second promotion replay 2 is won, the attack mode notifies the operation sequence for establishing the first replay win, whereas the VB mode notifies the operation sequence for establishing the fourth replay win or the fifth replay win (see FIG. 23(b)).
[0209] The VB mode corresponds to each of the game states of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the VB mode, the operation sequence of the stop switches 42 to 44 is notified in both the case of winning the push order bell and the case of winning the push order replay, and the operation sequence for establishing the fourth replay prize or the fifth replay prize when the second promotion replay 1 or the second promotion replay 2 is won is notified. Therefore, the VB mode corresponds to the third RT state when the player operates the stop switches 42 to 44 in the notified operation sequence. In the VB mode, if the game state at that time is the normal game state or the first RT state, it is expected that the number of medals will increase by about 0.61 per game, and if the game state at that time is the second RT state or the third RT state, it is expected that the number of medals will increase by about 1.90 per game. Since the VB mode continues for at least 25 games after the game state transitions to the third RT state, the player can expect an increase of about 50 medals when transitioning to the VB mode.
[0210] Regarding the transition of the display mode when the number of medals owned by the player increases, the general flow is to transition from normal mode to challenge mode, from challenge mode to attack mode, and from attack mode back to normal mode. In attack mode, a lottery is held to transition to VB mode, so if a loop occurs in which attack mode transitions to VB mode and then VB mode returns to attack mode, the player can expect to increase the number of medals owned.
[0211] As described above, the probability of winning the lottery to switch to the attack mode is set to be higher in the challenge mode than in the normal mode, when comparing the normal mode and the challenge mode. Therefore, the challenge mode is also called a so-called chance zone that encourages players to expect a switch to the attack mode.
[0212] In addition, the attack mode is set to the first attack mode to the fourth attack mode, and the winning probability of the lottery for transition to the VB mode is different for each attack mode. When transitioning from the normal mode or the challenge mode to the attack mode, the mode basically transitions to the first attack mode. In the first attack mode, a lottery for transition to the VB mode is held, and a lottery for transition to the second attack mode is held. If the lottery for transition to the second attack mode is won, the mode transitions to the second attack mode, and the winning probability of the lottery for transition to the VB mode increases. In the second attack mode, a lottery for transition to the VB mode is held, and a lottery for transition to the third attack mode is held. If the lottery for transition to the third attack mode is won, the mode transitions to the third attack mode, and the winning probability of the lottery for transition to the VB mode increases. In the third attack mode, a lottery for transition to the VB mode is held, and a lottery for transition to the fourth attack mode is held. If you win the lottery to transition to the 4th attack mode, you will transition to the 4th attack mode, and your chances of winning the lottery to transition to VB mode will increase.
[0213] Therefore, when transitioning to attack mode, the attack mode is promoted from first attack mode → second attack mode → third attack mode → fourth attack mode, increasing the probability of transitioning to VB mode and making it easier for a loop between attack mode and VB mode to occur.
[0214] As described above, the slot machine 10 is configured so that the player can increase the number of medals owned in each display mode of the attack mode, VB mode, and BB mode. In addition, in conjunction with each display mode, multiple RT states, BB state, CB state, and other multiple states are switched back and forth by winning or stopping the transition results of each replay. As described above, the operation sequence of the stop switches 42-43 when the push order replay or push order bell is won will result in the corresponding replay winning or the transition results will stop. In addition, in the attack mode or VB mode, when the push order bell is won, the operation sequence that can win the first minor prize is notified, so that the player can expect to increase the number of medals owned.
[0215] The configuration regarding the display mode will be described below.
[0216] The configurations related to the display modes are roughly divided into (1) processing related to the lottery for switching between display modes, (2) processing for switching the game state based on the result of the lottery for switching between display modes, (3) processing for switching the display mode based on the winning result, and (4) processing related to the notification performance on the sub side. Each will be explained in order below.
[0217] <Display mode transition lottery processing> <Lottery result processing> The process related to the display mode transition lottery in (1) is performed in the lottery result response process (step S312) of the lottery process (FIG. 16) by the main control device 101. Hereinafter, the lottery result response process will be described with reference to the flowchart in FIG.
[0218] In step S701, it is determined whether the current lottery result is a strong cherry, a weak cherry, a strong watermelon, a weak watermelon, chance A, B and a middle bell, a strong cherry overlap 1, 2, a weak cherry overlap 1, 2, a strong watermelon overlap 1, 2, a weak watermelon overlap 1, 2, a chance A overlap 1, 2, a chance B overlap 1, 2, a middle bell overlap 1, 2 (for example, see FIG. 17, IV=13-19, 32-45, hereinafter, these roles are collectively referred to as "specific roles") or not. If the lottery result is a specific role, in step S702, it is determined whether any of the bonus winning flags of the first BB winning flag and the second BB winning flag has already been set.
[0219] In the process of step S702, when the 1st BB winning flag or the 2nd BB winning flag is already set, it indicates a carryover state, and does not include a game in which the 1st BB or the 2nd BB was won. In other words, when it is determined in step S702 that the 1st BB winning flag or the 2nd BB winning flag is not already set, it includes a case in which a specific role that is a double win with the 1st BB or the 2nd BB is not won, and a case in which a specific role that is a double win with the 1st BB or the 2nd BB is won. In other words, when a specific role that is a double win with the 1st BB or the 2nd BB is won during the carryover state, a positive determination is made in step S702.
[0220] If the result of the determination in step S702 is negative, the process for transition of the display mode based on the specific combination is executed in steps S703 to S709. On the other hand, if the result of the determination in step S701 is that the specific combination is not won or if the bonus win flag is set in step S702, the process for transition of the display mode is executed in steps S710 to S713.
[0221] Specifically, if it is determined in step S701 that a specific role has been won and if it is determined in step S702 that the bonus win flag has not been set, it is determined in step S703 whether the current game state is the normal game state or the first RT state. If the determination in step S703 is affirmative, it is determined in step S704 whether the attack mode win flag is set in the various flag storage area 106d of the RAM 106. The attack mode win flag is a flag that is set when the attack mode transition lottery is won and is cleared when transitioning to the attack mode. If the determination in step S704 is negative, the first specific role process is executed in step S705.
[0222] <First specific role processing> The first specific winning process will be explained with reference to the flowchart of FIG.
[0223] Here, the first specific combination process is performed when the game is in the normal game state or the first RT state and the attack mode has not been won. In this case, the display mode corresponds to the normal mode or the challenge mode. In the first specific combination process, a transition lottery is performed to determine whether or not the display mode should be transitioned to the challenge mode, and a transition lottery is performed to determine whether or not the display mode should be transitioned to the attack mode. In addition, in the first specific combination process, if the current display mode is the challenge mode, a process for adding to the number of continued games in the challenge mode is performed.
[0224] That is, in step S801, it is determined whether the current display mode is in the challenge mode or not. When the current display mode is not in the challenge mode, it means that the current display mode is the normal mode. If the determination is negative in step S801, in step S802, a normal time table is obtained from the various table storage area 105a of the ROM 105 as a table for the attack mode lottery. On the other hand, if the determination is positive in step S801, in step S803, a challenge mode table is obtained from the various table storage area 105a of the ROM 105 as a table for the attack mode lottery. In the normal time table and the challenge mode table, the probability of transition to the attack mode is set according to the type of specific combination. For example, between a strong cherry and a weak cherry, the probability of transition to the attack mode is set higher for the strong cherry than for the weak cherry. In addition, the probability of transition to the attack mode is generally different between the normal time table and the challenge mode table, and it is set so that the probability of transition to the attack mode is higher for the challenge mode table than for the normal time table.
[0225] After the table for the attack mode transition lottery is acquired in step S802 or step S803, an attack mode lottery process is executed in step S804. In this process, a counter for the lottery is acquired from the various counter area 106e of the RAM 106, and a lottery for transition to the attack mode is performed by checking the counter against the table for the lottery acquired in step S802 or step S803.
[0226] In step S805, it is determined whether or not the lottery for switching to the attack mode has been won based on the processing result of step S804. If the lottery for switching to the attack mode has been won, in step S806, it is determined whether or not the currently won attack mode is the super attack mode. The super attack mode is an attack mode that is started after passing through the add-on specialization zone. For example, if the initial number of games in the normal attack mode is 50, the attack mode is started with the number of games that is the initial number of games of 50 plus the number of games added in the add-on specialization zone. Therefore, the degree of advantage for the player differs between the normal attack mode and the super attack mode, and the super attack mode is more advantageous for the player than the attack mode. The super attack mode is set to be won in a portion (for example, 1%) of the cases in which the attack mode is won in the attack mode lottery processing of step S804.
[0227] The winning probability of the Super Attack mode may be set to be different when the table for normal time is acquired (step S802) from when the table for challenge mode is acquired (step S803). In this case, if the winning probability of the Super Attack mode is set to be higher in the challenge mode than in normal time, the advantage of the challenge mode is guaranteed. Also, although the winning probability of the attack mode is lower in normal time than in the challenge mode, the ratio of the Super Attack mode when it is won may be set to be higher. Furthermore, the winning probability of the Super Attack mode and the ratio of the Super Attack mode when it is won may be set to be different depending on the type of specific combination.
[0228] If it is determined in step S806 that the Super Attack Mode has been won, a process of setting a specialized zone win flag is executed in step S807.
[0229] If the determination in step S806 is negative, or after the process in step S807 is executed, a process of setting an attack mode winning flag is executed in step S808. That is, when the attack mode is won, the attack mode winning flag is set, and in some of the cases (when the super attack mode is won), the specialized zone winning flag is set.
[0230] After the process of step S808, a process for setting the premonition mode is performed in steps S809 to S812. The premonition mode is a mode in which a winning suggestion effect that suggests that the attack mode, the challenge mode, or the like has been won is likely to occur, and after each game in the premonition mode, a winning notification that the attack mode, the challenge mode, or the like has been won is made. The premonition mode continues for 0 to 32 games, and the number of games that the premonition mode continues is set to be different depending on the type of the attack mode, the challenge mode, or the like that has been won, and whether or not a bonus has been won at the same time. If the attack mode, the challenge mode, or the like has been won at the same time as a bonus, a winning notification of the bonus is made after the premonition mode, and a notification of the attack mode, the challenge mode, or the like has been won is made after the bonus state ends. If the number of premonition games is set to 0, a winning notification is made without going through the premonition mode.
[0231] Specifically, in step S809, first, a process is performed to obtain a premonition game number table from the various table storage area 105a of the ROM 105. As shown in FIG. 35, in the premonition game number table, the number of premonition games to be selected is set to be different depending on the current display mode (normal mode or challenge mode) and whether or not a bonus is won at the same time. Specifically, when the current display mode is the normal mode and when the attack mode is won, if the bonus is not won at the same time, 1 game to 5 games are selected with 80% and 6 games to 10 games are selected with 20%. On the other hand, even if the current display mode is the normal mode, if the attack mode and the bonus are won at the same time, 1 game to 5 games are selected with 10% and 6 games to 10 games are selected with 20%. 11 games to 20 games are selected with 50% and 21 games to 32 games are selected with 20%. That is, when the display mode is the normal mode, if the bonus is won at the same time, a longer premonition game number is more likely to be selected than if the bonus is not won at the same time. In other words, if the bonus is not won at the same time, the attack mode is announced in a relatively short number of games from the attack mode winning game. On the other hand, if the current display mode is the challenge mode, 0 games is selected as the premonition game number regardless of whether the bonus is won at the same time. In other words, in this case, the premonition mode is not set, and the attack mode is announced in the game next to the winning game.
[0232] In addition, when the Super Attack mode, which is an attack mode with an additional special zone, is won, if the bonus is not won at the same time, 1 to 5 games are selected at 70%, and 6 to 10 games are selected at 30%. On the other hand, if the bonus is won at the same time when the attack mode is won, 1 to 5 games are not selected, 6 to 10 games are selected at 20%, 11 to 20 games are selected at 30%, and 21 to 32 games are selected at 50%. That is, even when the Super Attack mode is won, if the bonus is won at the same time, a longer number of premonition games is more likely to be selected than when the bonus is not won at the same time, and when the bonus is not won at the same time, the Super Attack mode is announced at a relatively short number of games from the Super Attack mode winning game. Even when the Super Attack mode is won, if the current display mode is the challenge mode, 0 games is selected as the number of premonition games regardless of whether the bonus is won at the same time or not. In other words, in this case, the premonition mode is not set, and the winning notification of the super attack mode is made in the game next to the winning game.
[0233] In step S810, a process is performed to select the number of games to be played in the premonition mode this time based on the premonition game number table acquired in step S809 and the counter for selection acquired from the various counter area 106e of the RAM 106. Then, in step S811, a process is performed to input the premonition game number to the premonition counter provided in the various counter area 106e of the RAM 106. The premonition counter is a counter that is decremented by 1 for each game, and when the premonition counter reaches 0, the premonition mode ends, and a winning notification is made that the player has won the selection to move to the attack mode or the like.
[0234] In step S812, a process is executed to set the premonition command as an output target to the display control device 81, which is the sub-side control device. The premonition command includes information on the lottery result that triggered the premonition mode (the display mode to be transitioned to after the premonition mode, in the case of step S812 above, BB mode and attack mode) and the number of premonition games. The process on the display control device 81 side based on receiving the premonition command will be explained in detail later. After the process of step S812 is executed, the first specific role process is terminated.
[0235] If it is determined in step S805 that the lottery for transition to the attack mode has not been won, the process proceeds to step S813. In step S813, a challenge mode lottery process is executed. In the challenge mode lottery process, a table for the challenge mode lottery is obtained from the various table storage area 105a of the ROM 105, and a counter for the lottery is obtained from the various counter area 106e of the RAM 106. In the table for the challenge mode lottery, the probability of transition to the challenge mode is set according to the type of specific combination. For example, between a strong cherry and a weak cherry, the probability of transition to the challenge mode is set higher for the strong cherry than for the weak cherry.
[0236] The case where step S813 is performed includes the case where the display mode is the challenge mode, and in this case, the challenge mode selection process is also performed in step S813, and the selection table is a common table for the normal mode and the challenge mode. Note that, as in steps S801 to S803, the selection table may be different depending on whether or not the display mode is in the challenge mode.
[0237] In step S814, it is determined whether or not the challenge mode has been selected based on the processing result of step S813. If it is determined that the challenge mode has been selected, in step S815, it is determined whether or not the current display mode is the challenge mode. If it is not the challenge mode but the normal mode, in step S816, a process is executed to set a challenge mode selection flag in the various flags storage area 106d of the RAM 106.
[0238] After the process of step S816 is performed, the setting process for the premonition mode is performed in steps S817 to S820 in the same manner as in steps S809 to S812. That is, the premonition game number table is obtained in step S817, the premonition game number is selected in step S818, the premonition game number is set in step S819, the premonition command is set in step S820, and then the first specific role process is terminated.
[0239] In the premonition game number table acquired in step S817, as shown in FIG. 35, when the challenge mode is won alone, 1 to 5 games are selected with a 90% probability, and 6 to 10 games are selected with a 10% probability. On the other hand, when the challenge mode is won simultaneously with the bonus, 1 to 5 games are selected with a 20% probability, 6 to 10 games are selected with a 30% probability, and 11 to 20 games are selected with a 50% probability. In other words, even when the challenge mode is won, if the bonus is also won simultaneously, a longer premonition game number is more likely to be selected than if the bonus is not won simultaneously, and if the bonus is not won simultaneously, the challenge mode win is notified a relatively short number of games from the challenge mode winning game.
[0240] Regarding the number of premonition games, regardless of whether or not a bonus is won at the same time, a longer number of premonition games is more likely to be selected for the attack mode than for the challenge mode, and a longer number of premonition games is more likely to be selected for the super attack mode than for the attack mode, and if a display mode advantageous to the player is won, a longer number of premonition games is more likely to be selected. If a bonus is not won at the same time, a premonition game number of 10 games or less is selected, and if the premonition mode continues for 11 games or more, it is confirmed that a bonus and a premonition game have been won at the same time. Even if a bonus and a premonition game are won at the same time, a premonition game number of 20 games or less is selected when the challenge mode and the bonus are won at the same time, while a premonition game number of 21 games or more is also selected when the attack mode or the super attack mode and the bonus are won at the same time, and if the premonition mode continues for 21 games or more, it is confirmed that the bonus + attack mode or the super attack mode is won. In this way, the fun of predicting the winning content in relation to the number of premonition games is added.
[0241] Furthermore, in this embodiment, when a specific role is won, if the attack mode, challenge mode, or the like is not won, the mode may shift to a pseudo premonition mode. This process will be described later, but the number of games set as the pseudo premonition mode is any one of 1 game to 20 games. Therefore, if the winning suggestion performance occurs frequently over 21 games or more, it is determined that the premonition mode or pseudo premonition mode to which the mode shifted due to the specific role is the premonition mode.
[0242] If it is determined in step S815 that the challenge mode has been won again during the challenge mode, processing for adding the number of continued games in the challenge mode is performed in steps S821 to S825. That is, in step S821, it is determined whether or not the bonus win flag is set. If the bonus win flag is not set, the process proceeds to step S822, where a lottery process for the number of games to be added in the challenge mode is performed.
[0243] Here, the term "addition" refers to adding the number of continued games in the challenge mode or attack mode, and the number of added games corresponds to a value to be added to the number of continued games. In step S822, the value to be added to the number of continued games in the challenge mode is determined by lottery.
[0244] Specifically, in the lottery process for the number of added games, a table for lottery of the number of added games in the challenge mode is obtained from the various table storage area 105a of the ROM 105, and a counter for lottery is obtained from the various counter area 106e of the RAM 106. The table for lottery of the number of added games in the challenge mode is set so that the number of added games increases according to the type of specific combination. For example, with a strong cherry, 30 games of the challenge mode are added with an 80% probability, and 50 games are added with a 20% probability. Also, with a weak cherry, 5 games are added with an 80% probability, and 20 games are added with a 20% probability.
[0245] In step S823, a process of adding the number of games in the challenge mode is performed. In this process, a process of adding a value corresponding to the number of added games drawn in step S822 to a counter that manages the number of continued games in the challenge mode (more specifically, a challenge mode continuation counter provided in the various counter area 106e of the RAM 106) is performed. Then, in step S824, a process of setting the add-on command as an output target to the display control device 81 is performed, and then the first specific role process is terminated. The add-on command includes information that an add-on has occurred, the number of added games, and the target for the add-on (challenge mode or attack mode). The process on the display control device 81 side that has received the add-on command will be described in detail later, but the display control device 81 performs an add-on notification (add-on performance) as a notification of the information included in the add-on command based on the reception of the add-on command.
[0246] If the bonus winning flag is set in step S821, the process proceeds to step S825. In step S825, the challenge mode addition flag is set in the various flag storage area 106d of the RAM 106, and then the first specific combination process is terminated. The challenge mode addition flag is a flag for the CPU 102 to grasp that the condition for adding the number of games in the challenge mode is satisfied. As will be described in detail later, if the bonus ends while the challenge mode addition flag is set, the challenge mode is added at the end of the bonus. That is, the game for which the addition notification is performed is set to be different depending on whether or not the bonus is won at the same time.
[0247] Returning to the explanation of the lottery result corresponding process (FIG. 31), if a negative judgment is made in step S703 or if a positive judgment is made in step S704, the process proceeds to step S706. In step S706, it is judged whether or not the current game state is the second RT state. If it is the second RT state, it is judged whether or not the VB mode winning flag is set in the various flag storage area 106d of the RAM 106 in step S707. The VB mode winning flag is a flag that is set when the VB mode transition lottery is won and is cleared when transitioning to the VB mode. If a negative judgment is made in step S707, the second specific combination process is executed in step S708. Also, if a negative judgment is made in step S706 or if a positive judgment is made in step S707, the third specific combination process is executed in step S709.
[0248] <Second specific role processing> The second specific winning process will be explained with reference to the flowchart of FIG.
[0249] Here, the second specific combination processing is performed when the second RT state is reached and the VB mode has not been won. In this case, the display mode corresponds to the attack mode. In the second specific combination processing, a transition lottery is performed to determine whether or not the display mode should be transitioned to the VB mode. In addition, in the second specific combination processing, a lottery is performed to promote the rank of the attack mode, and a process for adding to the number of continued games in the attack mode is performed.
[0250] That is, in step S901, a process of grasping the rank of the attack mode is performed. As already explained, in this embodiment, four attack mode ranks are provided, from the first attack mode to the fourth attack mode, and the probability of transition to the VB mode differs for each rank. Therefore, in step S901, it is determined whether the rank of the current attack mode is the first attack mode, the second attack mode, or the fourth attack mode.
[0251] In step S902, a VB mode lottery table according to the rank of the attack mode grasped in step S901 is obtained from the various table storage area 105a of the ROM 105. In the VB mode lottery table, the probability of transition to the VB mode is set according to the type of specific combination. For example, between strong cherry 1 and weak cherry, the probability of transition to the VB mode is set higher for strong cherry 1 than for weak cherry. In addition, in the VB mode lottery table of each rank, the probability of transition to the VB mode is generally different, and it is set so that the probability of transition to the VB mode is higher for the second attack mode than for the first attack mode, the probability of transition to the VB mode is higher for the third attack mode than for the second attack mode, and the probability of transition to the VB mode is higher for the fourth attack mode than for the third attack mode.
[0252] In step S903, a lottery for switching to the VB mode is performed using the table acquired in step S902 and the lottery counter acquired from the various counter area 106e of the RAM 106. Then, in step S904, it is determined whether the lottery result in step S903 corresponds to a VB mode win.
[0253] If the result of the determination in step S904 is affirmative, a process of setting a VB mode winning flag in the various flag storage area 106d of the RAM 106 is performed in step S905. After that, a process for setting the number of premonition games is performed in steps S906 to S909. That is, a premonition game number table is obtained in step S906, the number of premonition games is drawn in step S907, the number of premonition games is set in step S908, and the premonition command is set in step S909, and then the second specific combination process is terminated. However, in this embodiment, as shown in FIG. 35, the number of premonition games is set to 0 for all winnings in the VB mode during the attack mode. Therefore, if the VB mode is won during the attack mode, the winning notification will be made in the next game.
[0254] If it is determined in step S904 that the result of the VB mode lottery process is not a VB mode win, the process proceeds to step S910. Steps S910 to S913 are processes for promoting the rank of the attack mode.
[0255] In step S910, an attack mode promotion lottery process is performed. In this process, a table for the promotion lottery is obtained from the various table storage area 105a of the ROM 105, and a counter for the lottery is obtained from the various counter area 106e of the RAM 106. A plurality of tables for the promotion lottery are provided according to the rank of the attack mode, specifically, a table for the first attack mode, a table for the second attack mode, and a table for the third attack mode, a total of three tables (promotion lottery is not performed in the state of staying in the fourth attack mode) are provided. In each table, the winning probability of the promotion lottery is set according to the type of specific combination. For example, between strong cherries and weak cherries, the winning probability of the promotion lottery is set higher for strong cherries than for weak cherries. Furthermore, the tables for each attack mode are set so that the table for the second attack mode has a lower promotion probability than the table for the first attack mode, and the table for the third attack mode has a lower promotion probability than the table for the second attack mode, so that as the attack mode rank is promoted, it becomes more difficult to be promoted to the next rank.
[0256] In step S911, it is determined whether the result of the lottery in step S910 is a promotion win or not. If a promotion win is found, in step S912, an attack mode promotion process is performed. In this process, a process is performed to rewrite the rank flag provided in the various flag storage area 106d of the RAM 106 from the rank flag corresponding to the current attack mode rank to a rank flag one rank higher. After that, in step S913, a process is performed to set a promotion command as an output target to the display control device 81. The promotion command includes information on the attack mode to be promoted. The display control device 81 that has received the promotion command controls the auxiliary display unit 65, etc., to perform a performance for the attack mode of the rank to be promoted. As an attack mode effect in the auxiliary display unit 65, for example, a different background color is set depending on the rank of the attack mode, and when the display control device 81 receives the above-mentioned promotion command, it notifies the user that the attack mode rank has been promoted, and controls the display so that the attack mode effect is performed in a background color corresponding to the promoted rank.
[0257] If it is determined in step S911 that the player has not won the promotion lottery, or after the process of step S913 has been executed, the process for adding to the number of continued games in the attack mode is carried out in steps S915 to S920.
[0258] That is, in step S914, an attack mode game number addition lottery process is performed. In this addition lottery process, a table for attack mode addition lottery is obtained from the various table storage area 105a of the ROM 105, and a lottery counter is obtained from the various counter area 106e of the RAM 106. The attack mode addition lottery table is set so that the probability of winning the addition lottery differs depending on the type of specific combination. For example, a strong cherry wins the addition lottery with an 80% probability, and a weak cherry wins the addition lottery with a 20% probability. The winning probability may be different depending on the rank of the attack mode. Then, in step S915, it is determined whether or not the addition lottery has been won. If it is determined that the addition lottery has not been won, the second specific combination process is terminated as it is.
[0259] If it is determined that the bonus lottery has been won, in step S916, it is determined whether or not the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S917, and a lottery process for the attack mode's additional game number is performed. In the lottery process for the additional game number, a table for the attack mode's additional game number lottery is obtained from the various table storage area 105a of the ROM 105, and a counter for the lottery is obtained from the various counter area 106e of the RAM 106. The table for the attack mode's additional game number lottery is set so that the number of additional games differs depending on the type of specific combination. For example, with a strong cherry, 20 attack mode games are added with a 90% probability, and 80 games are added with a 10% probability. Also, with a weak cherry, 5 games are added with a 95% probability, and 100 games are added with a 5% probability.
[0260] In step S918, a process of adding the number of games in the attack mode is performed. In this process, a process of adding a value corresponding to the number of games to be added in step S917 to a counter that manages the number of games to be continued in the attack mode (more specifically, an attack mode continuation counter provided in the various counter area 106e of the RAM 106) is performed. Then, in step S919, a process of setting the addition command as an output target to the display control device 81 is performed, and then the second specific combination process is terminated.
[0261] If the bonus winning flag is set in step S916, the process proceeds to step S920. In step S920, the attack mode addition flag is set in the various flag storage area 106d of the RAM 106, and then the second specific combination process is terminated. The attack mode addition flag is a flag for the CPU 102 to grasp that the condition for adding the number of games in the attack mode is satisfied. Details will be described later, but if the bonus ends in a situation where the attack mode addition flag is set, the attack mode is added at the end of the bonus. That is, similar to the notification of the number of games addition in the challenge mode, the game for which the addition notification is performed is set to be different depending on whether or not the bonus is won at the same time.
[0262] <Third Special Role Processing> Next, the third specific winning process executed in step S709 will be described with reference to the flowchart of FIG.
[0263] The third specific combination process is performed when the player is in the third RT state, or when the player is in the second RT state and has won the VB mode. In this case, the display mode corresponds to the attack mode or the VB mode. In the third specific combination process, a process for adding the number of continued games in the attack mode is performed.
[0264] That is, in step S1001, a lottery process for adding the number of games in the attack mode is performed. This process is the same as the process in step S914. Note that the winning probability of the additional lottery may be different between the lottery process in step S914 and the lottery process in step S1001.
[0265] In step S1002, it is determined whether or not the result of the lottery in step S1001 is a result of winning the additional bonus. If it is determined that the additional bonus lottery has been won, in step S1003, it is determined whether or not the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S1004, where a lottery process for the number of additional bonus games in the attack mode is performed. Then, in step S1005, a process for adding the number of games in the attack mode is performed, and in step S1006, a process for setting the additional bonus command as an output target to the display control device 81 is performed, and then the third specific combination process is terminated. The processes in steps S1003 to S1006 are the same as the processes in steps S916 to S919. The number of additional bonus games may be different between the lottery process in step S916 and the lottery process in step S1004.
[0266] If the result of the negative judgment in step S1002 is negative, the third specific combination processing is terminated. Also, if the result of the judgment in step S1003 is that the bonus winning flag is set, the attack mode addition flag is set in step S1007, and then the third specific combination processing is terminated. The attack mode addition flag is as described above.
[0267] Returning to the explanation of the lottery result corresponding process (Fig. 31), if it is determined in step S701 that the result of this lottery process is not a specific role win, or if it is determined in step S702 that a bonus win flag is set even if a specific role wins, it is determined in step S710 whether the result of this lottery process is a push order replay or a push order bell (hereinafter, these are also collectively referred to as "push order role"). If it is a push order role win, push order role processing is executed in step S711. Such push order role processing will be explained in detail later.
[0268] After executing any one of the processes of step S705, step S708, step S709, and step S711, or after a negative judgment in step S710, the process proceeds to step S712. In step S712, it is judged whether or not a specialized zone flag corresponding to the added specialized zone is set in the various flag storage area 106d of the RAM 106. The specialized zone flag is a flag that is set based on the establishment of the seventh re-play winning, and the added specialized zone indicates a state in which the number of continued games in the attack zone is added with a high probability over multiple games. If the specialized zone flag is set in step S712, a specialized zone process is executed in step S713. The specialized zone flag, specialized zone, and specialized zone process will be described in detail later. If a negative judgment is made in step S712, or after the process of step S713 is executed, the lottery result response process is terminated.
[0269] As described above, in the lottery result corresponding process, when it is determined that a specific role has been won, a lottery for transition to the challenge mode, attack mode, or VB mode, and a process for adding the number of continued games in the challenge mode or attack mode are performed, provided that the game is not in a carryover state. In other words, even if a specific role has been won, during the carryover state, a lottery for transition to the challenge mode, attack mode, or VB mode, and a process for adding the number of continued games in the challenge mode or attack mode are not performed, and their implementation is restricted. When the transition lottery to the challenge mode, attack mode, or VB mode is won, a premonition game is played, and then a notification that the transition lottery has been won is made. Hereinafter, a process for transitioning the game state based on the result of the transition lottery of the display mode will be described.
[0270] <Process for shifting the gaming state based on the result of the lottery for shifting the display mode> (2) In the process for shifting the game state based on the result of the lottery for shifting the display mode, a process for notifying the player that the lottery for shifting the display mode has been won and a process for notifying the player that the game state has been shifted are performed. First, the process for notifying the player that the lottery for shifting the display mode has been won will be described.
[0271] <Mode transition notification process> The notification of winning the transition lottery is performed in the mode transition notification process (step S206) in the normal process (FIG. 15). The mode transition notification process is performed when a predetermined betting operation is performed (when it is determined that the number of bets in step S205 is the specified number). The mode transition notification process will be described below with reference to the flowchart in FIG.
[0272] In step S1101, it is determined whether the premonition game count is 0. The premonition game count is performed in the winning result corresponding process described later, and the premonition game count is subtracted by 1 each time one game is played. If the premonition game count is not 0, the mode transition notification process is terminated.
[0273] If the number of premonition games is 0, it is determined in step S1102 whether or not the bonus winning flag is set. In other words, it is determined whether or not the present premonition mode was a premonition mode triggered by a bonus winning. If the bonus winning flag is set, in step S1103, a bonus winning notification command is set as an output target to the display control device 81, and then the mode transition notification process is terminated. The display control device 81 that has received the bonus winning notification command notifies the user that a bonus has been won, for example, by displaying "BONUS CONFIRMED!!" on the auxiliary display unit 65. Note that the type of bonus that has been won (either the first BB or the second BB) may also be notified.
[0274] Incidentally, in this embodiment, when a bonus and an attack mode, a challenge mode, or the like are simultaneously won, a winning notification of the attack mode, etc. is made at the end of the bonus notified in step S1103. The process related to such a winning notification will be explained in detail later, but when a winning notification of the attack mode, etc. is made in conjunction with a winning notification of the bonus, it is preferable to set a winning notification command of the attack mode, etc. in accordance with the bonus winning notification command set in step S1103.
[0275] If the determination in step S1102 is negative, the process proceeds to step S1104. In step S1104, it is determined whether or not the challenge mode win flag is set. That is, it is determined whether or not the present premonition mode is a premonition mode triggered by the win of the challenge mode. If the challenge mode win flag is set, the challenge mode win flag is cleared in step S1105. Then, in step S1106, a challenge mode flag is set in the various flag storage area 106d of the RAM 106. The challenge mode flag is a flag for the CPU 102 to grasp that the current display mode is the challenge mode. In step S1107, a challenge mode start command is set as an output target to the display control device 81. The display control device 81 that has received the challenge mode start command notifies the user that the challenge mode is to be started by the auxiliary display unit 65 or the like. Such notification will be described in detail later.
[0276] Then, in step S1108, counting the number of times the challenge mode will continue is started. Specifically, an initial value (e.g., 10) of the number of times the challenge mode will continue is set in the challenge mode continuation counter provided in the various counter area 106e of the RAM 106. After the process of step S1108 is performed, the process for notifying transition to this mode is terminated.
[0277] If it is determined in step S1104 that the challenge mode winning flag is not set, it is determined in step S1109 whether or not the attack mode winning flag is set. That is, it is determined whether or not the present premonition mode was a premonition mode triggered by the winning of the attack mode. If the attack mode winning flag is set, the attack mode winning flag is cleared in step S1110. Then, in step S1111, an attack notification flag is set in the various flag storage area 106d of the RAM 106. The attack notification flag is a flag for transitioning the game state to the second RT state in association with the winning of the attack mode transition lottery. After that, in step S1112, an attack mode winning notification command is set as an output target to the display control device 81. The display control device 81 that has received the attack mode winning notification command notifies the player that the attack mode transition lottery has been won by the auxiliary display unit 65 or the like. Such notification will be described in detail later. After executing the process of step S1112, this mode transition notification process ends.
[0278] Incidentally, in this embodiment, the winning notification mode of the Super Attack mode is different from the winning notification mode of the Attack mode. Therefore, in step S1112, the winning notification command of the Attack mode may be set so as to include information on whether or not the Super Attack mode is selected. The winning notification mode of the Attack mode and the winning notification mode of the Super Attack mode may be different enough to be distinguishable by the player, and more preferably, the winning notification mode of the Super Attack mode, which has a high advantage, may be more flashy than the winning notification mode of the Attack mode.
[0279] The winning notification mode for the attack mode and the super attack mode may be configured to be the same. By doing so, it is possible to make it look as if the winning content has been upgraded from the attack mode to the super attack mode between the attack mode winning notification game and the start notification game, and this can eliminate the delay caused by the difference between the attack mode winning notification game and the start notification game.
[0280] If it is determined in step S1109 that the attack mode winning flag is not set, it is determined in step S1113 whether or not the VB mode winning flag is set. That is, it is determined whether or not the present premonition mode was a premonition mode triggered by the winning of the VB mode. If the attack mode winning flag is set, the VB mode winning flag is cleared in step S1114. Then, in step S1115, a VB notification flag is set in the various flag storage area 106d of the RAM 106. The VB notification flag is a flag for transitioning the game state to the third RT state in association with the winning of the VB mode transition lottery. After that, in step S1116, a VB mode winning notification command is set as an output target to the display control device 81. The display control device 81 that has received the VB mode winning notification command notifies the player that the VB mode transition lottery has been won by the auxiliary display unit 65 or the like. Such notification will be described in detail later. After executing the process of step S1116, the mode transition notification process ends. If it is determined in step S1113 that the VB mode hit flag is not set, the mode transition notification process ends.
[0281] That is, among the challenge mode, attack mode, and VB mode, which are transitioned through the premonition mode, the challenge mode is started based on a betting operation when the premonition game count in the premonition mode becomes 0. On the other hand, for the attack mode and VB mode, only a notification that the attack mode transition lottery or the VB mode transition lottery has been won is made based on a betting operation when the premonition game count in the premonition mode becomes 0, and the attack mode or VB mode is not started even if the premonition game count becomes 0. This is due to the difference that the challenge mode as a display mode does not involve a transition in the game state, while the attack mode and VB mode involve a transition in the game state, specifically, the attack mode is started by transitioning to the second RT state, and the VB mode is started by transitioning to the third RT state.
[0282] As already explained, the state transitions to the second RT state when the first promotion replays 1-4 are won and the third replay win is established, and the state transitions to the third RT state when the second promotion replays 1 and 2 are won and the fourth and fifth replay wins are established. And, when the first promotion replays 1-4 are won and the third replay win is established, or when the second promotion replays 1 and 2 are won and the fourth and fifth replay wins are established, it is the case that the operation sequence of the stop switches 42-44 at the time of winning these promotion replays corresponds to the third replay win, etc. Therefore, when the transition lottery to the attack mode or VB mode is won, the operation sequence of the stop switches 42-44 is notified in the game in which the role that will transition these game states is won, and the game state can be transitioned. In addition, from the time when a notification is made that the player has won the lottery to transition to attack mode or VB mode, until the attack mode or VB mode starts (until the game state transitions), a notification of the preparation state (for example, a notification that "preparing") is made.
[0283] <Explanation about display mode transition> The notification process for changing the game state is performed in the push order role process (step S711) in the lottery result corresponding process (FIG. 31). Prior to the explanation of the push order role process, an overview of the case where the operation order of the stop switches 42 to 44 is notified will be explained with reference to FIG.
[0284] <Outline of the push order announcement> Notification of the operation sequence when the push order role is won (push order notification, push order notification performance, sequence notification) is mainly performed by the auxiliary display unit 65 and the instruction monitor 68. Here, the push order notification performance on the auxiliary display unit 65 will be explained using as an example a case where the push order role is won when the operation sequence to be notified this time is center → right → left. The push order notification on the instruction monitor 68 will be explained in detail later.
[0285] As shown in FIG. 37(a), in the auxiliary display unit 65, of the three parallel button displays corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. Also, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3 to indicate that the stop switch to be operated next is the right stop switch 44 and the stop switch to be operated last is the left stop switch 42.
[0286] 37(b), when the player operates the middle stop switch 43, the center button display corresponding to the middle stop switch 43 disappears and the right button display corresponding to the right stop switch 44 is enlarged in the auxiliary display unit 65. This enables the player to confirm that the operation of the middle stop switch 43 has been completed and that the next stop switch to be operated is the right stop switch 44.
[0287] 37(c), when the player operates the right stop switch 44, the right button display corresponding to the right stop switch 44 disappears and the left button display corresponding to the left stop switch 42 is enlarged in the auxiliary display unit 65. This enables the player to confirm that the operation of the right stop switch 44 has been completed and that the next stop switch to be operated is the left stop switch 42.
[0288] To explain the timing of the push order notification, it is set to be executed during the ineffective period of the stop switches 42-44 from when the rotation of each reel 32L, 32M, 32R starts, through the acceleration period, until the constant speed rotation. By configuring the push order notification to be executed at a timing before the operation of the stop switches 42-44 becomes effective, it becomes possible to operate the stop switches 42-44 after recognizing the operation order of the stop switches 42-44, and to progress the game at a good tempo.
[0289] <Push order processing> Next, the push order role processing executed in step S711 in the lottery result corresponding processing (FIG. 31) will be described with reference to the flowchart of FIG.
[0290] In step S1201, it is determined whether the current lottery result is any one of the first promotion replays 1 to 4. A positive determination is made in step S1201 when the first replay or the third replay wins based on the operation sequence of the current game. In this case, the process proceeds to step S1202, where it is determined whether an attack notification flag is set in the various flag storage area 106d of the RAM 106. As already explained, the attack notification flag is a flag that is set when the number of premonition games in the premonition mode becomes 0 after the lottery for transition to the attack mode is won in the mode transition notification process (FIG. 36).
[0291] If the attack notification flag is set, in step S1203, processing for the push order notification for the third re-play is executed. Specifically, of the first re-play and the third re-play, the operation sequence corresponding to the third re-play winning is notified (see FIG. 23(a)). After that, in step S1204, processing is performed to set the push order notification command as an output target to the display control device 81, which is the sub-side control device, and then this push order role processing is terminated. The push order notification command includes information on the current display mode and information on the lottery result. The processing on the display control device 81 side based on receiving the push order notification command will be explained in detail later.
[0292] In addition, the case where the operation sequence corresponding to the third re-play winning is notified in step S1203 is basically assumed to be after the lottery for transition to the attack mode is won, and the winning notification for the attack mode is made after passing through the premonition mode, but before the transition to the attack mode. That is, in the lottery table in the second RT state and the third RT state, the first promotion replays 1 to 4 are not won, and the first promotion replays 1 to 4 are won only in the first RT state. However, even during the attack mode, there are cases where the game state falls from the second RT state to the first RT state due to an incorrect operation, etc., and even in such a case, it is possible to return to the second RT state early by winning the first promotion replays 1 to 4.
[0293] If a negative judgment is made in step S1201, then in step S1205, it is judged whether the current lottery result is any one of Fall Replays 1 to 3. If a positive judgment is made in step S1205, then the first replay or the second replay will win according to the operation sequence of the current game. In this case, in step S1206, it is judged whether the attack notification flag is set. If the attack notification flag is set, then in step S1207, processing for notifying the push order for the first replay is executed. Specifically, out of the first replay and the second replay, the operation sequence corresponding to the first replay winning is notified (see FIG. 23(b)). Thereafter, in step S1208, a process for setting a push order notification command is performed, and then this push order winning process is terminated.
[0294] In this way, if the first promotion replays 1 to 4 are won in the situation where the transition lottery to the attack mode has been won, the operation sequence corresponding to the third replay win is notified, and the game state can be transitioned to the second RT state. On the other hand, if a negative judgment is made in step S1202, the push order role processing is terminated without performing the process for the push order notification. Therefore, for example, even if the first promotion replays 1 to 4 are won without winning the attack mode in the first RT state, there are cases where the first replay win is established and cases where the third replay win is established.
[0295] In addition, when the fall replays 1 to 3 are won while the attack notification flag is set, the operation sequence corresponding to the first replay win is notified, so that the game state does not transition to the first RT state. On the other hand, if a negative judgment is made in step S1206, the push order role processing is terminated without performing the process for push order notification. Therefore, for example, when the attack mode ends and the attack notification flag is cleared and the display mode transitions to the normal mode, the second replay win may be established by the fall replays 1 to 3 being won, and the RT state transitions from the second RT state to the first RT state.
[0296] Also, for example, in the first RT state, if the first promotion replays 1-4 are won without winning the attack mode, and the operation sequence happens to correspond to the third replay winning and the third replay winning is established (even if the state transitions to the second RT state), the second replay winning may be established by winning the fall replays 1-3. Therefore, as described above, even if the state transitions to the second RT state by chance without winning the attack mode, the state will immediately transition to the first RT state afterwards.
[0297] If a negative determination is made in step S1205, then in step S1209, it is determined whether the current lottery result is either the second promotion replay 1 or 2. If a positive determination is made in step S1209, then the first replay, the fourth replay, or the fifth replay wins, depending on the operation sequence of the current game. In this case, in step S1210, it is determined whether the attack notification flag is set. If the attack notification flag is set, then in step S1211, it is determined whether the VB notification flag is set in the various flag storage area 106d of the RAM 106. As already explained, the VB notification flag is a flag that is set in the mode transition notification process (FIG. 36) when the number of premonition games in the premonition mode becomes 0 after the transition lottery to the VB mode is won.
[0298] If the VB notification flag is set, in step S1212, a process for notifying the push order for the 4th replay or the 5th replay is executed. Specifically, among the 1st replay, the 4th replay, and the 5th replay, the operation sequence corresponding to the 4th replay winning or the 5th replay winning is notified (see FIG. 23(b)). After that, in step S1213, a process for setting a push order notification command is executed, and then this push order role processing is terminated.
[0299] If the determination is negative in step S1210, the push order notification process is not performed and the push order role process is terminated. On the other hand, if the determination is negative in step S1211, the push order notification process for the first replay is executed in step S1207, and the push order notification command is set in step S1208, after which the push order role process is terminated. Therefore, if the second promotion replay 1, 2 is won without winning the VB mode, if the attack mode is active, the push order notification performance corresponding to the first replay win is performed, and if the attack mode is not active, the push order notification performance is not performed.
[0300] If a negative judgment is made in step S1209, then in step S1214, it is judged whether the current lottery result is either BAR replay 1 or 2. If a positive judgment is made in step S1214, then any of the first replay, the third replay, and the sixth replay to the eighth replay will win depending on the operation sequence of the current game. In this case, in step S1215, it is judged whether the attack notification flag is set. If the attack notification flag is set, then in step S1216, it is judged whether the VB notification flag is set. If the attack notification flag is set and the VB notification flag is set, then in step S1217, processing for notification of the push order for the sixth replay to the eighth replay is executed. Specifically, among the first replay, the third replay, and the sixth replay to the eighth replay, the operation sequence corresponding to the sixth replay winning to the eighth replay winning is notified (see FIG. 23(c)). Then, in step S1218, the push order notification command is set, and then the push order processing is terminated.
[0301] If the determination is negative in step S1215, the push order notification process is not performed and the push order role process is terminated. On the other hand, if the determination is negative in step S1216, the push order notification process for the first replay is executed in step S1207, and the push order notification command is set in step S1208, after which the push order role process is terminated. Therefore, if the VB mode is not won and BAR replay 1, 2 is won, if the attack mode is active, the push order notification performance corresponding to the first replay win is performed, and if the attack mode is not active, the push order notification performance is not performed.
[0302] If a negative judgment is made in step S1214, then in step S1219 it is determined whether or not the current lottery result is a push order bell win. If a push order bell win is made, then in step S1220 it is determined whether or not the current display mode is normal mode or challenge mode. If it is not normal mode or challenge mode, then in step S1221 a push order notification process is executed to notify the operation sequence corresponding to the first minor win (see FIG. 19). Then, in step S1222 a process is executed to set a push order notification command, and then the main push order role process is terminated. If a negative judgment is made in step S1219 or an affirmative judgment is made in step S1220, the main push order role process is terminated without executing the push order notification process.
[0303] <Processing for switching display modes based on winning results> <Winning Result Processing> Next, the process when the winning combination corresponding to the transition of the game state is won as a result of the notification for transition of the game state as described above will be described (3). This process is performed in the winning result corresponding process (step S414) in the reel control process (FIG. 18). The winning result corresponding process will be described below with reference to the flowchart in FIG.
[0304] In step S1301, a game number management process is executed. Although details will be described later, in this game number management process, in addition to counting the number of premonition games in the premonition mode, the number of continued games in the challenge mode, attack mode, VB mode, and specialized zone is counted.
[0305] In the next step S1302, it is determined whether or not the current stop result is the establishment of the third re-play winning. As described above, if the third re-play winning is established, the RT state process (FIG. 21) performs a process for transitioning the game state to the second RT state. In this case, in step S1303, it is determined whether or not the attack notification flag is set. If the attack notification flag is not set, it means that the third re-play winning is established without the transition condition to the attack mode being established. In this case, the winning result response process is terminated without performing the process for starting the attack mode. If the attack notification flag is set, it is determined whether or not the current display mode is in the attack mode in step S1304. Specifically, it is determined whether or not the attack mode flag is set in the various flag storage area 106d. The attack mode flag is a flag for the CPU 102 to specify that the display mode is the attack mode. Incidentally, as flags for specifying the display mode, in addition to the attack mode flag, a challenge mode flag, a VB mode flag, a specialized zone flag, and a BB mode flag are provided. In this embodiment, when the display mode is a mode corresponding to a higher RT state than the attack mode (VB mode, added specialized zone), the attack mode flag coexists with the corresponding flag of that mode (VB mode flag, specialized zone flag). Therefore, for example, in step S1304, cases in which it is determined that the attack mode flag is set include cases in the attack mode, VB mode, and specialized zone.
[0306] In step S1304, if the attack mode flag is set, the display mode is already in attack mode, so this winning result processing ends. On the other hand, if the attack mode flag is not set, processing for starting the attack mode is performed in steps S1305 to S1307.
[0307] That is, in step S1305, an attack mode flag is set. In the following step S1306, an attack mode start command is set as an output target to the display control device 81. The display control device 81, which has received the attack mode start command, notifies the user that the attack mode will start from the next game, using the auxiliary display unit 65 or the like. Such notification will be described in detail later. Thereafter, in step S1307, counting the number of attack mode continuations is started. Specifically, an initial value (e.g., 50) of the number of continued games in the attack mode is set in an attack mode continuation counter provided in the various counter area 106e of the RAM 106.
[0308] After the process of step S1307, it is determined in step S1308 whether or not the specialized zone flag is set. If the determination in step S1308 is affirmative, it means that the attack mode that was won this time is the super attack mode, in which case the specialized zone winning flag is cleared in step S1309, and the process proceeds to the process for starting the added-on specialized zone (steps S1318 to S1320). The process for starting the added-on specialized zone will be explained later. If the determination in step S1308 is negative, the winning result response process is terminated.
[0309] If it is determined in step S1302 that the third re-play winning has not been achieved, the process proceeds to step S1310. In step S1310, it is determined whether or not the fourth and fifth re-play winnings have been achieved as the current stop result. As described above, if the fourth and fifth re-play winnings have been achieved, the RT state process (FIG. 21) performs a process for transitioning the game state to the third RT state. In this case, in step S1311, it is determined whether or not the VB notification flag is set. If the VB notification flag is not set, this is the case where the fourth and fifth re-play winnings have been achieved without winning the VB mode transition lottery, and in this case, the winning result response process is terminated without performing the VB mode start processing. If the VB notification flag is set, it is determined in step S1312 whether or not the VB mode flag is set. If the VB mode flag is set, the display mode is already in the VB mode, so this winning result response process is terminated as it is. On the other hand, if the VB mode flag is not set, processing for starting the VB mode is performed in steps S1313 to S1315.
[0310] That is, in step S1313, a process of setting the VB mode flag is performed. In this case, the attack mode flag and the VB mode flag coexist in the various flag storage area 106d. This is because the VB mode is a mode that is transitioned to via the attack mode, and after the VB mode ends, the transition to the attack mode is always made.
[0311] Thereafter, in step S1314, a VB mode start command is set as an output target to the display control device 81. Having received the VB mode start command, the display control device 81 notifies the user, via the auxiliary display unit 65 or the like, that VB mode will start from the next game. This notification will be described in detail later. Then, in step S1315, counting the number of VB mode continuations is started. Specifically, an initial value (e.g., 60) for the number of continued games in VB mode is set in a VB mode continuation counter provided in the various counter area 106e of RAM 106. After the processing of step S1315 has been performed, this winning result response processing is terminated.
[0312] If it is determined in step S1310 that the fourth and fifth replay winnings are not established, the process proceeds to step S1316. In step S1316, it is determined whether or not the seventh replay winnings are established as the current stopping result. In this embodiment, if the seventh replay winnings are established, that is, if the "black BAR" symbol stops in the middle of the left reel 32L, the "black BAR" symbol stops in the middle of the middle reel 32M, and the "black BAR" symbol stops in the middle of the right reel 32R, and the "black BAR" symbol stops on the combination line in the middle, the process transitions to the add-on specialization zone. In the add-on specialization zone, the number of continued games in the attack mode is added not only for the specific combination but also for all combinations that can be won (push order combinations, specific combinations, and bonuses). The case where the seventh replay wins is when BAR Replay 1 is won, and the stop switches 42 to 44 are operated in the operation sequence corresponding to the seventh replay win (Figure 23 (c)), and further, the lottery for the seventh replay to win among the first, sixth and seventh replays is won. For example, when BAR Replay 1 is won, there is a 1 in 20 probability of winning the lottery for the seventh replay to win.
[0313] If the seventh re-play winning is established, in step S1317, it is determined whether or not the VB notification flag is set. If the VB notification flag is set, processing for starting the specialized zone is performed in steps S1318 to S1320. As already explained, at the start of the super attack mode, even if a positive determination is made in step S1308 and processing in step S1309 is performed, the processing in steps S1318 to S1320 is performed.
[0314] Specifically, in step S1318, a process is performed to set a specialized zone flag in the various flag storage area 106d of the RAM 106. The specialized zone flag is a flag that allows the CPU 102 to know that it is the above-mentioned added specialized zone, and by setting the specialized zone flag, counting the number of continued games in the VB mode is stopped. In this case, the attack mode flag, the VB mode flag, and the specialized zone flag coexist in the various flag storage area 106d.
[0315] Then, in step S1319, the specialized zone start command is set as an output target to the display control device 81. The display control device 81 that has received the specialized zone start command notifies the user that the specialized zone will start from the next game by using the auxiliary display unit 65 or the like. Such notification will be described in detail later. Then, in step S1320, counting the number of specialized zone continuations is started. Specifically, an initial value (e.g., 5) of the number of continued games of the specialized zone is set in a specialized zone continuation counter provided in the various counter area 106e of the RAM 106. After the processing of step S1320 is performed, this winning result corresponding process is terminated. Also, if a negative determination is made in step S1316 or step S1317, the winning result corresponding process is terminated as it is.
[0316] As described above, a process for shifting the display mode is performed separately from the RT state process (Fig. 21) based on the winning combination (third to fifth replays) corresponding to the shift of the game state. This is to avoid the attack mode, etc., being started based on the winning combination corresponding to the shift of the game state by chance, even if the lottery for shifting the display mode is not won.
[0317] In addition, when the display mode is changed, among the cases where the game state is changed, the change to a higher mode, that is, when the normal mode or challenge mode is changed to the attack mode, when the attack mode is changed to the VB mode, or when the VB mode is changed to the specialized zone, is configured to be changed based on the winning result of the corresponding hand. Therefore, the change of the display mode and the change of the game state are performed as a set in the same game. On the other hand, in the case of a change to a lower mode, for example, when the game state is changed due to the second replay winning as a fall replay or the stop of the transition result, the change of the display mode is not performed. When a change is made to a lower mode, the game state is managed by the winning result (RT state processing), while the display mode is managed by the number of games. Therefore, when a change is made to a lower mode, the change of the game state and the change of the display mode may be performed in different games.
[0318] <Game number management process> The game count management process executed in step S1301 of the winning result response process will be described with reference to the flowchart in Fig. 40. In the game count management process, the number of premonition games in the premonition mode is counted, and the number of continued games in the challenge mode, attack mode, VB mode, and specialized zone is counted, and when the number of continued games in these display modes becomes 0, a process for terminating the corresponding display mode is performed.
[0319] In the game number management process, first, in step S1401, it is determined whether the bet number is a specific number. As already explained, in this embodiment, each game can be played with a bet number of 1 to 3, and in step S1401, it is determined whether the specific number is 3 bets. If it is not 3 bets, the game number management process ends as it is. In other words, in games with 1 bet or 2 bets, the number of games in the premonition mode and the number of continued games in the challenge mode are not counted.
[0320] If the game to be ended this time is a 3-bet game, the process proceeds to step S1402. In step S1402, it is determined whether or not the bonus win flag is set or whether the game is in a bonus state. If the determination is affirmative in step S1402, the process clears the display mode flags, namely the challenge mode flag, the attack mode flag, the VB mode flag, and the specialized zone flag, in step S1403, and then ends this game number management process. In other words, if the bonus win flag is set or during a bonus, the number of games in attack mode, etc. is not counted. Note that, if any flag is not set in step S1403, that state is maintained.
[0321] Incidentally, in step S1403, the attack mode flag, VB mode flag, etc. are cleared, but the attack notification flag and VB notification flag are not cleared. Therefore, after the bonus ends, after going through the preparation state of the attack mode, etc., these flags will notify the push order to transition the game state, making it possible to return to the game state before the bonus. On the other hand, if a bonus is won during the challenge mode or specialized zone, the challenge mode or specialized zone will end due to the bonus win.
[0322] If a negative judgment is made in step S1402, in step S1404, it is judged whether or not the number of premonition games is 0. If it is not 0, in step S1405, the number of premonition games is subtracted by 1. If the number of premonition games is 0 in step S1404 (if not in premonition mode), or after the processing of step S1405 has been executed, in steps S1406 to S1428, counting processing is performed for the number of continued games in each mode.
[0323] That is, in step S1406, it is determined whether or not the current display mode is the challenge mode. If it is the challenge mode, the process proceeds to step S1407, where the challenge mode continuation counter is decremented by 1, thereby decrementing the number of games to be continued in the challenge mode. Then, in step S1408, it is determined whether or not the challenge mode continuation counter is 0. If it is not 0, the number-of-games management process is terminated. If it is 0, the challenge mode flag is cleared in step S1409, and a challenge mode end command is set as an output target to the display control device 81 in step S1410. The display control device 81 that has received the challenge mode end command notifies the auxiliary display unit 65 or the like that the challenge mode will end in the current game. After the process of step S1410 is performed, the number-of-games management process is terminated.
[0324] If it is determined in step S1406 that the mode is not the challenge mode, the process proceeds to step S1411. In step S1411, it is determined whether or not the current display mode is the attack mode. If it is the attack mode, the process proceeds to step S1412, where it is determined whether or not the mode is a specialized zone in the attack mode. That is, if there is a transition to the specialized zone at the start of the attack mode, such as in the super attack mode, the determination in step S1412 is affirmative. If it is in the specialized zone, the number-of-games management process for the specialized zone is performed in steps S1425 to S1428. These processes will be described later.
[0325] If it is determined in step S1412 that the zone is not a specialized zone, the attack mode continuation counter is decremented by 1 in step S1413, thereby decrementing the number of games in the attack mode. Then, in step S1414, it is determined whether the attack mode continuation counter is 0. If it is not 0, the game number management process ends. If it is 0, the attack mode flag is cleared in step S1415, and the attack notification flag is cleared in step S1416. After that, in step S1417, the attack mode end command is set as an output target to the display control device 81. The display control device 81 that has received the attack mode end command notifies the auxiliary display unit 65 or the like that the attack mode will end in this game. Such notification will be described in detail later. After the process of step S1417 is performed, the game number management process ends.
[0326] If it is determined in step S1411 that the mode is not the attack mode, the process proceeds to step S1418. In step S1418, it is determined whether the current display mode is the VB mode. If it is the VB mode, the process proceeds to step S1419, and it is determined whether it is an add-on specialization zone. If it is not an add-on specialization zone, the VB mode continuation counter is decremented by 1 in step S1420, thereby decrementing the number of games to be continued in the VB mode. Then, in step S1421, it is determined whether the VB mode continuation counter is 0. If it is not 0, the game number management process is terminated. If it is 0, the VB mode flag is cleared in step S1422, and the VB notification flag is cleared in step S1423. After that, in step S1424, the VB mode end command is set as an output target to the display control device 81. In the display control device 81 that has received the VB mode end command, a notification that the VB mode will end in this game is performed on the auxiliary display unit 65 or the like. Such notification will be described in detail later. After the process of step S1424 is performed, the game count management process ends.
[0327] If it is determined in step S1419 that the zone is an added specialized zone, the process proceeds to step S1425. As already described, if it is determined in step S1412 that the zone is a specialized zone in the attack mode, the process also proceeds to step S1425. In step S1425, the specialized zone continuation counter is decremented by 1, thereby decrementing the number of games continued in the specialized zone. Then, in step S1426, it is determined whether the specialized zone continuation counter is 0 or not. If it is 0, in step S1427, the specialized zone flag is cleared, and in step S1428, a specialized zone end command is set as an output target to the display control device 81. In the display control device 81 that has received the specialized zone end command, a notification that the specialized zone will end in this game is made on the auxiliary display unit 65 or the like. As such a notification, for example, a notification of the total number of games in which the addition was successful in the current specialized zone is made. After the process of step S1428 is performed, the game number management process is terminated. If a negative judgment is made in step S1418 or step S1426, the game count management process ends.
[0328] <End determination process> Next, the end determination process as the process at the end of the bonus will be described with reference to the flowchart in Fig. 41. As already explained, the end determination process is a process carried out in step S615 in the bonus state process (Fig. 26). In the end determination process, it is determined whether the bonus end condition is met, and when the bonus is to be ended, a process for notifying the winning of the attack mode etc. which has been won in combination with the bonus is performed, and a process for adding the number of games for the attack mode etc. which has been won in combination with the bonus is performed.
[0329] That is, in step S1501, it is determined whether or not a small win has been achieved. As already explained, during the bonus, the first small win (BB small / medium win 1) is achieved with a high probability (FIG. 28). In addition, when the BB small / medium win 2 (IV=30) is won, the stop switches 42-44 are operated in the operation sequence corresponding to the 39th small win (FIG. 27(b)), and further, when the lottery for the 39th small win of the first small win and the 39th small win is won, the 39th small win is achieved. In this embodiment, for example, when the BB small / medium win 2 is won, the lottery for the 39th small win is won with a probability of 1 in 100. When the BB small / medium-sized winning combination 3 (IV=31) is won, the stop switches 42-44 are operated in the operation sequence corresponding to the 40th small winning combination (FIG. 27(b)), and further, when the lottery for the 40th small winning combination of the 1st small winning combination and the 40th small winning combination is won, the 40th small winning combination is established. In this embodiment, for example, when the BB small / medium-sized winning combination is won, the lottery for the 40th small winning combination is won with a probability of 1 in 200. In addition, the probability of the 39th small winning combination and the 40th small winning combination may be adjusted by adjusting the winning probability of the BB small / medium-sized winning combination 2 and the BB small / medium-sized winning combination 3. More specifically, the point value PV is allocated so that the BB small / medium-sized winning combination 2 is won with a probability of about 1 in 100 of the above configuration, and the point value PV is allocated so that the BB small / medium-sized winning combination 3 is won with a probability of about 1 in 200 of the above configuration. Furthermore, when BB small / medium role 2 or BB small / medium role 3 is won, if the stop operation is performed aiming for the corresponding small role (the 39th small role, the 40th small role), the corresponding small role can be won.
[0330] If it is determined in step S1501 that a small winning combination has been achieved, then in step S1502, a process is performed in which the payout amount for the current game is subtracted from the remaining payout amount. If a negative determination is made in step S1501, or after the process of step S1502 has been executed, then in step S1503, it is determined whether or not the remaining payout amount has become 0. If it is not 0, the end determination process is terminated. If it is 0, then in step S1504, a bonus end command is set as an output target to the display control device 81, and then in steps S1505 to S1518, a process for notifying a win such as an attack mode, and a process for adding to the number of continued games such as an attack mode are performed.
[0331] That is, in step S1505, it is determined whether or not the attack mode hit flag is set. If the attack mode hit flag is set, a lottery process for the number of premonition games is performed in step S1506, the number of premonition games is set in step S1507, and a premonition command is set in step S1508. Incidentally, in this embodiment, in the lottery process for the number of premonition games in step S1506, a lottery is performed in which the number of premonition games is 0 with a 100% probability. That is, in step S1507, the number of premonition games is always set to 0 games, and a winning notification of the attack mode or the like is made in the game next to the bonus end game. After the process of step S1508 is executed, the end determination process is terminated.
[0332] If the attack mode winning flag is not set in step S1505, it is determined in step S1509 whether or not the challenge mode winning flag is set. If the challenge mode winning flag is set, the process for the premonition mode in steps S1506 to S1508 is performed, and then the end determination process is terminated. If the challenge mode winning flag is not set in step S1509, it is determined in step S1510 whether or not the VB mode winning flag is set. If the VB mode winning flag is set, the process for the premonition mode in steps S1506 to S1508 is performed, and then the end determination process is terminated. In other words, when the bonus ends in a situation where the challenge mode or VB mode has also been won, after the bonus ends and a premonition game, a winning announcement for the challenge mode or VB mode is made.
[0333] Incidentally, when the attack mode winning flag or challenge mode winning flag is set, the bonus ends when the attack mode, challenge mode, etc. and the bonus are won simultaneously, or when the bonus is won during the premonition mode of the winning announcement of the attack mode, challenge mode, etc. On the other hand, when the VB mode winning flag is set, the bonus ends when the VB mode and the bonus are won simultaneously during the attack mode, or when the bonus is won during the premonition mode of the winning announcement of the VB mode (in this case, the premonition mode of 0 games is selected, so the game following the one after the VB mode was won).
[0334] If the VB mode win flag is not set in step S1510, the process proceeds to step S1511. In step S1511, it is determined whether or not the attack mode addition flag is set. If the attack mode addition flag is set, an attack mode addition game number lottery process is performed in step S1512, an attack mode game number addition process is performed in step S1513, and an addition command is set in step S1514. The processes in steps S1512 to S1514 are the same as the processes in steps S917 to S919. After the process in step S1514 is executed, the end determination process is terminated.
[0335] If the attack mode addition flag is not set in step S1511, it is determined in step S1515 whether or not the challenge mode addition flag is set. If the challenge mode addition flag is set, a lottery process for the number of games to be added in the challenge mode is performed in step S1516, a process for adding the number of games to the challenge mode is performed in step S1517, and an addition command is set in step S1518. The processes in steps S1516 to S1518 are the same as the processes in steps S822 to S824. If a negative determination is made in step S1515, or after the process in step S1518 has been executed, the end determination process is terminated.
[0336] <Specialized Zone Treatment> Next, the specialized zone process will be described with reference to the flowchart of Fig. 42. The specialized zone process is executed in step S713 in the lottery result response process (Fig. 31). As already explained, the specialized zone is entered during VB mode, and during the specialized zone, the number of continued games in attack mode is added for each game.
[0337] That is, in the specialized zone processing, first, in step S1601, the result of the current lottery processing is grasped. In the following step S1602, an attack mode additional game number lottery processing is performed. In the following step S1603, an attack mode game number additional processing is performed. Then, in step S1604, an additional command is set, and then the specialized zone processing is terminated. The processing of steps S1602 to S1604 is the same as the processing of steps S917 to S919. However, the number of games selected in the additional game number lottery processing of step S1602 is greater than that in the additional game number lottery processing of step S917.
[0338] <Processing related to notification on the sub side> Next, as (4) Processing related to notification performance on the sub side, various notification processing performed by the sub side display control device 81 will be described. As various notification processing, a performance setting process executed at a predetermined cycle (1.49 msec cycle) is provided. The performance setting process will be described with reference to the flowchart in FIG.
[0339] In the performance setting process, first, in step S1701, it is determined whether or not a new command has been received from the main control device 101. If a new command has been received, in step S1702, a process is executed to store the received command in the RAM 183. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer capable of storing a plurality of commands individually and capable of reading out commands stored earlier.
[0340] If a negative determination is made in step S1701, or after the process of step S1702 is executed, in step S1703, it is determined whether or not the newly received command is a betting command. A betting command is a command output from main control device 101 based on a betting operation being performed, and includes a betting command set in step S207 of normal processing, as well as a challenge mode start command in the mode transition notification process (FIG. 36), an attack mode winning notification command, a VB mode winning notification command, a bonus winning notification command, and the like. If it is one of these betting commands, in step S1704, a betting performance setting process is executed.
[0341] If a negative judgment is made in step S1703, or after the process of step S1704 is executed, in step S1705, it is judged whether or not the newly received command is a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S313 of the lottery process, a premonition command or an added command set in the first to third specific combination processes (Figs. 32 to 34), a push order notification command set in the push order combination process (Fig. 38), etc. If it is one of these start commands, a start performance setting process is executed in step S1706.
[0342] If a negative decision is made in step S1705, or after the process of step S1706 is executed, in step S1707, it is determined whether or not the newly received command is a command at each stop operation. Each stop operation command is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control process (FIG. 18). If the stop command is one of such stop operation commands, in step S1708, each stop operation effect setting process is executed.
[0343] If a negative decision is made in step S1707, or after the process of step S1708 is executed, in step S1709, it is determined whether or not the newly received command is an all stop command. An all stop command is a command output from main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes a winning result command set in step S411 of the reel control process (FIG. 18), as well as an attack mode start command, a VB mode start command, a specialized zone start command, a challenge mode end command, an attack mode end command, a VB mode end command, a specialized zone end command, and the like, which are set in the winning result response process (FIG. 39). If it is one of these all stop commands, in step S1710, an all stop performance setting process is executed.
[0344] If a negative decision is made in step S1709, or after the processing of step S1710 has been executed, other processing is executed in step S1711, and then the effect setting processing is terminated. In step S1711, settings are made for effects based on commands from main control device 101 other than when a bet is made, when the game is started, or when the game is stopped (for example, effects based on the operation of settlement switch 59), effects based on signals from sensors connected without going through main control device 101 (such as effect switch detection sensor), settings for error notification, etc.
[0345] The bet time effect setting process, the start time effect setting process, the each stop operation time effect setting process, and the all stop time effect setting process will be explained below. Note that the explanation of each effect setting process will be given with reference to the outline diagrams of the display effects in Figs. 55 to 60.
[0346] <Bet time performance setting process> The bet time effect setting process will be described with reference to the flowchart of FIG.
[0347] In step S1801, it is determined whether or not the currently received betting command includes a challenge mode start command. If the challenge mode start command is included, in step S1802, processing is performed to set the challenge mode start effect. In the challenge mode start effect, for example, as shown in FIG. 55(a), the auxiliary display unit 65 displays the text "Challenge Mode Start" and displays (for example, a predetermined character display) a message indicating that the transition display mode is a chance mode that is likely to win the attack mode transition lottery. In addition, in the challenge mode start effect, control is performed so that a corresponding sound effect (for example, a man's rough voice saying "Seize the attack mode!") is emitted from the speaker 64.
[0348] If the challenge mode start command is not included in step S1801, it is determined in step S1803 whether or not the currently received betting time command includes an attack mode winning notification command. If the attack mode winning notification command is included, in step S1804, processing is performed to set the attack mode winning notification effect. In the attack mode winning notification effect, for example, as shown in FIG. 56(a), the auxiliary display unit 65 displays the text "Attack mode confirmed." In addition, in the attack mode winning notification effect, control is performed so that a corresponding sound effect (for example, a high-pitched female voice saying "Attack number one!") is emitted from the speaker 64.
[0349] If the attack mode winning notification command is not included in step S1803, it is determined in step S1805 whether or not the currently received bet time command includes a VB mode winning notification command. If the VB mode winning notification command is included, in step S1806, processing is performed to set a VB mode winning notification effect. In the VB mode winning notification effect, for example, as shown in FIG. 56(b), the auxiliary display unit 65 displays the text "VICTORY BONUS confirmed." In addition, in the VB mode winning notification effect, control is performed so that a corresponding sound effect (for example, a male and female voice saying "Victory!") is emitted from the speaker 64.
[0350] If the VB mode winning notification command is not included in step S1805, it is determined in step S1807 whether or not the currently received betting time command includes a bonus winning notification command. If the bonus winning notification command is included, in step S1808, a process for setting a bonus winning notification effect is performed. In the bonus winning notification effect, for example, the auxiliary display unit 65 displays the text "Yay! Bonus confirmed." In addition, in the bonus winning notification effect, control is performed so that a corresponding sound effect (for example, a male and female voice saying "Yay!") is emitted from the speaker 64.
[0351] After any of the processes in steps S1802, S1804, S1806, and S1808 has been executed, or if a negative decision has been made in step S1807, in step S1809, other bet time effects are set, and then this effect setting process is terminated. In the process in step S1809, for example, in response to the reception of a bet command, a process is performed in which the lamps around (or inside) the credit insertion switches 56-58 for the corresponding bet number are turned off to notify that the operation has been accepted, a process is performed to return from a demo mode in which a certain condition is entered when no play has been performed for a predetermined period of time, and a process is performed in which the lamp around the start lever 41 is turned on to notify that the operation has been validated.
[0352] <Start-up performance setting process> Next, the start-time performance setting process will be described with reference to the flowchart of FIG.
[0353] In step S1901, a display mode setting process is performed. In this process, it is determined whether the display mode currently set on the main control device 101 side is normal mode, challenge mode, attack mode, VB mode, or specialized zone, and the display performance of the auxiliary display unit 65 is set in the corresponding display mode. Specifically, in the various flag storage area 183a of the RAM 183 on the display control device 81 side, an area is provided for setting a challenge mode flag, an attack mode flag, a VB mode flag, and a specialized zone flag as flags for grasping the display mode, and the corresponding flag is set when each mode is started, and the corresponding flag is cleared when the mode is ended. For example, in the setting process of the challenge mode start performance in the above step S1802, the challenge mode flag is set. In step S1901, by grasping these various mode corresponding flags, the current display mode is identified, and the auxiliary display unit 65, the speaker 64, the upper lamp 63, etc. are controlled so that the corresponding performance is performed.
[0354] In the next step S1902, it is determined whether the lottery result of the game to be started this time is a push order role win based on the received lottery result command. If the push order role wins, in step S1903, a push order notification process is performed. Here, the push order notification process will be described with reference to the flowchart in FIG.
[0355] In step S2001, it is determined whether or not the currently received start command includes a push order notification command. If the push order notification command is not included, the push order notification process ends. If the push order notification command is included, the process proceeds to step S2002.
[0356] In step S2002, it is determined whether the current lottery result is the first promotion replay 1 to 4. If it is the first promotion replay 1 to 4, in step S2003, the auxiliary display unit 65, etc. is controlled to perform a push order notification that will result in the third re-play winning, and then the push order notification process is terminated.
[0357] If it is determined in step S2002 that the first promotion replays 1 to 4 are not the winning combination, then in step S2004, it is determined whether the current lottery result is the fall replays 1 to 3. If it is the fall replays 1 to 3, the process proceeds to step S2005, where the auxiliary display unit 65 and the like are controlled to notify the push order that will result in the first replay winning combination, and then the push order notification process is terminated.
[0358] If it is determined in step S2004 that the replay is not the fall replay 1-3, it is determined in step S2006 whether the current lottery result is the second promotion replay 1, 2. If it is the second promotion replay 1, 2, it is determined in step S2007 whether the VB mode winning notification performance has already been performed. For example, when setting the VB mode winning notification performance in step S1806, a notification flag indicating that the VB winning has been notified is set in the various flag storage area 183a of the RAM 183. The notification flag is cleared based on the transition to the VB mode. Then, in step S2007, it is preferable to determine whether the notification flag exists. If the VB mode winning has been notified, in step S2008, the auxiliary display unit 65, etc. is controlled to perform a push order notification in which the fourth and fifth replay winnings are established, and then the push order notification process is terminated. If a winning notification has not been issued in VB mode, the process proceeds to step S2005, where the push order notification for the first re-play winning is issued, and the push order notification process is terminated.
[0359] If it is determined in step S2006 that the result is not the second promotion replay 1, 2, then in step S2009, it is determined whether or not the current lottery result is BAR replay 1, 2. If it is BAR replay 1, 2, then in step S2010, the mode corresponding flag is checked to determine whether or not the current display mode is VB mode. If it is in VB mode, then in step S2011, the auxiliary display unit 65, etc. is controlled to perform a push order notification for the sixth to eighth replay wins, and then the push order notification process is terminated. If it is not in VB mode, then the process proceeds to step S2005, where a push order notification for the first replay win is performed, and then the push order notification process is terminated.
[0360] If it is determined in step S2009 that the result is not BAR replay 1, 2, then in step S2012, it is determined whether or not the current lottery result is a bell. If the result is a bell win, then in step S2013, the auxiliary display unit 65 and the like are controlled to perform a push order notification that results in a bell win as the first minor role, and then the push order notification process is terminated. If a negative determination is made in step S2012, then the push order notification process is terminated.
[0361] Returning to the explanation of the start-time performance setting process (FIG. 45), if it is determined in step S1902 that the push order role is not a win, it is determined in step S1904 whether or not a specific role is won. If it is a win of a specific role, a process for informing a specific role is performed in step S1905. The process for informing a specific role will be described in detail later.
[0362] If a negative decision is made in step S1904, or after the processing of step S1903 or step S1905 is executed, the process proceeds to step S1906. In step S1906, it is determined whether or not an add-on command has been received as the current start command. If an add-on command has been received, in step S1907, a process is performed to set the add-on effect in advance so that the add-on effect of the number of games corresponding to the add-on command is executed at the time of stopping. As an example of the add-on effect, as shown in FIG. 59(b), a number corresponding to the number of games to be added is displayed as "+10" on the auxiliary display unit 65. In addition, in the add-on effect, control is performed so that a corresponding sound effect (for example, an electronic sound "Kyukyukyukyukyueen!") is emitted from the speaker 64.
[0363] The details of the setting process for the additional effects in step S1907 will be explained with reference to the flowchart in FIG.
[0364] In step S2101, a process is performed to grasp the number of games to be added based on the currently received add-on command. In the following step S2102, a notification timing lottery process is performed. In the notification timing lottery process, it is assumed that an additional effect will be performed in the current game, and the timing of the additional effect in the game is selected by lottery.
[0365] The execution timing of the additional performance is set to be different depending on the number of additional games. Specifically, as shown in the lottery table of FIG. 48, the execution timing of the additional performance in the current game is set to be the time of the stop operation of the first reel, the time of the stop operation of the second reel, and the time of the stop operation of the third reel, assuming that the stop operation order of the reels 32L, 32M, and 32R is the first reel, the second reel, and the third reel. Then, the timing of the stop ON operation, which is the pressing operation of the stop switches 42 to 44 among the stop operations of each reel, and the timing of the stop OFF operation, which is the end of the pressing operation, are set.
[0366] 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 operation position at the back. When placed at the initial position, the detection signal from the stop detection sensors 42a-44a is in a LOW state, and when the stop switches 42-44a are operated from the initial position to the operation position, the detection signal from the stop detection sensors 42a-44a switches from a LOW signal to a HI signal. Then, based on the detection signal switching from a LOW signal to a HI signal, the main control device 101 recognizes that a stop ON operation has been performed, which means that the stop switches 42-44 have been pressed.
[0367] The stop switches 42-44 are biased toward the initial position by a spring or the like. Therefore, when the hand is released from the stop switches 42-44 and the operating force (pressing force) that pushed the stop switches 42-44 toward the operating position is no longer applied, the stop switches 42-44 return to the initial position by the biasing force of the spring or the like. In this case, the detection signal from the stop detection sensor 42a-44a switches from a HI signal to a LOW signal. Then, based on the detection signal switching from a HI signal to a LOW signal, the main control device 101 recognizes that a stop OFF operation has been performed, which means that the pressing operation of the stop switches 42-44 has ended.
[0368] The additional performance is set to occur when the stop switches 42 to 44 are turned on or off as the stop operation of each of the stop switches 42 to 44. In other words, in a game in which the additional performance occurs, the additional performance can occur not only when the stop switches 42 to 44 are pressed, but also when the pressing operation is ended.
[0369] In the execution timing table of the additional performance, when the number of additional games is relatively small, for example, 5 to 10 games, the timing when the first reel is stopped is selected 5%, the timing when the first reel is stopped is selected 10%, the timing when the second reel is stopped is selected 15%, the timing when the second reel is stopped is selected 20%, the timing when the third reel is stopped is selected 20%, and the timing when the third reel is stopped (when all reels are stopped) is selected 30%. In this case, the timing when the stop is turned off is more likely to be selected than the timing when the reels are stopped on, and the timing when the rear reels are selected is more likely to be selected.
[0370] On the other hand, when the number of added games is relatively large, for example, when 100 or more games are added, the timing when the first reel's stop ON operation is performed is selected 5% of the time, the timing when the first reel's stop OFF operation is performed 10%, the timing when the second reel's stop ON operation is performed 5%, the timing when the second reel's stop OFF operation is performed 30%, the timing when the third reel's stop ON operation is performed 5%, and the timing when the third reel's stop OFF operation (when all reels are stopped) is selected 45% of the time. In this case, too, the timing when each reel's stop OFF operation is performed is more likely to be selected than the timing when the reels are stopped, and the timing when the rear reels are selected is relatively more likely to be selected.
[0371] That is, in this embodiment, it is set so that the additional performance is more likely to occur when the reels are turned off than when they are turned on. Also, when comparing the first to third reels, it is set so that the third reel is most likely to be selected when it is turned on, the second reel is next most likely to be selected when it is turned on, and the first reel is most likely to be selected when it is turned on.
[0372] Returning to the explanation of the setting process of the additional effect, after the notification timing lottery process is performed in step S2102, it is determined in step S2103 whether the lottery result in step S2102 is when any of the reels are stopped ON. If it is when the reels are stopped ON, in step S2104, a target reel for generating the additional effect is set, and the additional effect is set so that it occurs when the target reel is stopped ON. Specifically, a process is performed to set any one of the flags when the first reel is stopped ON to the flag when the third reel is stopped ON in the various flag storage area 183a. These flags are flags for the CPU 181 to grasp the timing when the additional effect occurs. In addition, in step S2104, the effect data of the additional effect corresponding to the number of additional games to be generated when the stop ON is performed is read from the effect data storage area 182b, and the process is performed to temporarily store the data in a predetermined effect data setting area. When the CPU 181 grasps that an additional effect will occur at a timing corresponding to the stop ON operation time flag, it reads out the effect data temporarily stored in the effect data setting area, and causes the additional effect to be performed.
[0373] If the determination in step S2103 is negative, in step S2105, it is determined whether or not the first or second reel was stopped and turned off. If the reels were stopped and turned off, in step S2106, a target reel for generating an additional effect is set, and the additional effect is set to occur when the target reel is stopped and turned off. Specifically, a process is performed to set either a flag for stopping the first reel and a flag for stopping the second reel in the various flag storage area 183a. These flags are also flags for the CPU 181 to grasp the timing of the additional effect occurrence. Also in step S2106, the effect data for the additional effect corresponding to the number of additional games is read from the effect data storage area 182b, and the data is temporarily stored in a predetermined effect data setting area.
[0374] If a negative judgment is made in step S2105, in step S2107, the current additional effect is set to occur when all reels are stopped (when the third reel is turned off). Specifically, a process is performed to set a flag for when the third reel is turned off in the various flag storage area 183a. Also in step S2107, a temporary storage process is performed for the effect data of the additional effect corresponding to the number of additional games. After the process of step S2104, step S2106, or step S2107 is executed, the process of setting the additional effect is terminated.
[0375] Returning to the explanation of the start-time performance setting process, if no top-up command is received in step S1906, or after the process of step S1907 is executed, the bonus performance setting process is executed in step S1908, the continuous performance setting process is executed in step S1909, and then, in step S1910, other start-time performances are set, and then the start-time performance setting process is terminated. The bonus performance setting process and the continuous performance setting process will be explained in detail later. In the process of step S1910, for example, a performance suggesting a lottery result is set in response to the start of the game, or a lamp around the start lever 41 is turned off to notify that the operation has been accepted, and the like are performed.
[0376] <Performance setting process for each stop operation> Next, the process of setting the effects to be performed at each stop operation, which is performed in step S1708, will be described with reference to the flowchart of FIG.
[0377] In step S2201, it is determined whether each stop operation command received this time is a stop ON operation command. A stop ON operation command is a command output from main control device 101 when stop switches 42 to 44 are pressed during the stop operation of each reel.
[0378] If a positive judgment is made in step S2201, the process proceeds to step S2202, where it is determined whether or not an effect that occurs when a reel is operated to stop is set as the effect for the current game. If it is not set, this setting process is terminated. If it is set, in step S2203, it is determined whether or not the currently received stop ON operation command is for the stop operation of the reel that is the target of the effect that is set for the stop ON operation. If it is not a stop ON operation of the target reel, this setting process is terminated. If it is a stop ON operation of the target reel, in step S2204, the auxiliary display unit 65, etc. are controlled so that an effect is performed when a stop ON operation is performed, and then this setting process is terminated.
[0379] For example, if an additional performance is set as the performance at the time of the current stop ON operation, as shown in Fig. 50(a), an additional performance occurs on the auxiliary display unit 65 at the timing when the stop switches 42 to 44 are pressed (ON operation). In this case, a sound effect corresponding to the additional performance is emitted from the speaker 64.
[0380] Also, for example, if the current game is a push order role win and the push order notification effect is set, the push order notification effect changes to an effect showing the reel to be operated next by stopping the corresponding reel based on each stop ON operation. Specifically, if all reels 32L, 32M, and 32R are spinning before the stop ON operation effect, a display showing the first reel to be operated as shown in FIG. 37(a) is displayed. Then, when the corresponding reel (middle reel 32M in the figure) stops due to the stop ON operation corresponding to the first reel, the display changes to an effect showing the reel to be operated next (right reel 32R in the figure) as shown in FIG. 37(b). Also, if two reels are spinning before the stop ON operation effect, a display showing the second reel to be stopped as shown in FIG. 37(b) is displayed, and based on the second reel stopping due to the stop ON operation, the display changes to an effect showing the third reel to be stopped (FIG. 37(c)).
[0381] If a negative decision is made in step S2201, the process proceeds to step S2205, where it is determined whether or not each stop operation command received this time is a stop OFF operation command. A stop OFF operation command is a command output from main control device 101 when the pressing operation of stop switches 42-44 among the stop operations of each reel is completed.
[0382] If a positive judgment is made in step S2205, the process proceeds to step S2206, where it is determined whether or not an effect that occurs when a reel is turned off is set as the effect for the current game. If it is not set, this setting process is terminated. If it is set, in step S2207, it is determined whether or not the currently received stop OFF operation command is for the stop operation of the reel that is the target of the effect that is set for the stop OFF operation. If it is not the stop OFF operation of the target reel, this setting process is terminated. If it is the stop OFF operation of the target reel, in step S2208, the auxiliary display unit 65, etc. are controlled so that an effect is performed when a stop OFF operation is performed, and then this setting process is terminated.
[0383] For example, if an additional performance is set as the performance at the time of the current stop OFF operation, as shown in Fig. 50(b), when the pressing operation of the stop switch 42-44 is terminated and the hand is released from the stop switch 42-44, an additional performance is generated on the auxiliary display unit 65. In this case, a sound effect corresponding to the additional performance is emitted from the speaker 64. If a negative judgment is made in step S2205, this performance setting process is terminated.
[0384] <Performance setting process when all stops> Next, the complete stop effect setting process will be described with reference to the flowchart of FIG.
[0385] First, in step S2301, it is determined whether or not the currently received stop command includes a challenge mode end command. If the challenge mode end command is included, in step S2302, the auxiliary display unit 65 and the like are controlled so that a challenge mode end effect is performed. In the challenge mode end effect, for example, as shown in FIG. 55(b), the auxiliary display unit 65 displays the text "Challenge mode end." In addition, in the challenge mode end effect, control is performed so that a sound effect corresponding to the end of the challenge mode (for example, a man's rough voice saying "Put yourself together!") is emitted from the speaker 64.
[0386] If the challenge mode end command is not included in step S2301, it is determined in step S2303 whether or not the currently received stop command includes an attack mode start command. If the attack mode start command is included, processing is performed in step S2304 to set the attack mode start effect. In the attack mode start effect, for example, as shown in FIG. 57(a), the auxiliary display unit 65 displays the text "Attack mode!! Ver. 1." In addition, in the attack mode start effect, control is performed so that a corresponding sound effect (for example, a high-pitched female voice saying "Attack mode start!") is issued from the speaker 64.
[0387] Incidentally, the display of "Ver.1" in the attack mode start performance corresponds to the rank of the attack mode. In other words, it is a display indicating that the attack mode that is being started this time is the first attack mode. Then, when the attack mode rank is promoted to the second attack mode (when a promotion command is received), the auxiliary display unit 65 displays the text "Attack Mode!!Ver.2" as a promotion performance. When the attack mode rank is promoted to the third attack mode, the text "Attack Mode!!Ver.3" is displayed, and when it is promoted to the fourth attack mode, the text "Attack Mode!!Ver.4" is displayed.
[0388] If the attack mode start command is not included in step S2303, it is determined in step S2305 whether or not the currently received stop command includes an attack mode end command. If the attack mode end command is included, in step S2306, processing is performed to set an attack mode end effect. In the attack mode end effect, for example, as shown in FIG. 57(b), the auxiliary display unit 65 displays the text "ATTACK MODE END" and displays the number of continued games in the current attack mode (including VB mode and specialized zone), and also displays the total number of coins paid out in the current attack mode (including VB mode, specialized zone, and bonus). In addition, in the attack mode end effect, the speaker 64 is controlled to emit a corresponding sound effect (for example, a high-pitched female voice saying "See you later").
[0389] If the attack mode end command is not included in step S2305, then in step S2307 it is determined whether or not the currently received stop command includes a VB mode start command. If the VB mode start command is included, then in step S2308 processing is performed to set the VB mode start effect. In the VB mode start effect, for example, as shown in FIG. 58(a), the characters "777 VICTORY!!" are displayed on the auxiliary display unit 65. Additionally, in the VB mode start effect, control is performed so that a corresponding sound effect (for example, a male and female voice saying "Victory Bonus Start") is issued from the speaker 64.
[0390] If the VB mode start command is not included in step S2307, it is determined in step S2311 whether or not the currently received stop command includes a VB mode end command. If the VB mode end command is included, in step S2312, processing is performed to set a VB mode end effect. In the VB mode end effect, for example, as shown in FIG. 58(b), the auxiliary display unit 65 displays the text "VICTORY BONUS END", displays the number of continued games in the attack mode (including VB mode and specialized zone) at the end of the current VB mode, and displays the total number of payouts in the attack mode (including VB mode, specialized zone, and bonus) at the end of the current VB mode. In addition, in the VB mode end effect, the speaker 64 is controlled to emit a corresponding sound effect (for example, a male and female voice saying "It's still going on").
[0391] If the VB mode end command is not included in step S2311, it is determined in step S2313 whether or not the currently received stop command includes a specialized zone start command. If the specialized zone start command is included, processing is performed in step S2314 to set the specialized zone start effect. In the specialized zone start effect, for example, as shown in FIG. 59(a), the auxiliary display unit 65 displays the text "Add-on Challenge!!" and displays a character indicating that this is a special mode in which attack mode add-ons are likely to occur. In addition, in the specialized zone start effect, control is performed so that a corresponding sound effect (for example, a boy's voice saying "Let's go") is emitted from the speaker 64.
[0392] If a specialized zone start command is not included in step S2313, it is determined in step S2315 whether or not a specialized zone end command is included as a currently received stop command. If a specialized zone end command is included, in step S2316, processing is performed to set a specialized zone end effect. In the specialized zone end effect, for example, the total number of games added in the current specialized zone is displayed on the auxiliary display unit 65. In addition, in the specialized zone end effect, a corresponding sound effect (for example, an electronic sound such as "Kyukyukyukyukyueen!") is controlled to be emitted from the speaker 64. It is preferable to vary the display content of the auxiliary display unit 65 and the sound effect emitted from the speaker 64 according to the total number of games added.
[0393] If the specialized zone end command is not included in step S2315, it is determined in step S2317 whether or not the currently received stop command includes a bonus end command. If the bonus end command is included, in step S2318, processing is performed to set the bonus end effect. In the bonus end effect, for example, the auxiliary display unit 65 displays the total number of coins acquired during the current bonus, and if the bonus was entered in attack mode, VB mode, or specialized zone, the total number of coins acquired in attack mode (including VB mode, specialized zone, and bonus) is displayed. In addition, in the bonus end effect, depending on whether the attack mode was successful, whether the challenge mode was successful, and the number of added games, effects are performed using characters or the like that suggest these contents.
[0394] After executing any one of the processes of step S2302, step S2304, step S2306, step S2308, step S2312, step S2314, step S2316, and step S2318, or after a negative judgment is made in step S2317, the process proceeds to step S2309 and step S2319. In step S2309 and step S2319, if an additional performance is set, the auxiliary display unit 65 and the like are controlled to execute the additional performance. As already explained, the setting of the additional performance is performed in step S1907 in the start-time performance setting process. Specifically, if the timing of the occurrence of the current additional performance is set to when all reels stop in the setting process of the additional performance (FIG. 47), the additional performance occurs in the auxiliary display unit 65 at the timing when all reels 32L, 32M, and 32R stop, as shown in FIG. 50(c). In this case, a sound effect corresponding to the additional performance is emitted from the speaker 64.
[0395] Thereafter, in steps S2310 and S2320, other stop time effects are set, and then this effect setting process is terminated. In steps S2310 and S2320, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, a sound effect corresponding to the payout amount of the winning combination is controlled to be emitted from the speaker 64, and a sound effect corresponding to an automatic bet during a replay is controlled to be emitted from the speaker 64.
[0396] As described above, various processes for notifying the transition of the display mode are performed on the display control device 81 side based on various commands from the main control device 101, and the notification is performed by the auxiliary display unit 65, etc. In addition to notifying the transition of the display mode, the display control device 81 side also performs various processes for effects during the game.
[0397] <Processing for various in-game effects> In this embodiment, continuous effects and bonus effects are provided as effects during various games. Continuous effects are effects that make the player expect advantageous results (winning a bonus, attack mode, challenge mode, VB mode, etc.), and can be continued over multiple games (four games in this embodiment), and are effects that notify the player whether the advantageous result was achieved in the final game. Bonus effects are effects that are performed in each game during the bonus state that is entered based on winning the first BB or second BB.
[0398] The outline of the continuous performance will be explained with reference to FIG.
[0399] For example, as shown in FIG. 60(a), at the start of the first game in which the consecutive performance is set, a display is made suggesting the number of times the consecutive performance will continue (in the figure, a four-stage daruma drop performance is shown corresponding to the four-game consecutive performance). Then, at the end of the first game in which the consecutive performance is set, a performance is made to notify whether the consecutive performance will continue or not (in the figure, a performance is shown in which the first stage of the daruma drop is successful, indicating that the consecutive performance will continue). If the consecutive performance is interrupted, at the end of the first game in which the consecutive performance is set, a performance is made to notify that the consecutive performance will end halfway (for example, a performance in which the first stage of the daruma drop fails, etc.). The performance regarding whether the consecutive performance will continue or not is the same in each game in the consecutive ...
Claims
[Claim 1] A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for starting rotation of each of the rotating bodies when the start operation means is operated; A stop operation means for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a lottery means for holding a lottery to determine whether or not to award a special benefit to a player based on an operation of the start operation means; a bonus awarding means for awarding a bonus corresponding to a predetermined result when a result of the lottery by the lottery means is a predetermined result; A gaming machine comprising: a first result which results in a winning combination when each of the stop operation means is operated in a first stop order, and a second result which results in a winning combination when each of the stop operation means is operated in a second stop order different from the first stop order, a sequence notifying means capable of executing sequence notifying regarding a stop sequence including the first stop sequence and the second stop sequence by a predetermined notifying means based on a lottery result by the lottery means, At least a normal state and a specific state in which the execution frequency of the sequence notification by the sequence notification means is higher than that of the normal state are provided, a transition lottery means for executing a transition lottery to the specific state when a lottery result by the lottery means in the normal state is a predetermined specific result; A specific transition means for transitioning to the specific state when a lottery result by the transition lottery means corresponds to a transition to the specific state; A specific termination means for terminating the specific state based on the establishment of a predetermined termination condition; a specific storage means for storing information used in the specific state and related to the order notification; a normal storage means for storing information that can be used in a state other than the specific state and that is not involved in the sequence notification; an initialization means for executing an initialization process of the information stored in the specific storage means when the specific state is ended by the specific ending means; a first means for executing a storage process for storing information corresponding to a specific event occurring in the specific state in the specific storage means; a second means for executing a storage process for storing information corresponding to the specific event occurring in the specific state in the normal storage means; a means for storing predetermined information corresponding to the information stored in the normal storage means across a plurality of games; Equipped with A gaming machine characterized in that it is configured to be able to clear the specified information based on a specified condition.