Game machine

JP2025021969A5Pending Publication Date: 2025-08-04SANYO BUSSAN KK
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Patent Information

Application Number
JP2023126108
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-02
Publication Date
2025-08-04

AI Technical Summary

Benefits of technology

【0009】 遊技興趣の向上を図ることが可能となる。

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: When a start lever provided in a slot machine is operated after a token is bet, a lottery of winning combinations is held inside and reels visible through display windows start rotating. When a stop result of the reels is a winning result corresponding to a winning combination, tokens are put out and a replay privilege is imparted. In an ending mode to be started when a difference number with the time when shifting to an advantageous section as a base point is equal to or more than 2150, while a setting suggestive performance corresponding to a setting value is executed if a value of a navigation ignoring counter is 3 or less when a rare winning combination is won, the setting suggestive performance is not executed when the value of the navigation ignoring counter is 4 or larger.SELECTED DRAWING: Figure 485
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Description

[Technical field]

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

[0002] An example of a gaming machine that stops multiple reels after rotating them is a slot machine. In a slot machine, multiple symbols are attached to the outer periphery of each reel, and a part of the symbols attached to each reel can be seen through a display window. Then, a player inserts a medal to set a winning line, and then, when the player operates a start lever, a lottery is performed inside the slot machine for a big bonus (hereinafter referred to as "BB") role, a small role, a replay, and the like, and each reel starts to rotate, and when the stop switch is operated after each reel starts to rotate, each reel stops in sequence, and one game ends. Then, when all the reels stop rotating, if a combination of symbols corresponding to the winning role stops on the winning line, it is a win, and the player is given a prize of medals being paid out or a prize of a game state being changed (see, for example, Patent Document 1).

[0003] In recent years, in addition to the BB state which is entered when a BB win is achieved, some machines have an assist time (hereinafter referred to as "AT") state which notifies the player of the operation sequence of the stop switch to achieve a specified win when a specified role is won, as a game state which is advantageous to the player. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2002-355364 A Summary of the Invention [Problem to be solved by the invention]

[0005] In the gaming machines exemplified above, there is a demand for further improvement in gaming enjoyment.

[0006] It should be noted that the above problem is not limited to the slot machines exemplified above, but also applies to other gaming machines that cyclically display multiple types of pictures and then end the cyclical display based on the operation of a stop operation means.

[0007] The present invention has been made in consideration of the above circumstances, and has as its object to provide a gaming machine that can increase interest in gaming. [Means for solving the problem]

[0008] In the invention described in claim 1, a gaming machine including a plurality of cyclic display means for cyclically displaying a plurality of kinds of pictures, a start operation means operated to start the cyclic display of the pictures, a setting information storage means for storing setting information, a lottery means for drawing a winning combination with a winning probability according to the setting information stored in the setting information storage means, a plurality of stop operation means operated to individually stop the cyclic display of the pictures, and a bonus granting means for granting a bonus to a player when a winning combination corresponding to a winning combination that has been won in the lottery for the winning combination is formed at an effective position and stops, the gaming machine includes a normal section in which an instruction function for informing an operation method for achieving a predetermined win when the lottery result for the winning combination is a predetermined result does not operate, and a section in which the instruction function can be operated when the lottery result for the winning combination is the predetermined result. the advantageous zone, which has a favorable zone, and when the difference in the number of coins in the advantageous zone reaches a predetermined upper limit number, an advantageous zone terminating means for terminating the advantageous zone and transitioning to the normal zone; a specific transition means for activating the instruction function when the lottery result for the role becomes the predetermined result based on the difference in the number of coins in the advantageous zone reaching a first number which is less than the upper limit number, and transitioning to a specific advantageous mode which continues until the advantageous zone terminating means ends the advantageous zone; a presentation execution means for executing a setting suggestion presentation which suggests the setting information in the specific advantageous mode; and an execution processing means for performing processing related to the execution of the setting suggestion presentation, and the configuration is such that the processing of the execution processing means changes before and after a specific condition is met. Effect of the Invention

[0009] It is possible to increase interest in gaming. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 is a front view of a slot machine according to an embodiment. [Diagram 2] FIG. 2 is a perspective view of the slot machine with the front door closed. [Diagram 3] FIG. 1 is a perspective view of a slot machine with a front door open. [Figure 4]Rear view of the front door. [Diagram 5] Front view of the housing. [Figure 6] A diagram showing the arrangement of symbols on each reel. [Figure 7] FIG. 4 is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 8] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Figure 9] Block diagram of a slot machine. [Figure 10] 13 is a flowchart showing a timer interrupt process. [Figure 11] 11 is a flowchart showing a normal process. [Figure 12] 13 is a flowchart showing a lottery process. [Figure 13] FIG. 13 shows an example of a lottery table for three-coin play. [Figure 14] FIG. 13 shows an example of a lottery table for two-coin play. [Figure 15] 13 is a flowchart showing a reel control process. [Figure 16] 11 is a flowchart showing a pseudo-game determination process. [Figure 17] 13 is a flowchart showing a rotation start process. [Figure 18] 13 is a flowchart showing a command transmission process 1. [Figure 19] 13 is a flowchart showing an instruction monitor display process. [Figure 20] 13 is a flowchart showing a command transmission process 2. [Figure 21] 4 is a flowchart showing a stop control process. [Figure 22] 13 is a flowchart showing a stop position determination process. [Diagram 23] 13 is a flowchart showing a migration preparation process. [Figure 24] An explanatory diagram for explaining the transition of game areas. [Diagram 25] 13 is a flowchart showing a section lottery process in a normal section. [Figure 26] 11 is a flowchart showing game area processing in a normal area. [Figure 27] 13 is a flowchart showing a section lottery process in a chance mode. [Figure 28] 11 is a flowchart showing game section processing in chance mode. [Figure 29] 13 is a flowchart showing an end determination process. [Diagram 30] 13 is a flowchart showing a section lottery process in a notification mode. [Diagram 31] 11A and 11B are diagrams showing an example of a rotation mode and a display mode in a pseudo game. [Diagram 32] 11A and 11B are diagrams showing an example of a rotation mode and a display mode in a pseudo game. [Diagram 33] FIG. 2 shows a slide table used in simulated gaming. [Diagram 34] FIG. 2 shows a slide table used in simulated gaming. [Diagram 35] 11A and 11B are diagrams showing an example of a rotation mode and a display mode in a pseudo game. [Diagram 36] 11 is a flowchart showing game section processing in notification mode. [Figure 37] 13 is a flowchart showing a reel control process in the second embodiment. [Figure 38] 13 is a flowchart showing an instruction monitor display process. [Figure 39] 4 is a flowchart showing a stop control process. [Diagram 40] 13 is a flowchart showing a stop position determination process. [Diagram 41] 11 is a flowchart showing a performance determination process in the display control device. [Diagram 42] 4 is a flowchart showing a performance execution process in a display control device. [Diagram 43] 11 is a flowchart showing an additional notification process in the display control device. [Diagram 44] FIG. 13A is a diagram showing the configuration of a pseudo game flag storage area in the third embodiment, and FIG. 13B is a diagram showing the configuration of a header. [Diagram 45] 13 is a flowchart showing a command transmission process 1. [Diagram 46] 13 is a flowchart showing a command transmission process 2. [Figure 47] 13 is a flowchart showing a stop position determination process. [Figure 48] 13 is a flowchart showing a command transmission process 3. [Figure 49] FIG. 13 is a perspective view of a slot machine according to a fourth embodiment, showing a state in which the front door is closed. [Figure 50] FIG. 2 is a block diagram relating to a display control device. [Figure 51] 13 is a flowchart showing a reel control process. [Figure 52] 13 is a flowchart showing an instruction monitor display process. [Figure 53] 4 is a flowchart showing a stop control process. [Figure 54] 13 is a flowchart showing a stop position determination process. [Figure 55] 11 is a flowchart showing an operation end command process. [Figure 56] 13 is a flowchart showing a start waiting process. [Figure 57] 11 is a flowchart showing a menu process. [Figure 58] 13 is a flowchart showing a standby process. [Figure 59] 13 is a flowchart showing a start command waiting process. [Figure 60] 11 is a flowchart showing a performance determination process. [Figure 61] 11 is a flowchart showing a press performance process. [Figure 62] 13 is a flowchart showing a result display process. [Figure 63] 13 is a flowchart showing game section processing in a chance mode in the fifth embodiment. [Figure 64] 13 is a flowchart showing a section lottery process in a notification mode. [Figure 65] 11 is a flowchart showing game section processing in notification mode. [Figure 66] 10 is a flowchart showing a section command process in a notification mode. [Figure 67] 10 is a flowchart showing a start command process in a notification mode. [Figure 68] 11 is a flowchart showing section command processing in a normal section and a chance mode. [Figure 69] 13 is a flowchart showing a start command process in a normal section. [Figure 70] 13 is a flowchart showing a lottery result command process in a normal period. [Figure 71] 13 is a flowchart showing the processing of an all reel stop completion command in a normal section. [Figure 72] 13 is a flowchart showing a start command process in a chance mode. [Figure 73] FIG. 4 is a diagram showing an example of a display mode displayed on an auxiliary display unit. [Figure 74] FIG. 23 shows the arrangement of symbols on each reel in the sixth embodiment. [Figure 75] FIG. 4 is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 76] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Figure 77] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Figure 78] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Figure 79] FIG. 13 is a diagram showing an example of a lottery table. [Figure 80] 13 is a flowchart showing a section lottery process in a normal section. [Figure 81] 11 is a flowchart showing game area processing in a normal area. [Figure 82] 13 is a flowchart showing a section lottery process in a chance mode. [Figure 83] 11 is a flowchart showing game section processing in chance mode. [Figure 84] 13 is a flowchart showing a section lottery process in a notification mode. [Figure 85] An explanatory diagram showing the relationship between winning roles and navigation rates. [Figure 86]11 is a flowchart showing a winning combination information generating process. [Figure 87] 13 is a flowchart showing an operation navigation process. [Figure 88] 13 is a flowchart showing a promotion determination process. [Figure 89] 11 is a flowchart showing game section processing in notification mode. [Figure 90] FIG. 13 is a diagram showing an example of a lottery table. [Figure 91] 23 is a flowchart showing a section lottery process in a chance mode in the seventh embodiment. [Figure 92] 11 is a flowchart showing game section processing in chance mode. [Figure 93] 13 is a flowchart showing a competition command process in the chance mode. [Figure 94] 11 is a flowchart showing a lottery result command process in a chance mode. [Figure 95] 11 is a flowchart showing a competition presentation process. [Figure 96] 11 is a flowchart showing a performance determination process. [Figure 97] 13 is a flowchart showing a section lottery process in a notification mode. [Figure 98] 11 is a flowchart showing a first performance determination process. [Figure 99] 11 is a flowchart showing a second performance determination process. [Figure 100] 11 is a flowchart showing a pseudo-game determination process. [Figure 101] 11 is a flowchart showing game section processing in notification mode. [Figure 102] 13 is a flowchart showing a competition command process in the notification mode. [Figure 103] 11 is a flowchart showing a lottery result command process in the notification mode. [Figure 104] An explanatory diagram for explaining the transition of the game area in the eighth embodiment. [Figure 105] 11 is a flowchart showing game section processing in chance mode. [Fig. 106] 13 is a flowchart showing a navigation counter update process. [Figure 107] 13 is a flowchart showing a section lottery process in a notification mode. [Figure 108] 4 is a flowchart showing a navigation determination process. [Fig. 109] 11 is a flowchart showing game section processing in notification mode. [Figure 110] FIG. 13 is a block diagram relating to auxiliary performance in the ninth embodiment. [Figure 111] (a) A diagram showing the channel configuration, and (b) a diagram showing the layer configuration for CH4. [Figure 112] An explanatory diagram for explaining the relationship between the volume of the background music and the volume of the winning sound. [Figure 113] 11 is a flowchart showing a performance control process. [Fig. 114] 4 is a flowchart showing a liquid crystal control process. [Figure 115] 11 is a flowchart showing a winning sound instruction process. [Fig. 116] An explanatory diagram to explain the relationship between the output time of the winning sound and the volume recovery time of the background music. [Fig. 117] 11 is a flowchart showing a BGM output process. [Figure 118] 11 is a flowchart showing a volume value setting process. [Figure 119] FIG. 13 is an explanatory diagram for explaining a change in volume value in each layer of the CH4 layer. [Figure 120] FIG. 23 is an explanatory diagram for explaining an ending movie in the tenth embodiment. [Figure 121] 13 is a flowchart showing an ED determination process. [Figure 122] 13 is a flowchart showing an ED process. [Figure 123] 13 is a flowchart showing an error checking process. [Figure 124] 13 is a flowchart showing a restart process. [Fig. 125] 23 is a flowchart showing the winning probability setting process in the eleventh embodiment. [Fig. 126] 13 is a flowchart showing a setting change process. [Figure 127] FIG. 4 is an explanatory diagram for explaining the configuration of a first sensor buffer. [Figure 128] 13 is a flowchart showing an ON edge confirmation process. [Figure 129] 13 is a flowchart showing a change end process. [Fig. 130] 13 is a flowchart showing a setting key OFF waiting process. [Fig. 131] 13 is a flowchart showing a front door command process. [Fig. 132] 13 is a flowchart showing a setting change command process. [Fig. 133] 13 is a flowchart showing a change end command process. [Fig. 134] An explanatory diagram for explaining the relationship between the series of operations performed when setting the winning probability, the set values, and the notification sounds that are announced. [Fig. 135] An explanatory diagram for explaining the transition of the game area in the 12th embodiment. [Fig. 136] 11 is a flowchart showing game section processing in chance mode. [Fig. 137] 13 is a flowchart showing a section lottery process in the notification mode A. [Figure 138] 11 is a flowchart showing game section processing in notification mode A. [Figure 139] 13 is a flowchart showing a section lottery process in a notification mode B. [Fig. 140] A figure showing the selection rate of the number of additional games in the lottery for the number of additional games. [Fig. 141] FIG. 13 is a diagram showing the correspondence between winning roles and notification contents. [Fig. 142] 13 is a flowchart showing game section processing in notification mode B. [Fig. 143] 13 is a flowchart showing the transfer game number addition process. [Fig. 144] 23 is a flowchart showing the winning probability setting process in the thirteenth embodiment 1. [Fig. 145]13 is a flowchart showing a setting change process. [Fig. 146] FIG. 4 is an explanatory diagram for explaining the configuration of a first sensor buffer. [Fig. 147] 13 is a flowchart showing an ON edge confirmation process. [Fig. 148] 13 is a flowchart showing a change end process. [Figure 149] 13 is a flowchart showing a setting key OFF waiting process. [Fig. 150] 13 is a flowchart showing a setting change command process. [Fig. 151] 13 is a flowchart showing a change end command process. [Fig. 152] 13 is a flowchart showing a bet command process. [Fig. 153] 13 is a flowchart showing a start command process. [Fig. 154] 13 is a flowchart showing a lottery result command process. [Fig. 155] 13 is a flowchart showing an end command process. [Fig. 156] 23 is a flowchart showing a setting change command process in the thirteenth embodiment 2. [Fig. 157] 13 is a flowchart showing a confirmation timer subtraction process. [Fig. 158] 13 is a flowchart showing a change end command process. [Fig. 159] 13 is a flowchart showing a termination confirmation process. [Fig. 160] 13 is a flowchart showing a bet command process. [Fig. 161] 13 is a flowchart showing a start command process. [Fig. 162] 13 is a flowchart showing a lottery result command process. [Fig. 163] 13 is a flowchart showing an end command process. [Fig. 164] A diagram showing the arrangement of symbols on each reel in the fourteenth embodiment. [Fig. 165] FIG. 4 is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Fig. 166]FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Fig. 167] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Fig. 168] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Fig. 169] FIG. 13 is a diagram showing an example of a lottery table. [Fig. 170] An explanatory diagram for explaining the transition of game areas. [Fig. 171] 13 is a flowchart showing a section lottery process in a normal section. [Fig. 172] 11 is a flowchart showing game area processing in a normal area. [Fig. 173] 13 is a flowchart showing a section lottery process in a chance mode. [Fig. 174] FIG. 13 is a diagram showing the correspondence between winning roles and acquired point values. [Fig. 175] 11 is a flowchart showing game section processing in chance mode. [Fig. 176] Flowchart showing CZ point processing. [Fig. 177] 13 is a flowchart showing a second transition lottery process. [Fig. 178] FIG. 13 is a diagram showing an example of an auxiliary performance performed by the auxiliary display unit. [Fig. 179] 13 is a flowchart showing a point management process. [Fig. 180] Flowchart showing the CZ performance determination processing. [Fig. 181] FIG. 13 is a diagram showing the correspondence between winning roles and notified point values. [Fig. 182] FIG. 13 is a diagram showing the correspondence between notification points and performance contents. [Fig. 183] 11 is a flowchart showing a stop command process. [Fig. 184] 13 is a flowchart showing processing during CZ. [Fig. 185] 11 is a flowchart showing a normal process. [Fig. 186] 13 is a flowchart showing game section processing in premonition mode. [Fig. 187] 11 is a flowchart showing a sign confirmation process. [Fig. 188] 11 is a flowchart showing a premonition effect process. [Fig. 189] 13 is a flowchart showing a section lottery process in a notification mode. [Fig. 190] An explanatory diagram showing the relationship between winning roles and navigation rates. [Fig. 191] 11 is a flowchart showing a winning combination information generating process. [Fig. 192] 13 is a flowchart showing an operation navigation process. [Fig. 193] 13 is a flowchart showing a promotion determination process. [Fig. 194] 11 is a flowchart showing game section processing in notification mode. [Fig. 195] 23 is a flowchart showing a conventional stop command confirmation process in the fifteenth embodiment. [Fig. 196] 11 is a flowchart showing a conventional switch state confirmation process. [Figure 197] 1A is an explanatory diagram for explaining the configuration of a rotation information buffer, FIG. 1B is an explanatory diagram for explaining the configuration of a normal rotation information buffer, and FIG. 1C is an explanatory diagram for explaining the configuration of a switch buffer. [Figure 198] 11 is a flowchart showing a conventional pre-start process. [Figure 199] 13 is a flowchart showing a stop command confirmation process. [Figure 200] 11 is a flowchart showing a pre-start process. [Figure 201] FIG. 23 is a front view of a slot machine according to a sixteenth embodiment. [Fig. 202] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Fig. 203] FIG. 13 is a diagram showing an example of a lottery table. [Fig. 204] An explanatory diagram for explaining the transition of game areas. [Fig. 205] 13 is a flowchart showing a section lottery process in a normal section. [Fig. 206] 11 is a flowchart showing game area processing in a normal area. [Fig. 207] A flowchart showing the section lottery processing in the chance mode and small AT precursor mode. [Fig. 208] 13 is a flowchart showing an assist lottery process. [Fig. 209] 13 is a flowchart showing an assist acquisition process. [Fig. 210] 13 is a flowchart showing a point lottery process. [Fig. 211] FIG. 11 is an explanatory diagram for explaining the relationship between winning roles and acquired points. [Fig. 212] A flowchart showing the game section processing in chance mode and small AT precursor mode. [Fig. 213] 13 is a flowchart showing a mode transition process. [Fig. 214] 13 is a flowchart showing a migration determination process. [Fig. 215] 13 is a flowchart showing a CZ transition determination process. [Fig. 216] 13 is a flowchart showing a small AT transition process. [Fig. 217] 13 is a flowchart showing a continuation rate change process. [Fig. 218] 13 is a flowchart showing a continuation lottery process. [Fig. 219] 11 is a flowchart showing game section processing in small AT mode. [Fig. 220] 13 is a flowchart showing a large AT transition process. [Fig. 221] 13 is a flowchart showing the section lottery process in the large AT mode. [Fig. 222] A flowchart showing game section processing in large AT mode. [Fig. 223] A figure showing an example of an auxiliary performance performed on the auxiliary display unit and the second auxiliary display unit. [Fig. 224] 13 is a flowchart showing a normal stage process. [Fig. 225] 13 is a flowchart showing a CZ stage process. [Fig. 226] 11 is a flowchart showing a precursor stage process. [Fig. 227] 13 is a flowchart showing a CZ process. [Fig. 228] 11 is a flowchart showing a performance determination process. [Fig. 229] 13 is a flowchart showing an icon display process. [Fig. 230] 13 is a flowchart showing a display change process. [Fig. 231] FIG. 11 is an explanatory diagram for explaining rearrangement and change of displayed icons. [Fig. 232] FIG. 23 is a perspective view of a slot machine in a seventeenth embodiment with the front door closed. [Fig. 233] FIG. 4 is a diagram showing an example of a display screen in an auxiliary display unit. [Fig. 234] 11 is a flowchart showing processing during non-play. [Fig. 235] 13 is a flowchart showing input waiting processing. [Fig. 236] 11 is a flowchart showing a menu change process. [Fig. 237] 11 is a flowchart showing an information change process when selecting a volume setting. [Fig. 238] 6A to 6C are diagrams showing a flow of changes in the display screen on the auxiliary display unit. [Fig. 239] FIG. 13 is a diagram showing another example of the performance switch and the selection switch. [Fig. 240] A figure showing an example of navigation presentation in the 18th embodiment. [Fig. 241] 11 is a flowchart showing the presentation control process performed at the start of a game. [Fig. 242] 11 is a flowchart showing the performance control process performed when a stop command is issued. [Fig. 243] 11 is a flowchart showing the presentation control process performed at the end of a game. [Fig. 244] 13 is a flowchart showing a scenario update process. [Fig. 245] 11 is a flowchart showing an abnormal reception process. [Fig. 246] A diagram showing the relationship between the command reception status and the progress of continuous performances. [Fig. 247] A diagram showing the relationship between the command reception status and the progress of continuous performances. [Fig. 248] A diagram showing the relationship between the command reception status and the progress of continuous performances. [Fig. 249] A diagram showing the relationship between the command reception status and the progress of the navigation performance. [Fig. 250] A diagram showing the relationship between the command reception status and the progress of the navigation performance. [Fig. 251] An explanatory diagram for explaining the transition of the game area in the 19th embodiment. [Fig. 252] 13 is a flowchart showing a section lottery process in a normal section. [Fig. 253] 11 is a flowchart showing game area processing in a normal area. [Fig. 254] 13 is a flowchart showing a section lottery process in a chance mode. [Figure 255] 11 is a flowchart showing game section processing in chance mode. [Fig. 256] 13 is a flowchart showing an end determination process. [Fig. 257] 13 is a flowchart showing a section lottery process in a notification mode. [Fig. 258] 13 is a flowchart showing an instruction monitor display process. [Fig. 259] 11 is a flowchart showing game section processing in notification mode. [Fig. 260] 13 is a flowchart showing a notified difference number update process. [Fig. 261] 13 is a flowchart showing an ending determination process. [Fig. 262] 11 is a flowchart showing game section processing in ending mode. [Fig. 263] FIG. 13 is a diagram showing an example of an auxiliary performance performed in the auxiliary display unit. [Fig. 264] 11 is a flowchart showing a number display process in a notification mode. [Fig. 265] 13 is a flowchart showing an acquired number update process. [Fig. 266] 11 is a flowchart showing a number display process in an ending mode. [Fig. 267]An explanatory diagram for explaining the transition of the game area in the 20th embodiment. [Fig. 268] 11 is a flowchart showing game section processing in chance mode. [Fig. 269] 13 is a flowchart showing a section lottery process in the notification mode A. [Fig. 270] B Flowchart showing the additional lottery process. [Fig. 271] 11 is a flowchart showing a pseudo-game determination process. [Fig. 272] 11A and 11B are diagrams showing an example of a rotation mode and a display mode in a pseudo game. [Fig. 273] 11A and 11B are diagrams showing an example of a rotation mode and a display mode in a pseudo game. [Fig. 274] 13 is a flowchart showing an instruction monitor display process. [Fig. 275] 11 is a flowchart showing game section processing in notification mode A. [Fig. 276] 13 is a flowchart showing a section lottery process in a notification mode B. [Fig. 277] 13 is a flowchart showing game section processing in notification mode B. [Fig. 278] (a) A diagram showing the correspondence between winning roles and the probability of winning the transition lottery and the B additional lottery, and (b) a diagram showing the correspondence between winning roles and the auxiliary performances performed on the auxiliary display unit. [Fig. 279] 11 is a flowchart showing a pseudo game ending process. [Fig. 280] 11 is a flowchart showing a misalignment process. [Fig. 281] 11 is a flowchart showing a notification content determination process. [Fig. 282] 13 is a flowchart showing a notification command process. [Fig. 283] 13 is a flowchart showing a final game process. [Fig. 284] A figure showing an example of an auxiliary performance displayed on the auxiliary display unit in the 21st embodiment. [Fig. 285] 11 is a flowchart showing a process for displaying the number of games played. [Fig. 286]11 is a flowchart showing an acquired number display process. [Fig. 287] 11 is a flowchart showing a remaining number display process. [Fig. 288] 11 is a flowchart showing a first game process. [Fig. 289] 13 is a flowchart showing a winning update process. [Fig. 290] 13 is a flowchart showing a termination process. [Fig. 291] 11 is a flowchart showing processing from the second game onward. [Fig. 292] 6A and 6B are diagrams showing the relationship between a command reception status and the display content of an auxiliary display unit. [Fig. 293] 6A and 6B are diagrams showing the relationship between a command reception status and the display content of an auxiliary display unit. [Fig. 294] A diagram showing the arrangement of symbols on each reel in the 22nd embodiment. [Fig. 295] FIG. 4 is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Fig. 296] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Fig. 297] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Fig. 298] FIG. 13 is an explanatory diagram showing the relationship between winning modes and the benefits provided. [Figure 299] FIG. 13 is a diagram showing an example of a lottery table. [Figure 300] An explanatory diagram for explaining the transition of game areas. [Fig. 301] FIG. 13 is a diagram showing an example of an auxiliary performance performed in the auxiliary display unit. [Fig. 302] A figure showing an example of a freeze A effect. [Fig. 303] 13 is a flowchart showing a section lottery process in a normal section. [Fig. 304] 11 is a flowchart showing game area processing in a normal area. [Fig. 305] 13 is a flowchart showing a section lottery process in a chance mode. [Fig. 306]11 is a flowchart showing game section processing in chance mode and premonition mode. [Fig. 307] 13 is a flowchart showing an end determination process. [Fig. 308] 13 is a flowchart showing a mode transition determination process. [Fig. 309] 13 is a flowchart showing a CZ transition determination process. [Fig. 310] 11 is a flowchart showing a director determination process. [Fig. 311] FIG. 13 is a diagram showing the correspondence between winning roles and conversion roles. [Fig. 312] 11 is a flowchart showing an annunciation mode transition process. [Fig. 313] 13 is a flowchart showing a section lottery process in a premonition mode. [Fig. 314] 13 is a flowchart showing a freeze process. [Fig. 315] 13 is a flowchart showing a freeze A process. [Fig. 316] 13 is a flowchart showing a freeze B process. [Fig. 317] 4 is a flowchart showing the present sign confirmation process. [Fig. 318] 11 is a flowchart showing the premonition performance processing. [Fig. 319] 11 is a flowchart showing a stop command process. [Fig. 320] 11 is a flowchart showing a freeze A effect process. [Fig. 321] 13 is a diagram showing the correspondence between conversion roles and freeze effects to be executed. [Fig. 322] 13 is a flowchart showing a section lottery process in a notification mode. [Figure 323] An explanatory diagram showing the relationship between winning roles and navigation rates. [Fig. 324] 11 is a flowchart showing a winning combination information generating process. [Fig. 325] 13 is a flowchart showing an operation navigation process. [Fig. 326] 13 is a flowchart showing a promotion determination process. [Fig. 327]11 is a flowchart showing game section processing in notification mode. [Fig. 328] FIG. 23 is a diagram showing the relationship between ROM addresses and memory contents in the twenty-third embodiment. [Fig. 329] 3 is a diagram showing the relationship between addresses and temporary storage contents of a RAM 106. [Fig. 330] 11 is a flowchart showing a normal process. [Fig. 331] 13 is a flowchart showing a counting process. [Fig. 332] 13 is a flowchart showing a completion process. [Figure 333] 13 is a flowchart showing a MY command transmission process. [Fig. 334] 13 is a flowchart showing a timer interrupt process. [Figure 335] 13 is a flowchart showing a start waiting process. [Fig. 336] 11 is a flowchart showing an error process. [Figure 337] 13 is a flowchart showing a main process. [Figure 338] 13 is a flowchart showing main processing 2. [Figure 339] 13 is a flowchart showing a MY clear process. [Fig. 340] FIG. 13 is an image diagram showing the relationship between inside-area processing and outside-area processing. [Fig. 341] 13 is a flowchart showing a MY command process. [Fig. 342] 11 is a flowchart showing a process in a notification mode. [Figure 343] 11A and 11B are diagrams showing an example of the reel stop results and the display mode of the auxiliary display section. [Fig. 344] 11A and 11B are diagrams showing an example of the reel stop results and the display mode of the auxiliary display section. [Figure 345] FIG. 23 is a diagram showing the relationship between ROM addresses and memory contents in the twenty-fourth embodiment. [Fig. 346] 3 is a diagram showing the relationship between addresses and temporary storage contents of a RAM 106. [Figure 347] 11 is a flowchart showing a normal process. [Fig. 348]13 is a flowchart showing a counting process. [Figure 349] 13 is a flowchart showing a completion process. [Fig. 350] 13 is a flowchart showing a MY command transmission process. [Fig. 351] 13 is a flowchart showing a timer interrupt process. [Fig. 352] 13 is a flowchart showing a start waiting process. [Figure 353] 11 is a flowchart showing an error process. [Fig. 354] 13 is a flowchart showing a main process. [Figure 355] 13 is a flowchart showing main processing 2. [Fig. 356] 13 is a flowchart showing a MY clear process. [Figure 357] FIG. 13 is a diagram showing an example of a lottery table. [Figure 358] A diagram showing the transition of game states. [Figure 359] 13 is a flowchart showing a BB state process. [Figure 360] 13 is a flowchart showing processing during the BB state. [Fig. 361] A diagram showing the transition of game areas. [Fig. 362] 13 is a flowchart showing a section lottery process in a normal section. [Figure 363] 11 is a flowchart showing game area processing in a normal area. [Figure 364] 13 is a flowchart showing a section lottery process in a chance mode. [Figure 365] 11 is a flowchart showing game section processing in chance mode. [Fig. 366] 13 is a flowchart showing an end determination process. [Figure 367] 13 is a flowchart showing a section lottery process in a notification mode. [Figure 368] 13 is a flowchart showing an instruction monitor display process. [Figure 369] 11 is a flowchart showing game section processing in notification mode. [Figure 370]11 is a flowchart showing game section processing in ending mode. [Fig. 371] 13 is a flowchart showing the effect determination process when BB is won. [Fig. 372] 13 is a flowchart showing the effect determination process in the BB state. [Fig. 373] 13 is a flowchart showing a non-BB flag setting process. [Fig. 374] FIG. 13 is a diagram showing an example of an auxiliary performance performed in the auxiliary display unit. [Figure 375] FIG. 25 is a diagram showing the relationship between ROM addresses and memory contents in the twenty-fifth embodiment. [Figure 376] 3 is a diagram showing the relationship between addresses and temporary storage contents of a RAM 106. [Figure 377] 11 is a flowchart showing a normal process. [Figure 378] 13 is a flowchart showing a counting process. [Figure 379] 13 is a flowchart showing a completion process. [Figure 380] 13 is a flowchart showing a MY command transmission process. [Figure 381] 13 is a flowchart showing a timer interrupt process. [Figure 382] 13 is a flowchart showing a start waiting process. [Figure 383] 11 is a flowchart showing an error process. [Figure 384] 13 is a flowchart showing a main process. [Figure 385] 13 is a flowchart showing main processing 2. [Figure 386] 13 is a flowchart showing a MY clear process. [Figure 387] FIG. 13 is an image diagram showing the relationship between inside-area processing and outside-area processing. [Figure 388] 13 is a flowchart showing a MY command process. [Figure 389] 11 is a flowchart showing a process in a notification mode. [Figure 390] 11A and 11B are diagrams showing an example of the reel stop results and the display mode of the auxiliary display section. [Figure 391] 11A and 11B are diagrams showing an example of the reel stop results and the display mode of the auxiliary display section. [Figure 392] FIG. 26 is a front view of a slot machine according to a 26th embodiment. [Figure 393] FIG. 1 is a perspective view of a slot machine with a front door open. [Figure 394] Enlarged top view of the medal unit. [Figure 395] Block diagram of a slot machine. [Figure 396] 13 is a flowchart showing a main process. [Figure 397] 13 is a flowchart showing a timer interrupt process. [Figure 398] 11 is a flowchart showing a power outage confirmation process. [Figure 399] 13 is a flowchart showing a timer subtraction process. [Figure 400] 13 is a flowchart showing an external signal setting process. [Fig. 401] 13 is a flowchart showing an M command transmission / reception process. [Fig. 402] 13 is a flowchart showing a power outage signal confirmation process. [Fig. 403] 11 is a flow chart showing request response reception. [Fig. 404] 4 is a flowchart showing main processing in the medal count control device. [Fig. 405] 11 is a flowchart showing timer interrupt processing in the medal count control device. [Fig. 406] 13 is a flowchart showing a power outage confirmation process M. [Fig. 407] 13 is a flowchart showing a request response transmission process. [Fig. 408] 13 is a flowchart showing a rental device process. [Fig. 409] 11 is a flowchart showing a rental device signal receiving process. [Fig. 410] 13 is a flowchart showing a signal confirmation process. [Fig. 411] 11 is a flowchart showing a gaming machine information notification transmission waiting process. [Fig. 412]13 is a flowchart showing a counting notification transmission waiting process. [Fig. 413] 11 is a flowchart showing a lending notification reception waiting process. [Fig. 414] 13 is a flowchart showing a counting notification transmission process. [Fig. 415] 13 is a flowchart showing a counting determination process. [Fig. 416] 11 is a flowchart showing medal count update and transmission processing. [Fig. 417] 13 is a flowchart showing a reception result response transmission process. [Fig. 418] 11 is a flowchart showing a setting value holding process. [Fig. 419] 13 is a flowchart showing a setting value confirmation process. [Fig. 420] A diagram showing the correspondence between the types of roles and winning role numbers in the 27th embodiment. [Fig. 421] A diagram showing the transition of game areas. [Fig. 422] FIG. 13 is a diagram showing an example of an auxiliary effect performed in the ultimate two-choice mode. [Fig. 423] 11 is a flowchart showing a normal process. [Fig. 424] 11 is a flowchart showing game area processing. [Fig. 425] 11 is a flowchart showing a process after the reels have stopped. [Fig. 426] 13 is a flowchart showing a permission flag setting process. [Fig. 427] FIG. 4 shows a game mode table. [Fig. 428] 11 is a flowchart showing an ultimate two-choice decision process. [Fig. 429] 13 is a flowchart showing a result confirmation process. [Fig. 430] A diagram showing a correct button press sequence table. [Fig. 431] FIG. 28 is a front view of a slot machine according to a 28th embodiment. [Fig. 432] FIG. 1 is a perspective view of a slot machine with a front door open. [Fig. 433] Enlarged top view of the medal unit. [Fig. 434]Block diagram of a slot machine. [Fig. 435] 13 is a flowchart showing a main process. [Fig. 436] 13 is a flowchart showing a timer interrupt process. [Fig. 437] 11 is a flowchart showing a power outage confirmation process. [Fig. 438] 13 is a flowchart showing a timer subtraction process. [Fig. 439] 13 is a flowchart showing an external signal setting process. [Fig. 440] 11 is a flowchart showing a normal process. [Fig. 441] 11 is a flowchart showing game area processing. [Fig. 442] 11 is a flowchart showing a process after the reels have stopped. [Figure 443] 6 is a flowchart showing an external signal OFF setting process. [Figure 444] 13 is a flowchart showing an M command transmission / reception process. [Figure 445] 13 is a flowchart showing a power outage signal confirmation process. [Fig. 446] 11 is a flow chart showing request response reception. [Figure 447] 4 is a flowchart showing main processing in the medal count control device. [Figure 448] 11 is a flowchart showing timer interrupt processing in the medal count control device. [Figure 449] 13 is a flowchart showing a power outage confirmation process M. [Fig. 450] 13 is a flowchart showing a request response transmission process. [Fig. 451] 13 is a flowchart showing a rental device process. [Fig. 452] 11 is a flowchart showing a rental device signal receiving process. [Fig. 453] 13 is a flowchart showing a signal confirmation process. [Fig. 454] 11 is a flowchart showing a gaming machine information notification transmission waiting process. [Fig. 455] 13 is a flowchart showing a counting notification transmission waiting process. [Fig. 456]11 is a flowchart showing a lending notification reception waiting process. [Fig. 457] 13 is a flowchart showing a counting notification transmission process. [Fig. 458] 13 is a flowchart showing a counting determination process. [Fig. 459] 11 is a flowchart showing medal count update and transmission processing. [Fig. 460] 13 is a flowchart showing a reception result response transmission process. [Fig. 461] A diagram showing the correspondence between the types of roles and winning role numbers in the 29th embodiment. [Fig. 462] A diagram showing the transition of game areas. [Fig. 463] FIG. 13 is a diagram showing an outline of the flow of auxiliary performance. [Fig. 464] 11 is a flowchart showing a normal process. [Fig. 465] 11 is a flowchart showing game area processing. [Fig. 466] 11 is a flowchart showing a process after the reels have stopped. [Fig. 467] 11 is a flowchart showing game mode processing in a chance mode. [Fig. 468] 13 is a flowchart showing a ceiling counter process. [Fig. 469] 13 is a flowchart showing a CZ counter process. [Fig. 470] 13 is a flowchart showing non-precursor processing. [Fig. 471] 13 is a flowchart showing processing during a false precursor. [Fig. 472] 13 is a flowchart showing processing during a CZ precursor. [Fig. 473] 13 is a flowchart showing the process during the precursory period. [Fig. 474] 13 is a flowchart showing a normal bonus transition process. [Fig. 475] 13 is a flowchart showing a normal bonus setting process. [Fig. 476] 11 is a flowchart showing a game mode process in a normal bonus mode. [Fig. 477] 4 is a flowchart showing the B high probability transition determination process. [Fig. 478] Flowchart showing B high probability state processing. [Fig. 479] 13 is a flowchart showing a rush transition determination process. [Fig. 480] 13 is a flowchart showing a rush transition process. [Figure 481] 13 is a flowchart showing a termination confirmation process. [Figure 482] 11 is a flowchart showing game mode processing in rush mode. [Figure 483] 13 is a flowchart showing an R bonus transfer process. [Figure 484] 11 is a flowchart showing game mode processing in an ending mode. [Figure 485] 11 is a flowchart showing an outline of the setting suggestion presentation processing performed by the display control device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] (First embodiment)

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] Here, the structure of the reel unit 31 will be briefly described.

[0018] 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 an excitation pulse) of, for example, 480 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, a reel index sensor is installed on each of the reels 32L, 32M, and 32R in the reel unit 31 to detect 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.

[0019] 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, 20 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 (=480 pulses÷20 symbols). In addition, 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.

[0020] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.

[0021] 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, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers from 0 to 19 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.

[0022] There are eight types of symbols: "cherry" symbol (e.g., 19th on the left reel 32L), "watermelon" symbol (e.g., 18th on the left reel 32L), "bell" symbol (e.g., 17th on the left reel 32L), "red 7" symbol (e.g., 16th on the left reel 32L), "replay" symbol (e.g., 15th on the left reel 32L), "star" symbol (e.g., 14th on the left reel 32L), "BAR" symbol (e.g., 11th on the left reel 32L), and "white 7" symbol (e.g., 6th on the left reel 32L). As shown in FIG. 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.

[0023] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.

[0024] In the slot machine 10, a total of five combination lines are set, three parallel lines in the horizontal direction and two lines crosswise in the diagonal direction, connecting the positions where these nine symbols are visible. More specifically, as shown in Fig. 7(a), the following combination lines are set as the horizontal combination lines: an upper line L1 connecting the upper symbols of each of the reels 32L, 32M, and 32R, a middle line L2 connecting the middle symbols of each of the reels 32L, 32M, and 32R, and a lower line L3 connecting the lower symbols of each of the reels 32L, 32M, and 32R. In addition, a diagonal combination line is set as follows: a downward-right line L4 connecting 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 a right-upward line L5 connecting 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. When the patterns stop in a predetermined combination on an activated combination line, i.e., an activated line, a prize is awarded, and a prize of a predetermined number of medals as a game medium is paid out or a game state is changed.

[0025] In the slot machine 10, as shown in Fig. 7(b), only the middle line L2 is set as an activated line. The four combination lines of the upper line L1, the lower line L3, the downward right line L4, and the upward right line L5 are not activated lines.

[0026] FIG. 8 is a diagram showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are obtained.

[0027] State transition winnings, which only result in a transition of the game state, include the BB1 ​​winning and the BB2 winning.

[0028] When the "red 7" symbols on each of the reels 32L, 32M, and 32R stop on an active line, a BB1 win is made. When the "red 7" symbols on the left reel 32L and center reel 32M and the "white 7" symbol on the right reel 32R stop on an active line, a BB2 win is made. When such a BB win is made, the game state transitions to the BB state.

[0029] A replay win is a win that gives a replay privilege, which allows the player to play the next game without inserting a medal.

[0030] When the "Replay" symbols on each of reels 32L, 32M, and 32R stop on an active line, a replay win occurs.

[0031] The minor winning combinations that result in the payout of medals include the watermelon winning combination, the cherry winning combination, the bell winning combination, and the compensation winning combination.

[0032] When the "watermelon" symbols on each reel 32L, 32M, and 32R stop on an active line, three medals are paid out as a watermelon win. When the "cherry" symbol on the left reel 32L stops on an active line, three medals are paid out as a cherry win.

[0033] When the "bell" symbols on each of the reels 32L, 32M, and 32R stop on any of the combination lines, nine medals are paid out as a bell win. More specifically, in addition to when the "bell" symbols on each of the reels 32L, 32M, and 32R stop on the middle line L2, nine medals are paid out as a bell win when a combination of symbols that causes the "bell" symbols on each of the reels 32L, 32M, and 32R to stop on the upper line L1 stops on the middle line L2. Examples of symbol combinations that appear to be bell wins include a combination of a "red 7", a "star", and a "star" symbol, and a combination of a "BAR", a "cherry", and a "BAR". Although details of the symbol combinations that win a prize are omitted, one medal is paid out when a compensation role win is achieved.

[0034] In the following, the combination of symbols corresponding to each winning prize is also referred to as the winning symbol combination. For example, the BB2 symbol combination is the combination of symbols that results in the BB2 winning prize, that is, the combination of the "red 7" symbol, the "red 7" symbol, and the "white 7" symbol. In addition, the symbols on the reels 32L, 32M, and 32R that correspond to each winning prize are also referred to as the winning symbols. For example, the BB2 symbol is the "red 7" symbol on the left reel 32L and the center reel 32M, and the "white 7" symbol on the right reel 32R.

[0035] 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.

[0036] On the right side of the start lever 41, there are provided button-shaped stop switches 42-44 that are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop switch 42-44 is disposed directly below the display window 26L, 26M, and 26R corresponding to the reel 32L, 32M, and 32R to be stopped. 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 42-44 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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 and a third credit insertion switch 58 are provided on the left side of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting two virtual medals at a time, and the third credit insertion switch 58 is for inserting one virtual medal. 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, they can be said to constitute an indirect input means for indirectly inputting game media.

[0042] 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.

[0043] 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, and a payout number display section 62 that displays the number of medals paid out at the time of winning. In addition, a section indicator 66 that indicates the game section is provided in the lower right corner of the payout number display section 62. These display sections 60 to 62 and the section indicator 66 are configured with 7-segment displays, but of course they can be replaced with liquid crystal displays or the like.

[0044] 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.

[0045] 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.

[0046] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .

[0047] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.

[0048] 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.

[0049] Connected to the input side of the main control device 101 are various sensors, such as the reel unit 31 (more specifically, a reel index sensor which individually detects when each of the reels 32L, 32M, 32R has made one rotation), a start detection sensor 41a which detects the operation of the start lever 41, stop detection sensors 42a-44a which individually detect the operation of each of the stop switches 42-44, an inserted medal detection sensor 45a which detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a which detects medals paid out from the hopper device 51, credit insertion detection sensors 56a-58a which individually detect the operation of each of the credit insertion switches 56-58, 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 when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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 section display unit 66, the display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.

[0054] The display control device 81 is a control device for driving the upper lamps 63, the speaker 64, and the auxiliary display unit 65, and is provided with a board on which a CPU, a ROM, a RAM, and the like for driving these are integrated. After receiving a signal from the main control device 101, the display control device 81 independently drives and controls the upper lamps 63, the speaker 64, and the auxiliary display unit 65. Therefore, 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 comprehensively manages the game. Note that the display control device 81 may also be configured to drive and control the various display units 60 to 62.

[0055] 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 various counters such as a credit counter that counts the number of credits, as well as various processing circuits required for the slot machine 10, including an interrupt circuit, a timer circuit, and a data transmission / reception circuit, not shown, as is well known. The ROM 105 and the RAM 106 form a main memory as a storage means, and the programs for executing various processes shown in the flowcharts of Figures 10 to 36 are stored in the above-mentioned ROM 105 as part of the control programs.

[0056] The RAM 106 is configured to be able to retain (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 memories 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, a status information storage area 106c for storing the game status, and a section information storage area 106d for storing the game section.

[0057] 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 when the power is cut off by the power outage processing (see FIG. 10), and the restoration of each value written in the backup area is performed during main processing when the power is turned on.

[0058] 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.

[0059] 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 the flowcharts of Figs. 10 to 36.

[0060] FIG. 10 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.

[0061] 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.

[0062] Here, the power outage process will be outlined.

[0063] 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.

[0064] In the power failure processing, the value of the stack pointer of the CPU 102 is saved 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 saved in the backup area, thereby prohibiting subsequent access to the RAM. After the above processing 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 noise, for example, whether a power failure signal is being output 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 and the power failure flag is reset, and the process returns to the timer interrupt process. If the power failure signal continues to be output, the process enters the infinite loop as it is. Incidentally, even under the infinite loop, whether a power failure signal is being output is confirmed, and if the power failure signal is no longer being output, the process transitions to the main process.

[0065] 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.

[0066] 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 to rotate each of the reels 32L, 32M, and 32R, and to brake the corresponding stepping motors to stop the reels 32L, 32M, and 32R during rotation. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 9) 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 subtraction process is performed to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out, and output the results to the external centralized terminal board 121.

[0067] In step S110, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, and the payout number display unit 62. In step S111, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62 and display the corresponding numbers, symbols, etc. In step S112, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S113, 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 S114, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0068] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0069] 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.

[0070] As part of the game management process, in step S203, data such as various game information (for example, random numbers used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a start waiting process is performed.

[0071] In the start waiting process, it is determined whether or not a re-play winning has been established in the previous game. If a re-play winning has been 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. In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if a re-play winning has been established in the previous game, the player can play the current game without reducing the number of medals he owns and without inserting medals. If a re-play winning has not been established, a sensor abnormality confirmation process is performed to check whether or not an abnormality has occurred in the sensor reading result performed in the sensor monitoring process step S107 of the timer interrupt process, and if an abnormality has occurred, an abnormality occurrence process is performed to put the slot machine 10 into an error state and 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 medals in the same number as the credited virtual medals. 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.

[0072] After the start waiting process is completed, in step S205, it is determined whether or not the number of medals bet has reached a specified number. In this slot machine 10, the specified numbers are set to "2" and "3". If the number of medals bet has not reached the specified number, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onwards is carried out. If the number of medals bet has reached the specified number, in step S206, it is determined whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the process from the sensor abnormality confirmation process onwards is carried out.

[0073] 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, an effective line setting process is performed in step S207 to set the middle line L1 as an effective line, and the medal passage switching solenoid 46a is switched to a non-excited state in step S208 to prohibit betting. After that, the lottery process in step S209, the rotation initialization process in step S210, the 4.1 second waiting process in step S211, the reel control process in step S212, the medal payout process in step S213, the game section process in step S214, and the BB state process in step S215 are executed in this order, and then the process returns to step S203.

[0074] Next, the lottery process in step S209 will be described with reference to the flowchart in FIG.

[0075] 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.

[0076] 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, six winning probabilities are prepared in advance, from "Setting 1" to "Setting 6", and by inserting a setting key into the setting key insertion hole and turning it ON while performing a predetermined operation, it is possible to set which winning probability is used to execute the internal processing. 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.

[0077] The lottery table will be briefly explained. Fig. 13 is a lottery table selected in the 3-coin game of "setting 3", and Fig. 14 is a lottery table selected in the 2-coin game of "setting 3". The lottery table has index values ​​IV set, and each index value IV is uniquely associated with a winning combination and has a point value PV set.

[0078] 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.

[0079] Then, in step S305, a win / loss judgment is made for the combination corresponding to the index value IV. In the win / loss judgment for the combination, it is judged whether the judgment value DV exceeds 65535. If it exceeds 65535, the process proceeds to step S306, and the winning flag corresponding to the index value IV at that time is set in the winning flag storage area 106a of the RAM 106. For example, if the judgment value DV exceeds 65535 when IV=5, in step S306, the middle right left bell winning flag indicating that the bell, the compensation combination 2, and the compensation combination 4 have been won is set in the winning flag storage area 106a.

[0080] Incidentally, if the set winning flag is not the BB1 ​​winning flag indicating that BB1 has been won or the BB2 winning flag indicating that BB2 has been won, 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 process). On the other hand, if the winning flag is the BB1 ​​winning flag or the BB2 winning flag, these winning flags are reset on the condition that the corresponding winning is established. That is, the BB1 ​​winning flag and the BB2 winning flag may be valid over multiple games. In addition, in step S306 in a state in which the BB1 ​​winning flag or the BB2 winning flag is carried over, if a role other than BB1 or BB2 is won, the corresponding winning flag is set, and if BB1 or BB2 is won, the corresponding winning flag is not set. Therefore, for example, if BB2 is won in a two-coin game and a three-coin game is played while the BB2 winning flag is carried over, BB1 is not won.

[0081] 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 S307, and in the following step S308, 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.

[0082] Incidentally, when the lottery table shown in Fig. 13 is used to determine the winning combination in a 3-coin game, the probability of winning a replay is about 1 in 7.3, the probability of winning left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, and right-left-center bell is about 1 in 9.0, the probability of winning watermelon and cherry is about 1 in 50, and the probability of winning BB1 is about 1 in 12. In a 3-coin game, the event of winning a 1-coin combination and the event of winning BB2 do not occur.

[0083] In the case of a two-coin game, when the winning combination is judged using the lottery table shown in Fig. 14, the probability of winning a replay is about 1 in 7.3, the probability of winning left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, and right-left-center bell is about 1 in 16,000, the probability of winning a watermelon or cherry is about 1 in 50, the probability of winning a one-coin combination is about 1 in 1.9, and the probability of winning BB2 is about 1 in 4.0. In a two-coin game, there is no event of winning BB1.

[0084] After the winning flag is set in step S306, or if it is determined in step S308 that there is no target to be determined, this means that the judgment of the winning or losing role has been completed. In such a case, the process proceeds to step S309, and a section lottery process related to the transition of the game section is performed. In step S310, a lottery result command is sent to the display control device 81. By receiving the lottery result command, the display control device 81 grasps various results performed in this lottery process, specifically, the result of the winning or losing role judgment and the lottery result in the section lottery process. If the lottery result command is sent, the lottery process ends.

[0085] When the lottery process is completed, a rotation initialization process is performed in step S210 as shown in the flowchart of FIG. 11. The RAM 106 is provided with a motor control storage area for storing information used for driving control of the stepping motor, and the rotation initialization process is a process for initializing the motor control storage area. In step S211, a 4.1-second lapse waiting process is performed. In the 4.1-second lapse waiting process, it is confirmed whether or not a predetermined wait time (about 4.1 seconds in this embodiment) has elapsed since the reel started to rotate in the previous game, and if not, the process waits until the wait time has elapsed. If the wait time has elapsed, the wait time for the next game is reset, and the 4.1-second lapse waiting process is terminated. Because the 4.1-second lapse waiting process is performed, 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 immediately start rotating.

[0086] Next, the reel control process in step S212 will be described based on the flowchart in Fig. 15. In the slot machine 10, in addition to a game in which a bonus such as a medal payout is awarded when a combination of symbols corresponding to a winning role is stopped during one game (hereinafter also referred to as the "main game"), a pseudo game may be performed. In the following, for ease of understanding, the reel control process in the case where the pseudo game is not performed, i.e., when only the main game is performed, will be described first.

[0087] In the reel control process, in step S401, a pseudo game determination process is performed to determine whether or not a pseudo game is to be performed. In step S402, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.

[0088] In the rotation start process, as shown in the flowchart of FIG. 17, in step S601, the repetition counter provided in the RAM 106 is set to 3. In step S602, it is determined whether or not a post-pseudo game flag indicating that a pseudo game has been played is set. If the post-pseudo game flag is not set, that is, if a pseudo game has not been played, the process proceeds to step S607, and the acceleration of the reels is started according to the value of the repetition counter. More specifically, if the value of the repetition counter is 3, the rotation start setting table address for the left reel 32L is obtained, if the value of the repetition counter is 2, the rotation start setting table address for the center reel 32M is obtained, and if the value of the repetition counter is 1, the rotation start setting table address for the right reel 32R is obtained. That is, in the process in step S607, only the rotation start setting table address according to the value of the repetition counter is obtained, and the driving control of the stepping motor is not performed. The driving control of the stepping motor is performed in the stepping motor control process S107 of the timer interrupt process described above, based on the obtained rotation start setting table.

[0089] If the rotation start setting table address corresponding to the value of the repetition counter is acquired in step S607, the process proceeds to step S608, where 1 is subtracted from the value of the repetition counter. In step S609, it is determined whether the value of the repetition counter has become 0, and if the value of the repetition counter has not become 0, the process returns to step S602. If the value of the repetition counter has become 0, the process proceeds to step S610, where it is determined whether the post-pseudo game flag has been set. If the post-pseudo game flag has not been set, the process ends.

[0090] As described above, in the spin start process, acceleration begins in the order of the left reel 32L, the center reel 32M, and the right reel 32R.

[0091] Returning to the description of the reel control process, in step S403, it is determined whether or not stop information for reel stop control in this game is set. If the above stop information is not set, the process proceeds to step S404, and a stop information setting process is performed to set the above stop information. In the stop information setting process, stop information according to the result of the winning / losing judgment of the winning combination is created, and the created result is stored in the stop information storage area 106b. Note that in step S404, only stop information for reel stop control in this game (hereinafter simply referred to as "stop information") is set, and even if a pseudo game is performed, stop information for reel stop control in the pseudo game (hereinafter referred to as "pseudo game stop information") is not set. In step S405, 3 is set to the reel rotation counter provided in the RAM 106, and in step S406, a command transmission process 1 is performed.

[0092] In the command transmission process 1, as shown in the flowchart of FIG. 18, a pseudo game rotation start command is set in step S701. Here, the pseudo game rotation start command is a command transmitted to the display control device 81 to make the display control device 81 understand that the reels 32L, 32M, and 32R have started to rotate in the pseudo game. In step S702, it is determined whether or not a pseudo game flag indicating that a pseudo game is to be performed is set. If the pseudo game flag is not set, that is, if a pseudo game is not to be performed, the pseudo game rotation start command is cleared in step S703, and a rotation start command is set in step S704. Here, the rotation start command is a command transmitted to the display control device 81 to make the display control device 81 understand that the reels 32L, 32M, and 32R have started to rotate in the real game. In step S705, the set rotation start command or pseudo game rotation start command is transmitted to the display control device 81. Then, this process is terminated.

[0093] Returning to the explanation of the reel control process, if command transmission process 1 is completed in step S406, the process proceeds to step S407 to determine whether or not there is an accelerating reel. If there is an accelerating reel, the process waits until the acceleration of all reels 32L, 32M, and 32R is completed. If the acceleration of all reels 32L, 32M, and 32R is completed and all reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotation speed, the process proceeds to step S408 to perform instruction monitor display process. In the following step S409, command transmission process 2 is performed.

[0094] In the command transmission process 2, as shown in the flowchart of FIG. 20, it is determined whether or not the pseudo game flag is set in step S901. If the pseudo game flag is not set, the process proceeds to step S902, where a stop possible command is transmitted to the display control device 81. By receiving the stop possible command, the display control device 81 grasps that all the reels 32L, 32M, and 32R have been rotated at a constant speed in this game. Also, in step S902, the lamps (not shown) of each stop switch 42 to 44 are turned on to notify the player, etc. that it is now possible to issue a stop command in this game. Thereafter, the command transmission process 2 is terminated.

[0095] When the command transmission process 2 is completed, the process proceeds to step S410, where a stop control process is performed.

[0096] In the stop control process, as shown in the flowchart of FIG. 21, it is determined in step S1001 whether or not the pseudo game flag is set. If the pseudo game flag is not set, the process proceeds to step S1008, 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 issued. If a stop command has not been issued, the process returns to step S1001. If a stop command has been issued, the process proceeds to step 1009, where a stop position determination process is performed to stop the spinning reel.

[0097] In the stop position determination process, as shown in the flowchart of FIG. 22, in step S1101, 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 obtained. Specifically, the symbol number of the reaching symbol that has reached the base position is obtained from the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In step S1102, 1 is subtracted from the value of the reel rotation number counter. In step S1103, it is determined whether or not the pseudo game flag is set. If the pseudo game flag is not set, the process proceeds to step S1106, where a stop command is transmitted to the display control device 81. By receiving the stop command, the display control device 81 grasps which stop switch has been operated to generate the stop command and which reel is to be stopped. In addition, in step S1106, the lamp (not shown) of the stop switch that has generated the stop command is turned off to notify the player, etc. that it is no longer possible to generate the stop command in this game. In the next step S1107, 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 the 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 slipping by one symbol, a stop mode in which the reel is stopped after slipping by two symbols, a stop mode in which the reel is stopped after slipping by three symbols, and a stop mode in which the reel is stopped after slipping by four symbols. Therefore, in step S1107, one of values ​​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 S1108, the calculated number of slips is added to the symbol number of the reaching symbol to determine the symbol number of the stop symbol that is actually stopped at the base position. In step S1109, it is determined whether or not the pseudo game flag is set. If the pseudo game flag is not set, the stop information change process is performed in step S1110, and then the stop position determination process is terminated.

[0098] Here, the stop information change 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 stop information change process, the stop information is changed based on the winning flag that has been set and the stop results of the stopped reels. In this slot machine 10, when any of the left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, and right-left-center bell is won (see FIG. 13), the stop information change process is performed to change the winning mode established by the operation sequence of the stop switches 42 to 44 that generated the stop command.

[0099] For example, if the left-center-right bell is won, the stop information is changed so that if the left stop switch 42 → center stop switch 43 → right stop switch 44 are operated in the order of operation, a bell win is established, and if the stop switches 42 to 44 are operated in another order of operation, a compensation role 1 win or a compensation role 4 win is established. The same is true for the left-right-center bell, center-left-right bell, center-right-left bell, right-center-left bell, and right-left-center bell. The stop information is changed so that if the stop switches 42 to 44 are operated in the order of operation corresponding to the name of the winning role, a bell win is established, and if the stop switches 42 to 44 are operated in the order of operation corresponding to the winning role, a compensation role win corresponding to the winning role is established. In the following, the left-center-right bell, left-right-center bell, center-left-right bell, center-right-left bell, center-right-left bell, right-center-left bell, and right-left-center bell are collectively referred to as "push order role" or "push order bell".

[0100] Incidentally, in the slot machine 10, when a replay is won by the stop information setting process and the stop information changing process, a replay win is established regardless of the operation sequence and operation timing of the stop switches 42 to 44. When a push order bell is won, if the stop switches 42 to 44 are operated in the correct operation sequence, a bell win is established regardless of the operation timing, and if the stop switches 42 to 44 are operated in the incorrect operation sequence, a compensation win is established regardless of the operation timing. When a one-coin role is won, a compensation win is established regardless of the operation sequence and operation timing of the stop switches 42 to 44. When a watermelon, a cherry, a BB1, or a BB2 is won, a corresponding win is established by operating the stop switches 42 to 44 aiming at the winning symbol, i.e., at a predetermined timing.

[0101] Returning to the explanation of the stop control process, when the stop position determination process is completed, the process proceeds to step S1010, where it is determined whether or not the value of the reel rotation counter has become 0. When the value of the reel rotation counter is not 0, the process returns to step S1001. That is, in this slot machine 10, when the stop symbol number of the reel for which the stop command has been issued is determined, it is determined whether or not the next stop command has been issued in step S1008, regardless of whether or not the reel for which the stop command has been issued has actually stopped. Therefore, the player can issue stop commands consecutively without waiting for the reel to stop. Note that the reel is not stopped in the stop control process (normal process), but in the stepping motor control process S107 of the timer interrupt process described above. In the stepping motor control process, it is determined whether or not the symbol number of the arrival symbol of the reel for which the stop command has been issued is equal to the stop symbol number, and when they are equal, the brake process is carried out to stop the reel for which the stop command has been issued.

[0102] If it is determined in step S1010 that the value of the reel rotation counter is 0, this means that the stop pattern numbers have been determined for all the reels 32L, 32M, and 32R, so the process proceeds to step S1011, where it is determined whether the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have not become the stop pattern numbers, the process waits until the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers, the process proceeds to step S1012, where an all-reel stop completion command is sent to the display control device 81. By receiving the all-reel stop completion command, the display control device 81 grasps that all the reels 32L, 32M, and 32R have become the stop positions. In the next step S1013, it is determined whether all the stop switches 42 to 44 are in an unoperated state. More specifically, it is determined whether all the input signals from the stop detection sensors 42a to 44a are OFF. If the input signal from any of the stop detection sensors 42a to 44a is ON, it means that the player is operating the corresponding stop switch, so the process waits as it is. If all the stop switches 42 to 44 are in an unoperated state, the process proceeds to step S1014, where it is determined whether or not an instruction monitor, which will be described later, is being displayed. If the instruction monitor is being displayed, the instruction monitor is cleared in step S1015. If the instruction monitor is cleared or if the instruction monitor is not being displayed, the process ends after waiting for 100 msec in step S1016. Incidentally, the reason for waiting for 100 msec in step S1016 is to wait for the brake process to be completed in the stepping motor control process and for the reel swing to converge.

[0103] Returning to the explanation of the reel control process, when the stop control process is completed, the process proceeds to step S411, where it is determined whether or not the pseudo game flag is set. If the pseudo game flag is not set, the process is terminated.

[0104] Next, the medal payout process in step S213 will be outlined.

[0105] In the medal payout process, a payout determination process is first performed. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that the winning combination of symbols is lined up on a winning line. In the payout determination process, a combination of symbols formed on a winning 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 has been achieved on the winning line. If a winning has not been achieved, the payout determination process is terminated as it is, and if a winning has been achieved, it is further determined whether or not the winning condition device corresponds to the winning flag set in the winning flag storage area 106a. If the winning condition device corresponds to the winning flag, the winning condition device and the payout number corresponding to the winning condition device are set in the payout information storage area provided in the RAM 106, and the payout determination process is terminated. On the other hand, if the winning condition device does not correspond to the winning flag, an abnormality occurrence process is performed in which the slot machine 10 is put into an error state and the occurrence of the error is notified. This error state is maintained until the reset switch 72 is operated. When the payout determination process is completed, a winning result command is sent to the display control device 81 to let it know which condition device won in the current game.

[0106] When the winning result command is sent, 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 was determined in the previous payout determination process that a small winning combination was not established. In such a case, it is determined whether a replay winning combination was established based on the condition device set in the payout determination process. If a replay winning combination was not established, the medal payout process is terminated as it is, and if a replay winning combination was established, the replay setting process is performed and the medal payout process is terminated. In addition, in the start waiting process S204 described above, if it is determined that the replay setting process has been performed, the automatic insertion process is performed.

[0107] 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 count value of the credit counter has not reached the upper limit (the number of medals stored is 50), the payout number is added to the count value of the credit counter, and the value after the addition is displayed on the credit display unit 60. When the count value of the credit counter 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. Note that the medal payout process also performs a process of changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals.

[0108] Next, the game section processing in step S214 will be described later, and the BB state processing in step S215 will be described.

[0109] In the BB state process, it is determined whether the current game state is the BB state. If it is not the BB state, it is determined whether the BB1 ​​hit flag or the BB2 hit flag is set. If neither of the BB hit flags is set, a state command is sent to the display control device 81, and the BB state process is terminated. Here, the state command is a command sent 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 a state command corresponding to the setting flag set in the state information storage area 106c is sent.

[0110] If any of the BB winning flags is set, it is determined whether or not the corresponding BB winning has been achieved based on the condition device set in the previous payout determination process. If the corresponding BB winning has not been achieved, a status command is sent and the BB status process is terminated. If the corresponding BB winning has been achieved, the BB winning flag set in the winning flag storage area 106a of the RAM 106 is cleared. At this time, if the BB1 ​​winning has been achieved, a BB1 setting flag is set in the status information storage area 106c, and the remaining BB game number counter provided in the status information storage area 106c is set to 30. If the BB2 winning has been achieved, a BB2 setting flag is set in the status information storage area 106c, and the remaining BB game number counter provided in the status information storage area 106c is set to 30. After that, a status command is sent and the BB status process is terminated.

[0111] If the current game state is the BB state, 1 is subtracted from the value of the remaining BB game number counter, and it is determined whether or not the value of the remaining BB game number counter has become 0. If the value of the remaining BB game number counter has not become 0, a state command is sent and then the BB state processing is terminated. If the value of the remaining BB game number counter has become 0, this means that the BB state termination condition has been met, so the BB setting flag is cleared. After that, a state command is sent and the BB state processing is terminated.

[0112] As described above, when the BB1 ​​setting flag or the BB2 setting flag is set in the state information storage area 106c, the game state is the BB state until 30 games are played. In the BB state based on the BB1 ​​setting flag, only 3-coin play is possible, and a compensation role in which a 1-coin role is won and one medal is paid out is always established. Therefore, when the state transitions to the BB state based on the BB1 ​​setting flag, the player will lose 60 (=(3-1) x 30) medals owned by the player before the BB state ends. In the BB state based on the BB2 setting flag, only 2-coin play is possible, and a compensation role in which a 1-coin role is won and one medal is paid out is always established. Therefore, when the state transitions to the BB state based on the BB2 setting flag, the player will lose 30 (=(2-1) x 30) medals owned by the player before the BB state ends.

[0113] In the present slot machine 10, the main control device 101 manages two types of game states, a normal state and a BB state, and also manages two types of game zones, a normal zone and an advantageous zone.

[0114] FIG. 24 is a diagram showing the transition of game areas.

[0115] The normal zone is a game zone in which a lottery can be held to determine whether or not to move to the advantageous zone. In the normal zone, if the push order bell is won, the operation order of the stop switches 42 to 44 is not announced. Therefore, in the normal zone, if two coins are played, a reduction of about 0.95 medals is expected for each game, and if three coins are played, a reduction of about 0.91 medals is expected for each game. If the lottery for moving to the advantageous zone is won, the game zone moves to the advantageous zone.

[0116] The advantageous zone is a game zone in which the operation order of the stop switches 42 to 44 can be notified when the push order bell is won. In other words, the advantageous zone is a game zone that is more advantageous to the player than the normal zone in that the operation order can be notified. The advantageous zone is composed of two game modes, a chance mode and a notification mode. When the player wins the lottery for moving to the advantageous zone in the normal zone, the player moves to the chance mode of the advantageous zone. When 1500 games are played in the advantageous zone, or when the difference in the number of coins in the advantageous zone reaches 2400, the advantageous zone ends regardless of the game mode at that time. When the difference in the number of coins in the advantageous zone reaches 2400, more specifically, when the increase in the number of coins owned by the player in the advantageous zone reaches 2400 without becoming 0, in other words, when the difference in the number of coins from the base point when the number of coins owned by the player in the advantageous zone is the lowest reaches 2400.

[0117] The chance mode is a game mode in which a transition lottery is held to determine whether or not to transition to the notification mode. The chance mode ends when the transition lottery is won or when a predetermined number of games are played under the chance mode. When the chance mode ends, the game transitions to the notification mode. In the chance mode, as in the normal section, the operation order of the stop switches 42 to 44 is not announced when the push order bell is won. Therefore, in the chance mode, if two coins are played, a reduction of about 0.95 coins is expected for each game, and if three coins are played, a reduction of about 0.91 coins is expected for each game.

[0118] The notification mode is a game mode in which, in the case of a three-coin game, the operation sequence of the stop switches 42-44 that can achieve a bell win when the push order bell is selected is notified. Therefore, in the notification mode, in the case of a two-coin game, a decrease of about 0.95 medals is expected for each game, while in the case of a three-coin game, an increase of about 3.5 medals is expected for each game. The notification mode ends when the net increase in medals reaches a predetermined number under the notification mode. When the notification mode ends, the advantageous zone also ends and the normal zone is entered.

[0119] As described above, the slot machine 10 has a game feature in which the player increases the number of medals owned by playing with three medals in the notification mode.

[0120] In the following, various processes performed by the main control device 101 when managing game zones will be explained with reference to the flowcharts in Fig. 25 and onwards. For ease of understanding, various processes performed by the main control device 101 in each game zone will be explained individually.

[0121] First, the process in the normal section will be described.

[0122] 25 is a flowchart showing the section lottery process in the normal section. The section lottery process is a process performed after the winning / losing judgment of the winning combination is completed in the lottery process (step S309, see FIG. 12), and is performed at the start of the game.

[0123] In step S1301, it is determined whether the current game is a three-coin game. If it is a three-coin game, the process proceeds to step S1302, where it is determined whether a winning flag is set in the winning flag storage area 106a, that is, whether any winning combination has been won. If the winning flag is set, the process proceeds to step S1303, where it is determined whether the winning flag is set in the current game. Specifically, as shown in FIG. 13, an event in which BB2 is won does not occur in a three-coin game. Therefore, if the winning flag that is set is only the BB2 winning flag, it is determined that the winning flag is not set in the current game, and if a winning flag other than the BB2 winning flag is set, it is determined that the winning flag is set in the current game. If the winning flag is set in the current game, the transition flag is set in step S1304, and the section indicator 66 is turned ON in step S1305, and this process ends. If the current game involves two coins, if the winning flag is not set, or if the winning flag is set but not for the current game, the process ends.

[0124] 26 is a flowchart showing the game section process in the normal section. The game section process is a process carried out after the medal payout process is completed (step S214, see FIG. 11), and is carried out at the end of the game.

[0125] In step S1401, it is determined whether or not the transition flag is set. If the transition flag is set, it means that the transition lottery has been won in the current game. In this case, the advantageous zone transition process shown in steps S1402 to S1408 is performed.

[0126] In the advantageous zone transition process, the transition flag is cleared in step S1402. In step S1403, the game zone flag stored in the zone information storage area 106d is changed to an advantageous flag, and in step S1404, the zone game number counter provided in the zone information storage area 106d is set to 0. In the following step S1405, the game mode flag stored in the zone information storage area 106d is changed to a chance flag. In step S1406, the transition game number counter provided in the zone information storage area 106d is set to 700. In step S1407, the mode game number counter provided in the zone information storage area 106d is set to 0, and in step S1408, the difference number counter provided in the zone information storage area 106d is set to 0.

[0127] If it is determined in step S1401 that the transition flag is not set, or if the difference number counter is set to 0 in step S1408, a section command is sent in step S1409, and this process ends. Here, the section command is a command sent to the display control device 81 to allow the display control device 81 to grasp various information related to the play section at the end of the game (i.e., the play section and play mode of the next game, and if it is an advantageous section, the number of plays played in the advantageous section and the number of plays played in the play mode, etc.), and in step S1409, a section command corresponding to the play section flag, play mode flag, and various counter values ​​set in the section information storage area 106d is sent.

[0128] As described above, if any winning combination is achieved during the normal 3-coin game, the game moves to the chance mode of the advantageous zone. As shown in FIG. 13, for example, in the case of "setting 3," if the BB1 ​​winning flag and the BB2 winning flag are not carried over, the probability of a miss occurring is about 1 in 13, and if the BB1 ​​winning flag or the BB2 winning flag is carried over, the probability of a miss occurring is about 1 in 6.4. Therefore, the normal zone will end after a few games if 3-coin games are played. Note that if 2-coin games are played, the game will not move to the advantageous zone regardless of the winning combination.

[0129] Next, the processing in the chance mode of the advantageous zone will be explained.

[0130] 27 is a flowchart showing the section lottery process in the chance mode. The section lottery process is a process (step S309, see FIG. 12) that is performed after the winning / losing judgment of the winning combination is completed in the lottery process, and is performed at the start of the game.

[0131] In step S1501, it is determined whether or not the current game is a 3-coin game. If it is a 3-coin game, the process proceeds to step S1502, where it is determined whether or not a rare combination has been won. In this slot machine 10, since watermelon and cherry are set as rare combinations, in step S1502, it is determined whether or not a watermelon winning flag or a cherry winning flag is set. If a rare combination has been won, the process proceeds to step S1503, where a transition lottery is performed to determine whether or not to transition to the notification mode. In the transition lottery in the chance mode, a win / loss determination is performed based on the win flag that has been set and the random number obtained when determining whether or not the combination has been won. In step S1504, it is determined whether or not the transition lottery has been won. If the transition lottery has been won, the process ends after setting the transition flag in step S1505, and if the transition lottery has not been won, the process ends without setting the transition flag. If the current game is a two-coin game instead of a three-coin game, or if a rare combination is not won, the process ends without conducting the transition lottery.

[0132] 28 is a flowchart showing the game section process in the chance mode. The game section process is a process carried out after the medal payout process is completed (step S214, see FIG. 11), and is carried out at the end of the game.

[0133] In step S1601, an end determination process is performed.

[0134] In the end determination process, as shown in the flowchart of Fig. 29, in step S1701, 1 is added to the value of the section game number counter, and in step S1702, it is determined whether the value of the section game number counter has reached 1500. If the value of the section game number counter has not reached 1500, the process proceeds to step S1706, where it is determined whether a re-play win has been achieved. If a re-play win has not been achieved, the process proceeds to step S1707, where a difference in number of coins adjustment process is performed to change the value of the difference in number of coins counter.

[0135] In the difference number adjustment process, the number of medal bets (3 or 2 in this embodiment) is subtracted from the number of medals paid out in the current game, and the result of the subtraction is added to the difference number counter. After that, it is determined whether the value of the difference number counter is 0 or greater. If the value of the difference number counter is less than 0, the value of the difference number counter is changed to 0 and the difference number adjustment process is terminated, and if the value of the difference number counter is 0 or greater, the difference number adjustment process is terminated as it is. Note that the reason that the difference number adjustment process is not performed when a replay win is established is that the result of subtracting the number of medal bets from the number of medals paid out in the current game is 0, so there is no need to perform the difference number adjustment process.

[0136] When it is determined in step S1706 that a replay win has been established, or when the difference number adjustment process has been performed in step S1707, it is determined in step S1708 whether the value of the difference number counter is greater than 2400. When the value of the difference number counter is 2400 or less, this process is terminated as it is.

[0137] When it is determined in step S1702 that the value of the interval game number counter is 1500, or when it is determined in step S1708 that the value of the difference number counter is greater than 2400, the advantageous interval end process shown in steps S1703 to S1705 is performed, and this process is terminated. In the advantageous interval end process, the game interval flag stored in the interval information storage area 106d is changed to a normal flag in step S1703, and the interval indicator 66 is turned off in step S1704. In step S1705, an initialization process is performed in response to the end of the advantageous interval. In the initialization process, a process is performed to initialize information related to the instruction function stored in the interval information storage area 106d (for example, the interval game number counter value, etc.).

[0138] Returning to the explanation of the game zone processing, in step S1602, it is determined whether the current game zone is an advantageous zone or not. If it is determined that the current game zone is not an advantageous zone but a normal zone, this means that the advantageous zone end process has been performed in the end determination process of step S1601, so after transmitting the zone command in step S1610, this process is terminated.

[0139] If the current play zone is the favorable zone, the process proceeds to step S1603, and it is determined whether or not the current play is a 3-coin play. If it is a 3-coin play, the mode game number counter is incremented by 1 in step S1604, and it is determined whether or not the transition flag is set in step S1605. If the transition flag is set, this means that the transition lottery to the notification mode has been won, so the transition flag is cleared in step S1606, and the play mode flag stored in the zone information storage area 106d is changed to a notification flag in step S1608. In step S1609, the net increase number counter provided in the zone information storage area 106d is set to 120. After that, a zone command is sent in step S1610, and this process ends.

[0140] If it is determined in step S1605 that the transition flag is not set, this means that the transition lottery to the notification mode has not been won. In this case, the process proceeds to step S1607, and it is determined whether the value of the mode game number counter matches the value of the transition game number counter. If the value of the mode game number counter does not match the value of the transition game number counter, the process ends after sending a section command in step S1610. On the other hand, if the value of the mode game number counter matches the value of the transition game number counter, the game mode flag stored in the section information storage area 106d is changed to a notification flag in step S1608, and the net increase number counter is set to 120 in step S1609. After that, the section command is sent in step S1610, and the process ends.

[0141] If it is determined in step S1603 that the current game is a two-coin game and not a three-coin game, then in step S1610, a section command is sent without updating the mode game number counter, and this process is terminated.

[0142] As described above, even if the chance mode does not win the transition lottery, the mode transitions to the notification mode if a three-coin game corresponding to the value of the transition game counter is played. The value set in the transition game counter when transitioning from the normal zone to the advantageous zone is 700. Therefore, if a three-coin game is played, the event in which the value of the zone game counter becomes 1500 in the end determination process of the game zone process does not occur. In addition, since the expected value of the medal increase or decrease in the chance mode is -0.91 (three-coin game) or -0.95 (two-coin game), the event in which the value of the difference number counter exceeds 2400 in the end determination process of the game zone process does not occur (step S1708, see FIG. 21). In other words, in this slot machine 10, if a three-coin game is played, the event in which the advantageous zone ends under the chance mode and transitions to the normal zone does not occur.

[0143] Next, the processing in the advantageous zone notification mode will be explained.

[0144] 30 is a flowchart showing the section lottery process in the notification mode. The section lottery process is a process (step S309, see FIG. 12) that is performed after the winning / losing judgment of the winning combination is completed in the lottery process, and is performed at the start of the game.

[0145] In step S1801, it is determined whether or not the current game is a 3-coin game. If it is a 3-coin game, the process proceeds to step S1802, where it is determined whether or not a rare combination has been won. If a rare combination has been won, the process proceeds to step S1803, where a lottery is performed to determine whether or not to increase the value of the net increase number counter. In the lottery for the addition, the win is determined based on the win flag that has been set and the random number obtained when determining whether or not the combination has been won. Incidentally, in the lottery for the addition, for example, in the case of setting 3, if a watermelon is won, there is about a 1 in 5 probability that the number of added coins will be 30, 50, 100, or 300, and if a cherry is won, there is about a 1 in 3 probability that the number of added coins will be 10, 20, 30, or 50. In step S1804, it is determined whether or not the lottery for the addition has been won. If the lottery for the addition has been won, the flag for the addition is set in step S1805, and an add-on command is sent in step S1806. Here, the "add-on command" is a command sent to the display control device 81 to inform the player that the add-on lottery has been won and the number of added coins to be added to the value of the net increase number counter. In step S1807, a value corresponding to the result of the add-on lottery is added to the value of the net increase number counter. After that, this process ends. If the player does not win the add-on lottery, this process ends without setting the add-on flag. If the current game is a two-coin game instead of a three-coin game, or if the player does not win a rare combination, this process ends without conducting the add-on lottery.

[0146] Here, a specific process performed in the notification mode in the reel control process will be described.

[0147] As shown in the flow chart of FIG. 15, in step S401, a pseudo game determination process is performed.

[0148] In the pseudo game determination process, as shown in the flowchart of FIG. 16, in step S501, it is determined whether the current game mode is the notification mode, and if it is not the notification mode, this process is terminated. If the current game mode is the notification mode, the process proceeds to step S502, and it is determined whether the add-on flag is set. If the add-on flag is set, that is, if the add-on lottery is won, the add-on flag is cleared in step S503, and the pseudo game flag is set in step S504, and this process is terminated. If the add-on flag is not set, that is, if the add-on lottery is not won, a pseudo game lottery is performed in step S505 to determine whether or not to play a pseudo game. In the pseudo game lottery, a win / loss determination is performed based on the win flag that is set and the random number obtained when the winning / loss determination of the role is performed. In step S506, it is determined whether or not the pseudo game lottery is won, and if the pseudo game lottery is not won, this process is terminated. If the pseudo game lottery is won, a pseudo game flag is set in step S504, and this process ends.

[0149] As described above, in the notification mode, if the additional lottery is won or if the pseudo game lottery is won, the pseudo game flag is set and a pseudo game is played in that game round.

[0150] FIG. 31 is a diagram showing an example of the rotation state of the reels 32L, 32M, and 32R and the display state of the auxiliary display portion 65 when a pseudo game is played.

[0151] In the notification mode, the auxiliary display unit 65 displays a scene of a young man character walking along a road, and the upper right part of the auxiliary display unit 65 displays the remaining number of payouts until the end of the notification mode. In FIG. 31(a), a bell win was achieved in the previous game, and the upper right part of the auxiliary display unit 65 displays that there are 84 coins remaining until the end of the notification mode. In the case where a pseudo game is performed, when each of the reels 32L, 32M, and 32R starts to rotate, as shown in FIG. 31(b), a notification urging the player to operate the stop switches 42 to 44 aiming for the "red 7" symbol and a notification that the current game is a pseudo game are displayed on the auxiliary display unit 65. At this time, the remaining number of payouts until the end of the notification mode is not displayed. When the "red 7" symbols on the reels 32L, 32M, and 32R come to a pseudo stop on the center line L2, the auxiliary display unit 65 displays a notification that the current game is a pseudo game, and also displays that 100 coins will be added, as shown in FIG. 31(c). When the pseudo game ends, the left reel 32L starts spinning, as shown in FIG. 31(d). At this time, the auxiliary display unit 65 displays the notification that the pseudo game is being played, the young man character strolling along the road, and the number of coins remaining to be paid out until the end of the notification mode has increased to 184, thereby notifying the player that the pseudo game has been switched to the main game.

[0152] FIG. 32 is a diagram showing another example of the rotation manner of the reels 32L, 32M, and 32R and the display manner of the auxiliary display portion 65 when a pseudo game is played.

[0153] In FIG. 32(a), a bell win was achieved in the previous game, and the upper right portion of the auxiliary display unit 65 displays that there are 84 coins remaining until the end of the notification mode. In the case where a pseudo game is performed, when each of the reels 32L, 32M, and 32R starts to rotate, as shown in FIG. 32(b), a notification urging the player to operate the stop switches 42-44 aiming at the "red 7" symbol and a notification that the current game is a pseudo game are displayed on the auxiliary display unit 65. At this time, the number of payouts remaining until the end of the notification mode is not displayed. Then, when the "red 7" symbols of each of the reels 32L, 32M, and 32R do not stop pseudo on the center line L2, as shown in FIG. 32(c), in addition to the notification that the current game is a pseudo game, the auxiliary display unit 65 displays that no payouts will be added. When the pseudo game ends, as shown in FIG. 32(d), the left reel 32L starts to rotate. At this time, if the push order bell is won, the auxiliary display unit 65 ends the notification of the pseudo game, and displays the operation sequence that can establish the bell win and the remaining number of payouts until the end of the notification mode is 84, and notifies the user that the pseudo game has been switched to the main game. If the center left and right bells are won, the operation sequence of "213" is displayed on the auxiliary display unit 65 as shown in Figure 32(d).

[0154] As described above, in the case where a pseudo game is played in one game round in the slot machine 10, the game proceeds in the order of the pseudo game → main game. Therefore, the following will begin with a description of the reel control process in the pseudo game.

[0155] As shown in the flowchart of FIG. 15, in step S402, a spin start process is performed to start the spinning of each of the reels 32L, 32M, and 32R.

[0156] In the rotation start process, as shown in the flow chart of FIG. 17, in step S601, the repetition counter provided in the RAM 106 is set to 3. In step S602, it is determined whether or not a post-pseudo game flag indicating that a pseudo game has been played is set. If the post-pseudo game flag is not set, that is, if a pseudo game has not been played, the process proceeds to step S607, and the acceleration of the reel is started according to the value of the repetition counter. In step S608, 1 is subtracted from the value of the repetition counter. In step S609, it is determined whether or not the value of the repetition counter has become 0, and if the value of the repetition counter has not become 0, the process returns to step S602. If the value of the repetition counter has become 0, the process proceeds to step S610, and it is determined whether or not the post-pseudo game flag has been set. If the post-pseudo game flag has not been set, the process ends as it is.

[0157] Returning to the explanation of the reel control process, in step S403, it is determined whether or not stop information for reel stop control in this game is set. Since the above stop information is not set in the first step S403, the process proceeds to step S404, and a stop information setting process for setting the above stop information is performed. That is, in this slot machine 10, after the rotation start process for the pseudo game is performed, that is, during the execution of the pseudo game, the stop information for this game is set. After that, in step S405, the reel rotation counter provided in the RAM 106 is set to 3, and in step S406, a command transmission process 1 is performed.

[0158] In the command transmission process 1, as shown in the flowchart of FIG. 18, a pseudo game rotation start command is set in step S701. In step S702, it is determined whether or not the pseudo game flag is set. If the pseudo game flag is set, the process proceeds to step S705, where the pseudo game rotation start command is transmitted to the display control device 81. Thereafter, this process ends. Upon receiving the pseudo game rotation start command, the display control device 81 starts the auxiliary performance for the pseudo game shown in FIG. 31(b) and the like.

[0159] Returning to the explanation of the reel control process, if command transmission process 1 is completed in step S406, the process proceeds to step S407 to determine whether or not there is an accelerating reel. If there is an accelerating reel, the process waits until the acceleration of all reels 32L, 32M, and 32R is completed. If the acceleration of all reels 32L, 32M, and 32R is completed and all reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotation speed, the process proceeds to step S408 to perform instruction monitor display process.

[0160] Here, the instruction monitor is a display unit that notifies the operation sequence of the stop switches 42 to 44 that can achieve the bell winning, and is managed by the main control unit 101. In this slot machine 10, the payout number display unit 62 has a function as an instruction monitor, and when the left, middle, and right bells are won, that is, when the bell winning can be achieved by operating the left stop switch 42 → the middle stop switch 43 → the right stop switch 44 in that order, the payout number display unit 62 displays "1". When the middle, right, and left bells are won, the payout number display unit 62 displays "2", when the right, left, and middle bells are won, the payout number display unit 62 displays "3", when the left, right, and middle bells are won, the payout number display unit 62 displays "4", when the middle, left, and right bells are won, the payout number display unit 62 displays "5", and when the right, middle, and left bells are won, the payout number display unit 62 displays "6".

[0161] Now, in the instruction monitor display process, as shown in the flowchart of FIG. 19, in step S801, it is determined whether the current game mode is the notification mode. If the current game mode is the notification mode, the process proceeds to step S802, and it is determined whether the push order bell has been won. If the push order bell has been won, it is further determined in step S803 whether the pseudo game flag has been set. If the pseudo game flag has been set, this process is terminated as it is without displaying the instruction monitor. In other words, in the pseudo game, even if the push order bell has been won, the operation sequence that can achieve the bell win is not displayed on the instruction monitor. If the current game mode is not the notification mode or if the push order bell has not been won, this process is terminated as it is.

[0162] Returning to the explanation of the reel control process, in step S409, a command transmission process 2 is carried out.

[0163] In the command transmission process 2, as shown in the flowchart of FIG. 20, it is determined whether or not the pseudo game flag is set in step S901. If the pseudo game flag is set, the process proceeds to step S903, where a pseudo stop possible command is transmitted to the display control device 81. By receiving the pseudo stop possible command, the display control device 81 grasps that all the reels 32L, 32M, and 32R have been rotated at a constant speed in the pseudo game. In addition, in step S903, the lamps (not shown) of the stop switches 42 to 44 are turned on to notify the player or the like that it is now possible to generate a pseudo stop command in the pseudo game. Thereafter, the command transmission process 2 is terminated.

[0164] When the command transmission process 2 is completed, the process proceeds to step S410, where a stop control process is performed.

[0165] In the stop control process, as shown in the flowchart of FIG. 21, in step S1001, it is determined whether or not the pseudo game flag is set. If the pseudo game flag is set, the process proceeds to step S1002, where it is determined whether or not a cancel operation to end the pseudo game has been performed. More specifically, in this slot machine 10, since the settlement switch 59 has a function as a cancel operation means, it is determined whether or not the settlement switch 59 has been operated. If the cancel operation has not been performed, the process proceeds to step S1008, where it is determined whether or not a stop switch corresponding to the reel being rotated in the pseudo game has been operated, that is, whether or not a pseudo stop command has been generated. If a pseudo stop command has not been generated, the process returns to step S1001. If a pseudo stop command has been generated, the process proceeds to step 1009, where a stop position determination process is performed to pseudo-stop the reel being rotated.

[0166] In the stop position determination process, as shown in the flowchart of FIG. 22, in step S1101, the symbol number of the reached symbol is obtained. In step S1102, 1 is subtracted from the value of the reel rotation counter. In step S1103, it is determined whether or not the pseudo game flag is set. If the pseudo game flag is set, the process proceeds to step S1104, and the pseudo game stop information is referred to. In the ROM 105 of the main control device 101, a slip table (stop table) for pseudo stop control in the pseudo game based on the winning of the additional lottery and a slip table for pseudo stop control in the pseudo game based on the winning of the pseudo game lottery are stored in advance, and in step S1104, a slip table according to the execution trigger of the pseudo game is referred to. Here, the slip table is a table that determines how much the reels 32L, 32M, and 32R are slipped (spun) from the timing when the stop switches 42 to 44 are operated before the pseudo stop is made. In other words, the slip table is a group of stop data that can derive the relationship between the reaching symbol that reaches the base position when the stop switch 42-44 is pressed and the pseudo-stop symbol that actually brings the reel to a pseudo-stop at the base position.

[0167] FIG. 33 is a slip table referred to in a pseudo game based on winning the additional lottery. The symbols of the numbers with a slip number of 0 are symbols that actually stop pseudo-stop in the lower row. For example, if the left stop switch 42 is operated when the "replay" symbol of the number 15 on the left reel 32L has reached the lower row, the left reel 32L stops pseudo-stop without slipping, and the "red 7" symbol of the number 16 stops pseudo-stop in the middle row. Also, symbols of numbers with a slip number other than 0 mean that the reel will slide by the number of symbols listed. For example, if the left stop switch 42 is operated when the "BAR" symbol of the number 11 on the left reel 32L has reached the lower row, the left reel 32L slides by 4 symbols, the "replay" symbol of the number 15 stops pseudo-stop in the lower row, and the "red 7" symbol of the number 16 stops pseudo-stop in the middle row. In this way, in the slip table, the number of slips when the stop switches 42-44 are operated at the timing when the symbols on each reel 32L, 32M, 32R reach the lower row is set for each symbol number. And, in the slip table shown in FIG. 33, the No. 16 "red 7" symbol on each reel 32L, 32M, 32R will stop pseudo-stop in the middle row regardless of the operation timing of each stop switch 42-44.

[0168] 34 is a slide table referred to in a pseudo game based on winning a pseudo game lottery. In this slide table, regardless of the operation timing of each stop switch 42 to 44, the 16th "red 7" symbol on the left reel 32L and the center reel 32M is pseudo-stopped in the middle row, while the 16th "red 7" symbol on the right reel 32R is pseudo-stopped in the lower row instead of the middle row.

[0169] Returning to the explanation of the stop position determination process, in step S1105, a pseudo stop command is sent to the display control device 81. By receiving the pseudo stop command, the display control device 81 grasps which stop switch has been operated to generate the pseudo stop command and which reel will be pseudo stopped. In addition, in step S1106, a lamp (not shown) of the stop switch where the pseudo stop command has been generated is turned off to notify the player that it is no longer possible to generate a pseudo stop command in the pseudo game. In step S1107, the number of slips of the reel to be stopped this time is obtained based on the pseudo game stop information referred to. After that, in step S1108, the obtained number of slips is added to the pattern number of the arrival pattern to determine the pattern number of the stop pattern to be actually pseudo stopped at the base point position. In step S1109, it is determined whether or not the pseudo game flag is set, and if the pseudo game flag is set, this process is terminated as it is.

[0170] Returning to the explanation of the stop control process, when the stop position determination process is completed, the process proceeds to step S1010, where it is determined whether or not the value of the reel spin counter has become 0. If the value of the reel spin counter has not become 0, the process returns to step S1001.

[0171] If it is determined in step S1010 that the value of the reel rotation counter is 0, this means that the stop pattern numbers have been determined for all the reels 32L, 32M, and 32R, so the process proceeds to step S1011, where it is determined whether the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have not become the stop pattern numbers, the process waits until the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers, the process proceeds to step S1012, where an all-reel stop completion command is sent to the display control device 81. By receiving the all-reel stop completion command, the display control device 81 grasps that all the reels 32L, 32M, and 32R have become the stop positions. In the next step S1013, it is determined whether or not all of the stop switches 42-44 are in an unoperated state, and if any of the stop switches 42-44 are being operated, the process waits as is. If all of the stop switches 42-44 are in an unoperated state, the process proceeds to step S1014, where it is determined whether or not the instruction monitor is being displayed. Since the instruction monitor is not displayed in the pseudo game, the process ends after waiting for 100 msec in step S1016.

[0172] Returning to the explanation of the reel control process, when the stop control process is completed, the process proceeds to step S411, where it is determined whether or not the pseudo game flag is set. If the pseudo game flag is set, the process proceeds to step S412, where a transition preparation process is performed to transition to the main game.

[0173] In the transition preparation process, as shown in the flowchart of FIG. 23, a waiting operation timer is set in step S1201 (about 3.0 seconds in this embodiment). In step S1202, it is determined whether the start lever 41 has been operated, and if the start lever 41 has not been operated, it is determined in step S1203 whether the value of the waiting operation timer has become 0. The value of the waiting operation timer is subtracted in the timer subtraction process (step S108, see FIG. 10) of the timer interrupt process. If the value of the waiting operation timer has not become 0, the process returns to step S1202. If it is determined in step S1202 that the start lever 41 has been operated, or if it is determined in step S1203 that the value of the waiting operation timer has become 0, a pseudo-play post flag is set in step S1204, and this process ends.

[0174] Returning to the explanation of the reel control process, when the transition preparation process is completed, the flow returns to step S402 and the spin start process is performed.

[0175] In the rotation start process, as shown in the flow chart of FIG. 17, in step S601, the repeat counter provided in the RAM 106 is set to 3. In step S602, it is determined whether or not a post-pseudo game flag indicating that a pseudo game has been played is set. As described above, when a pseudo game has been played, since the post-pseudo game flag is set in the transition preparation process, the process proceeds to step S603, and it is determined whether or not the push order bell has been won. If the push order bell has been won, the process proceeds to step S604, and the operation sequence of the stop switches 42 to 44 that can achieve the bell win is displayed on the instruction monitor. In addition, in step S604, an operation sequence command indicating the operation sequence to be notified is transmitted to the display control device 81. By receiving the operation sequence command, the display control device 81 displays the operation sequence of the stop switches 42 to 44 that can achieve the bell win on the auxiliary display unit 65. Therefore, the operation sequence is displayed on the auxiliary display unit 65 with a slight delay from the timing when the operation sequence is displayed on the instruction monitor.

[0176] In the case where the instruction monitor is displayed in step S604, or in the case where it is determined in step S603 that the push order bell has not been won, the process proceeds to step S605, where the delay time is acquired. The RAM 106 of the main control device 101 is provided with a delay timer for determining the start timing of each of the pseudo-stopped reels 32L, 32M, and 32R, and in step S605, a random number is acquired and a value corresponding to the acquisition result (i.e., a value obtained by a predetermined lottery) is set in the delay timer. The value of the delay timer is subtracted in the timer subtraction process (step S108, see FIG. 10) of the timer interrupt process. In step S606, the process waits until the value of the delay timer becomes 0, and when the value of the delay timer becomes 0, the process proceeds to step S607, where the acceleration of the reels according to the value of the repetition counter is started. In step S608, 1 is subtracted from the value of the repetition counter. In step S609, it is determined whether the value of the repetition counter has reached 0, and if the value of the repetition counter has not reached 0, the process returns to step S602. If the value of the repetition counter has reached 0, the process proceeds to step S610, where it is determined whether the post-pseudo game flag has been set. If the post-pseudo game flag has been set, the pseudo game flag is cleared in step S611, and the post-pseudo game flag is cleared in step S612, and the process ends.

[0177] Returning to the explanation of the reel control process, in step S403, it is determined whether or not stop information has been set. In step S403 after the pseudo game has been played, a negative determination is made since the stop information has already been set, and the process proceeds to step S405 without performing the stop information setting process. In step S405, the reel rotation number counter provided in the RAM 106 is set to 3, and in step S406, a command transmission process 1 is performed. In the command transmission process 1 after the pseudo game has been played, a rotation start command is transmitted to the display control device 81. Upon receiving the rotation start command, the display control device 81 starts the auxiliary performance for the actual game shown in FIG. 31(d) and the like.

[0178] In step S407, it is determined whether or not there is a reel that is accelerating. If there is a reel that is accelerating, the process waits until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, and 32R is completed and all the reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotation speed, the process proceeds to step S408, where an indication monitor display process is performed.

[0179] In the instruction monitor display process, as shown in the flowchart of FIG. 19, in step S801, it is determined whether the current game mode is the notification mode. If the current game mode is the notification mode, the process proceeds to step S802, and it is determined whether the push order bell has been won. If the push order bell has been won, it is further determined in step S803 whether the pseudo game flag has been set. If the pseudo game flag has not been set, in step S804, the operation sequence of the stop switches 42 to 44 that can establish the bell winning is displayed on the instruction monitor, and this process is terminated. Also, in step S804, an operation sequence command indicating the operation sequence to be notified is transmitted to the display control device 81. However, after the pseudo game is performed, since the operation sequence has already been displayed on the instruction monitor in the rotation start process (step S604, see FIG. 17), the display content of the instruction monitor does not change by performing the process of step S804. In other words, the process of step S804 can be said to be a process for displaying the instruction monitor in a game round in which the pseudo game is not performed.

[0180] Returning to the explanation of the reel control process, the command transmission process 2 in step S409 and the stop control process in step S410 are the same as those explained in the reel control process in this game, so explanations will be omitted. When the stop control process is completed, the process proceeds to step S411, where it is determined whether or not the pseudo game flag is set. When the pseudo game flag is not set, the process is terminated.

[0181] The slot machine 10 is configured to be able to cancel the pseudo game and transition to the main game. Hereinafter, such a configuration will be specifically described with reference to the flowchart of FIG.

[0182] If it is determined in step S1001 that the pseudo game flag is set, the process proceeds to step S1002 to determine whether or not a cancel operation to end the pseudo game has been performed. More specifically, in this slot machine 10, since the settlement switch 59 has a function as a cancel operation means, it is determined whether or not the settlement switch 59 has been operated. If a cancel operation has been performed, the process proceeds to step S1003 to determine whether or not the value of the reel rotation counter is 3, that is, whether or not all the reels 32L, 32M, and 32R are rotating. If all the reels 32L, 32M, and 32R are rotating, the pseudo game flag is cleared in step S1004, and the above-mentioned instruction monitor display process is performed in step S1005. In the following step S1006, a pseudo game end command is transmitted to the display control device 81. By receiving the pseudo game end command, the display control device 81 grasps that the pseudo game has been canceled. Thereafter, the process waits for 30 msec in step S1007, and returns to step S1001. Incidentally, the process waits for 30 msec in step S1007 in order to wait for the display control device 81 to switch from the auxiliary effect for the pseudo game to the auxiliary effect for the main game.

[0183] FIG. 35 is a diagram showing an example of the rotation state of the reels 32L, 32M, and 32R and the display state of the auxiliary display portion 65 when the pseudo game is canceled.

[0184] In the notification mode, the auxiliary display unit 65 displays the young man character walking along the road, and the upper right corner of the auxiliary display unit 65 displays the remaining number of payouts until the notification mode ends. In FIG. 35(a), a bell win was achieved in the previous game, and the upper right corner of the auxiliary display unit 65 displays that there are 84 coins remaining until the notification mode ends. In the case where a pseudo game is performed, when each of the reels 32L, 32M, and 32R starts to rotate, as shown in FIG. 35(b), a notification urging the player to operate the stop switches 42 to 44 to aim for the "red 7" symbol and a notification that the current game is a pseudo game are displayed on the auxiliary display unit 65. At this time, the remaining number of payouts until the notification mode ends is not displayed. If a cancel operation is performed while all the reels 32L, 32M, and 32R are rotating, as shown in FIG. 35(c), all the reels 32L, 32M, and 32R move directly to the main game without pseudo-stopping. At this time, the auxiliary display unit 65 ends the notification of the pseudo game without notifying the result of the pseudo game, more specifically, whether or not the bonus has been added, and displays the image of the young man character walking along the road and the number of payouts remaining until the end of the notification mode, thereby notifying the user that the pseudo game has been switched to the main game. However, if the bonus lottery has been won, the number of payouts remaining until the end of the notification mode is updated from 84 to 184 as shown in Figure 35(c).

[0185] Returning to the explanation of the stop control process, if it is determined in step S1003 that the value of the reel spin counter is not 3, that is, if a cancel operation is performed under the situation where at least one reel is pseudo-stopped, a cancel operation flag indicating that a cancel operation has been performed is set, and then the process proceeds to step S1009, where a stop position determination process is performed to pseudo-stop the reel that is spinning. Then, in step S1010, it is determined whether or not the value of the reel spin counter has become 0. If the value of the reel spin counter is not 0, this means that the remaining reel is spinning, so the process returns to step S1001, an affirmative determination is made in step S1001, and the process proceeds to step S1002. In step S1002, it is determined that a cancel operation has been performed based on the fact that the cancel operation flag is set. Then, in step S1003, a negative determination is made, and in step S1009, a stop position determination process is performed. In step S1010, it is determined whether or not the value of the reel spin counter has become 0. When the value of the reel rotation counter becomes 0, the cancel operation flag is cleared and the processes from step S1011 onwards are carried out.

[0186] As described above, if a cancel operation is performed while all reels 32L, 32M, and 32R are spinning, the game will proceed directly to the main game without pseudo-stopping all reels 32L, 32M, and 32R, and if a cancel operation is performed while at least one reel is pseudo-stopped, the game will proceed to the main game after all spinning reels are pseudo-stopped.

[0187] 36 is a flowchart showing the game section process in the notification mode. The game section process is a process performed after the medal payout process is completed (step S214, see FIG. 11), and is performed at the end of the game.

[0188] In step S1901, the above-mentioned end judgment process is performed, and in step S1902, it is judged whether the current game zone is an advantageous zone or not. If it is judged that the current game zone is not an advantageous zone but a normal zone, it means that the advantageous zone end process has been performed in the end judgment process of step S1901, so after transmitting the zone command in step S1908, this process is terminated.

[0189] If the current game zone is a favorable zone, a net increase update process is performed in step S1903 to update the value of the net increase counter. Specifically, the number of medals paid out in the current game is subtracted from the value of the net increase counter, and the number of medals bet (3 or 2 in this embodiment) is added to the subtraction result. In step S1904, it is determined whether the value of the net increase counter has become 0. If the value of the net increase counter is not 0, a zone command is sent in step S1908, and then this process is terminated. If the value of the net increase counter has become 0, a favorable zone end process shown in steps S1905 to S1907 is performed, a zone command is sent in step S1908, and then this process is terminated. In the favorable zone end process, the game zone flag stored in the zone information storage area 106d is changed to a normal flag in step S1905, and the zone indicator 66 is turned off in step S1906. In step S1907, an initialization process is performed in response to the end of the favorable zone. In the initialization process, a process of initializing information related to the instruction function stored in the section information storage area 106d (for example, the section game number counter value, etc.) is executed.

[0190] Here, the playability of the slot machine 10 will be described.

[0191] In the slot machine 10, two-coin play and three-coin play are possible. However, when two-coin play is performed in the normal zone, even if some role is won, the game does not move to the advantageous zone. Also, when two-coin play is performed in the advantageous zone, if the game mode at that time is the notification mode, the operation order of the stop switches 42 to 44 is not notified even if the push order bell is won, and if the game mode at that time is the chance mode, the transition lottery is not performed. In addition, in two-coin play, the mode game number counter, which is a trigger for transition to the notification mode, is not updated, while the section game number counter, which is a trigger for transition to the normal zone, is updated (end determination process, see FIG. 29). Furthermore, in two-coin play, BB2 is won with a probability of about 1 in 4.0, and when BB2 is won, it is necessary to reduce the owned medals by 30 medals over 30 games. Therefore, when comparing two-coin play and three-coin play, three-coin play is more advantageous for the player.

[0192] In the three-coin game, there is a probability of winning BB1 at about 1 in 12, and if the BB1 ​​win is established, it is necessary to reduce the number of owned medals by 60 medals over 30 games. However, if the three-coin game is played while the BB2 winning flag is carried over, the event of winning BB1 does not occur, and the event of winning BB2 does not occur. Therefore, playing the three-coin game while the BB2 winning flag is carried over is the most advantageous game for the player. Therefore, the following describes the gameplay when the three-coin game is played while the BB2 winning flag is carried over.

[0193] In the normal zone, if you win any role with three coins, you will win the lottery to move to the favorable zone. For example, in the case of "setting 3," there is a probability of about 1.2 to win any role, and a probability of about 1 in 6.4 to lose. Therefore, if you play three coins in the normal zone, it will end in almost one game.

[0194] When the game moves from the normal zone to the advantageous zone, the game starts in the chance mode, and the number of games to move to is set to 700 (see FIG. 26).

[0195] In the chance mode, if a rare combination is won, a lottery for transition to the notification mode is held. If the transition lottery is won, the mode transitions from the chance mode to the notification mode. Even if the transition lottery is not won, if 700 three-coin games are played in the chance mode, the mode transitions to the notification mode (S1603, S1604, S1607, see FIG. 28). That is, in this slot machine 10, when the normal zone transitions to the chance mode, 700 times functions as a so-called ceiling number of times. Regardless of the game mode at that time, the advantageous zone ends when 1500 games are played or when the difference number of coins reaches 2400 coins. When the mode transitions to the notification mode based on reaching the ceiling of 700 times, the remaining number of games in the advantageous zone is 800 times. In the notification mode, the operation order is always announced when the push order bell is won, so it is expected that about 3.5 coins will increase each time a game is played. Assuming that 800 games can be played in the notification mode, an increase of about 2700 medals can be expected. Therefore, even if the notification mode is entered based on reaching the ceiling, the difference in medals can be expected to reach 2400 medals and the advantageous zone will end before 1500 games are played.

[0196] When the chance mode is switched to the notification mode, the net increase number counter is set to 120 (see FIG. 28). Therefore, when the mode is switched to the notification mode, an increase of at least 120 medals can be expected. When a rare combination is won in the notification mode, a lottery is held to determine whether or not to increase the net increase number (see FIG. 30). When the lottery for the increase based on the watermelon win is won, 30, 50, 100, or 300 is added, and when the lottery for the increase based on the cherry win is won, 10, 20, 30, or 50 is added. When the value of the net increase number counter becomes 0, the notification mode and the advantageous zone end, and the mode switches to the normal zone (see FIG. 36).

[0197] If the player wins the add-on lottery, a pseudo game flag is set and a pseudo game is played in the game. In a pseudo game based on the win of the add-on lottery, the "red 7" symbols on each reel 32L, 32M, and 32R are pseudo-stopped on the center line L2, and the number of coins added to the net increase number counter is notified. Even if the player does not win the add-on lottery, if the player wins the pseudo game lottery, a pseudo game flag is set and a pseudo game is played in the game. In a pseudo game based on the win of the pseudo game lottery, the "red 7" symbols on the left reel 32L and center reel 32M are pseudo-stopped on the center line L2, while the "red 7" symbol on the right reel 32R is not pseudo-stopped on the center line L2, and it is notified that the net increase number counter is not added. These pseudo games can be canceled by operating the settlement switch 59. If the settlement switch 59 is operated while all the reels 32L, 32M, and 32R are spinning, the game will proceed directly to the main game without all the reels 32L, 32M, and 32R coming to a pseudo-stop, and if the settlement switch 59 is operated when at least one reel is coming to a pseudo-stop, the game will proceed to the main game after all the reels 32L, 32M, and 32R come to a pseudo-stop.

[0198] According to the present embodiment described above in detail, the following excellent effects are obtained.

[0199] If the additional lottery is won, a pseudo game is executed. In the pseudo game, each of the reels 32L, 32M, and 32R starts to rotate, and when the stop switches 42 to 44 are operated, the corresponding reel is pseudo-stopped. When all of the reels 32L, 32M, and 32R have pseudo-stopped, the pseudo game ends. By configuring the game so that such a pseudo game can be executed, it becomes possible to execute auxiliary effects using the reels, and it becomes possible to increase the interest in the game.

[0200] On the other hand, it is possible that some players find it bothersome to operate the stop switches 42-44 in the pseudo game. Therefore, the slot machine 10 is configured to be able to end the pseudo game when the settlement switch 59 is operated during the execution of the pseudo game. With this configuration, it is possible to prevent players who find it bothersome to operate the stop switches 42-44 in the pseudo game from losing their motivation to play when the pseudo game is started.

[0201] As a result of the above, it is possible to increase interest in the game.

[0202] When the settlement switch 59 is operated while all the reels 32L, 32M, and 32R are rotating, the pseudo game ends without pseudo-stopping the reels 32L, 32M, and 32R. This configuration makes it possible to configure the pseudo game so that the player cannot know the pseudo-stop result of the symbols in the pseudo game unless the player operates the stop switches 42 to 44 in the pseudo game, and it becomes possible to encourage the player to operate the stop switches 42 to 44 in the pseudo game.

[0203] When the pseudo game is executed, the main game is executed after the pseudo game ends. With this configuration, it is possible to avoid the occurrence of an event in which the reels 32L, 32M, and 32R are not stopped at the stage of starting the next game, when the pseudo game can end without the pseudo stop of the reels 32L, 32M, and 32R. Also, with this configuration, when the settlement switch 59 is operated in a situation in which all the reels 32L, 32M, and 32R are rotating, it is possible to move to a determination of whether or not a stop command has been issued without pseudo-stopping or restarting the rotation of the reels 32L, 32M, and 32R. Therefore, it is possible to quickly move from the pseudo game to the main game.

[0204] When the settlement switch 59 is operated in a situation where at least one reel has been pseudo-stopped, the pseudo game ends after all rotating reels are pseudo-stopped. With this configuration, a player who wishes to end the pseudo game in the middle of the pseudo game without operating the stop switches 42-44 can end the pseudo game by operating the settlement switch 59 without operating the stop switches 42-44.

[0205] When the settlement switch 59 is operated during the execution of the pseudo game, the subsequent processing is changed depending on the value of the reel rotation counter. With this configuration, it is possible to change the manner in which the pseudo game ends depending on the situation in which the settlement switch 59 is operated, and it is possible to improve the interest of the game. For example, it is also possible to configure the pseudo game to always stop all reels that are rotating when the settlement switch 59 is operated. However, with this configuration, there is a concern that the significance of operating the stop switches 42 to 44 in the pseudo game is lost. This concern becomes more prominent in the case of a configuration in which the stop result of the symbols in the pseudo game does not depend on the operation timing of the stop switches 42 to 44, as in the present slot machine 10. However, when the subsequent processing is changed depending on the value of the reel rotation counter, it is possible to suitably eliminate the above concern.

[0206] The system is configured so that a pseudo game is played when the player wins the additional lottery. By using this configuration, the pseudo game can be a game for notifying the player that the net increase in the number of coins is increasing, and it is possible to increase the interest in the game.

[0207] In the pseudo game, when the combination of "red 7" symbols stops on the middle line L2, the net increase in number of coins is notified, and when the combination of "red 7" symbols does not stop on the middle line L2, the net increase in number of coins is not notified. By adopting such a configuration, it is possible to encourage a player who wants to be notified of the increase in the net increase in number of coins to operate the stop switches 42 to 44, while allowing a player who does not need to be notified of the increase in the net increase in number of coins to operate the settlement switch 59.

[0208] Furthermore, the result of stopping the symbols in the pseudo game does not directly contribute to the increase in the net increase in the number of coins. In this game, if a winning combination is not achieved, the player cannot receive a bonus such as a medal payout. However, in the pseudo game, the increase in the net increase in the number of coins has already been determined by the additional lottery, so the player will not suffer any disadvantage even if the combination of "red 7" symbols does not stop on the middle line L2. If the combination of "red 7" symbols does not stop on the middle line L2, the player will not be notified that the net increase in the number of coins will increase. In this way, by making the pseudo game unrelated to the direct profit of the player, it is possible to position the pseudo game as one of the effects in which the player can actively participate, and it is possible to avoid the player suffering any disadvantage by operating the settlement switch 59, and it is possible to improve the interest in the game.

[0209] In the case where the player wins the additional lottery, a pseudo game is performed in the game. By adopting such a configuration, it is possible to improve the interest in the game. It is certainly possible to adopt a configuration in which a pseudo game is performed in a game different from the game in which the additional lottery was won. However, in the case of such a configuration, if the player forgets that he / she won a rare role in the game before the pseudo game is started, there is a concern that the player may recognize the pseudo game as a so-called fake and stop operating the stop switches 42 to 44 to aim for the "red 7" symbol. In addition, if the player wins a rare role in the final game of the notification mode and the notification mode ends without winning the additional lottery, there is a concern that the player may have doubts that the additional lottery itself was not performed. On the other hand, in the case where a pseudo game is performed in the game in which the additional lottery was won, the flow of the game is a pseudo game → main game, so it is possible to suitably eliminate each of the above concerns.

[0210] Even if the player does not win the additional lottery, the player can play the pseudo game if he / she wins the pseudo game lottery. By adopting such a configuration, it is possible to provide an opportunity to notify the increase in the net increase in the number of coins in the pseudo game and an opportunity not to notify the increase in the net increase in the number of coins in the pseudo game, thereby improving the interest in the game.

[0211] When a pseudo game is played, the auxiliary display unit 65 is configured to notify the player that a pseudo game is being played. This configuration makes it possible to prevent the player from mistakingly thinking that one game has ended when the pseudo game ends. Also, even if the pseudo game is switched to the main game without all the reels 32L, 32M, and 32R stopping, it is possible to prevent the player from becoming confused as to whether the game is a pseudo game or a main game.

[0212] When a pseudo game is played in a game in which the push order bell is won, the operation sequence that can achieve the bell prize is notified after all reels 32L, 32M, and 32R are pseudo-stopped in the pseudo game. With this configuration, it is possible to avoid operating the stop switches 42 to 44 in the pseudo game in the above operation sequence. In addition, the above operation sequence is notified after all reels 32L, 32M, and 32R are pseudo-stopped and before the acceleration of the pseudo-stopped reels begins. With this configuration, it is possible to avoid operating the stop switches 42 to 44 in a different operation sequence from the above operation sequence in the actual game, which makes it impossible to achieve the bell prize.

[0213] In a game in which a pseudo game is not executed, the operation sequence that can achieve a bell win is notified after all reels 32L, 32M, and 32R reach a constant speed. With this configuration, it is possible to differentiate the timing of notification of the operation sequence in the main game between a game in which a pseudo game is executed and a game in which a pseudo game is not executed. In this way, while ensuring that the operation sequence is notified before the operation of the stop switches 42 to 44 becomes effective, the timing of notification of the operation sequence in the main game is differentiated depending on whether or not a pseudo game is executed, so that the player can be alerted to check the instruction monitor.

[0214] When the pseudo game ends, a delay time is set based on the random number obtained for each reel 32L, 32M, and 32R, and the reels start accelerating after waiting for the delay time. With this configuration, it is possible to shift the start time of each reel 32L, 32M, and 32R when transitioning to the actual game, and even if the "red 7" symbols of each reel 32L, 32M, and 32R are pseudo-stopped in line on the center line L2 in the pseudo game, it is possible to make the "red 7" symbols not lined up when each reel 32L, 32M, and 32R starts rotating at a constant speed. As a result, it is possible to prevent the stop results of the pseudo game from becoming an aid for pressing the buttons in the actual game thereafter.

[0215] When an operation sequence that can establish a bell win is notified, in addition to being notified on the auxiliary display unit 65 controlled by the display control device 81, the notification is also made on the instruction monitor controlled by the main control device 101. Since the main control device 101 determines whether the stop switches 42 to 44 have been operated, this configuration makes it possible to reliably avoid the occurrence of an event in which it is determined whether the stop switches 42 to 44 have been operated before the above operation sequence is notified.

[0216] The configuration is such that when the settlement switch 59 is operated, it is determined that the pseudo game has been cancelled. This configuration makes it possible to reduce the chances that the player will unintentionally cancel the game. For example, it is also possible to configure the configuration such that when the start lever 41 is operated after the pseudo game has started, it is determined that the cancel operation has been performed. However, with this configuration, if the player repeatedly taps the start lever 41 when issuing a start command, the second and subsequent operations of the start lever 41 are determined to be cancel operations, and an event may occur in which the pseudo game ends despite the player's intention to enjoy the game.

[0217] When a pseudo game is executed, the stop information for the main game is set after each of the reels 32L, 32M, and 32R is spun, i.e., during execution of the pseudo game. This configuration allows for a quicker transition from the pseudo game to the main game, compared to a configuration in which the stop information for the main game is set after the pseudo game is finished.

[0218] The pseudo game stop information is configured to be set after a pseudo stop command is generated. By configuring in this way, even if the stop information is configured to be set during the execution of the pseudo game, it is possible to shorten the time required to determine whether or not a pseudo stop command has been generated in the pseudo game.

[0219] On the other hand, if the pseudo game stop information is set after the pseudo stop command is generated, it is possible that the time from the pseudo stop command is generated to the pseudo stop of the corresponding reel may be extended. Therefore, in the present slot machine 10, in the case of a pseudo game based on a winning addition lottery, the 16th "red 7" symbol on each of the reels 32L, 32M, and 32R is pseudo-stopped in the middle row regardless of the operation timing of each of the stop switches 42 to 44, and in the case of a pseudo game based on a winning pseudo game lottery, the 16th "red 7" symbol on the left reel 32L and the middle reel 32M is pseudo-stopped in the middle row, while the 16th "red 7" symbol on the right reel 32R is pseudo-stopped in the lower row instead of the middle row regardless of the operation timing of each of the stop switches 42 to 44. In this way, by making the stopping result of the symbols in the pseudo game independent of the operation timing of the stop switches 42 to 44, it is possible to prevent a long delay between the generation of the pseudo stop command and the pseudo stopping of the corresponding reel, even in a configuration in which the stop information for the pseudo game is set after the pseudo stop command is generated.

[0220] In the pseudo game, the reels are pseudo-stopped after sliding a maximum of 19 symbols from the timing when the stop switches 42-44 are operated. This configuration makes it possible to secure the time to set the pseudo game stop information after the pseudo stop command is generated, and the time to determine the stop position of the reels based on the pseudo game stop information. Furthermore, in this game, since the reels must be stopped within a predetermined time after the stop command is generated, it is difficult to set the stop information after the stop command is generated, and it is necessary to set the stop information before determining whether the stop command is generated. On the other hand, in the pseudo game, since the above-mentioned constraint is not set, the pseudo stop can be secured by configuring the reels to pseudo-stop after sliding a maximum of 19 symbols.

[0221] Second embodiment

[0222] In the first embodiment, the number of added coins is notified in the pseudo game, but the number of added coins may be notified in the actual game. Therefore, the following will explain such a configuration in detail. Note that the basic configuration is the same as the first embodiment, so only the differences will be explained below.

[0223] FIG. 37 is a flowchart showing the reel control process.

[0224] In step S2001, a repetition counter provided in the RAM 106 is set to 3. In step S2002, acceleration of the reels is started according to the value of the repetition counter. More specifically, if the value of the repetition counter is 3, a spin start setting table address for the left reel 32L is obtained, if the value of the repetition counter is 2, a spin start setting table address for the center reel 32M is obtained, and if the value of the repetition counter is 1, a spin start setting table address for the right reel 32R is obtained. The stepping motor is controlled to be driven in stepping motor control processing S107 of the timer interrupt processing based on the obtained spin start setting table.

[0225] In step S2002, if the rotation start setting table address corresponding to the value of the repetition counter is acquired, the process proceeds to step S2003, where 1 is subtracted from the value of the repetition counter. In step S2004, it is determined whether the value of the repetition counter has become 0, and if the value of the repetition counter has not become 0, the process returns to step S2002. If the value of the repetition counter has become 0, the process proceeds to step S2005, where a stop information setting process is performed to set stop information. In the stop information setting process, stop information corresponding to the result of the winning / losing judgment of the winning combination is created, and the created result is stored in the stop information storage area 106b. In step S2006, the reel rotation counter provided in the RAM 106 is set to 3, and in step S2007, a rotation start command is sent to the display control device 81. In step S2008, it is determined whether there is a reel that is accelerating. If there is a reel that is accelerating, the process waits until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, 32R has ended and all the reels 32L, 32M, 32R are rotating at a constant predetermined rotation speed, the process proceeds to step S2009, where an instruction monitor display process is performed.

[0226] In the instruction monitor display process, as shown in the flowchart of FIG. 38, in step S2101, it is determined whether the current game mode is the notification mode. If the current game mode is the notification mode, the process proceeds to step S2102, and it is determined whether the push order bell has been won. If the push order bell has been won, in step S2103, the operation sequence of the stop switches 42 to 44 that can achieve the bell win is displayed on the instruction monitor, and this process ends. Also, in step S2103, an operation sequence command indicating the operation sequence to be notified is transmitted to the display control device 81. If the current game mode is not the notification mode, or if the push order bell has not been won, this process ends as it is.

[0227] Returning to the explanation of the reel control process, in step S2010, a stop possible command is transmitted to the display control device 81. After that, in step S2011, stop control process is performed, and this process ends.

[0228] In the stop control process, as shown in the flowchart of Fig. 39, in step S2201, 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 issued. If a stop command has not been issued, the process waits until a stop command is issued. If a stop command is issued, the process proceeds to step 2202, where a stop position determination process is performed to stop the spinning reel.

[0229] In the stop position determination process, as shown in the flowchart of FIG. 40, in step S2301, 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 obtained. Specifically, the symbol number of the reaching symbol that has reached the base position is obtained from the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In step S2302, 1 is subtracted from the value of the reel rotation number counter. In step S2303, a stop command is sent to the display control device 81. Also, in step S2303, a lamp (not shown) of the stop switch where the stop command has been generated is turned off to notify the player, etc. that it has become impossible to generate a stop command in this game. In the following step S2304, 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 the slot machine 10, five stop modes are prepared as stop modes for stopping each reel 32L, 32M, 32R when the stop switches 42-44 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. In step S2304, 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. Then, in step S2305, the calculated number of slips is added to the symbol number of the reaching symbol to determine the symbol number of the stop symbol that is actually stopped at the base position. In step S2306, it is determined whether the value of the reel rotation counter is not 0. If the reel spin counter value is not 0, i.e., if a stop command has not been issued to at least one reel, the stop information change process is performed in step S2307, and then the stop position determination process is terminated. If the reel spin counter value is 0, i.e., if a stop command has been issued to all reels, the stop position determination process is terminated without performing the stop information change process.

[0230] Returning to the explanation of the stop control process, when the stop position determination process is completed, the process proceeds to step S2203, where it is determined whether or not the value of the reel rotation counter has become 0. When the value of the reel rotation counter is not 0, the process returns to step S2201. That is, in this slot machine 10, when the stop symbol number of the reel for which the stop command has been issued is determined, it is determined whether or not the next stop command has been issued in step S2201, regardless of whether or not the reel for which the stop command has been issued has actually stopped. Therefore, the player can issue stop commands consecutively without waiting for the reel to stop. Note that the reel is not stopped in the stop control process (normal process), but in the stepping motor control process S107 of the timer interrupt process. In the stepping motor control process, it is determined whether or not the symbol number of the arrival symbol of the reel for which the stop command has been issued is equal to the stop symbol number, and when they are equal, the brake process is carried out to stop the reel for which the stop command has been issued.

[0231] If it is determined in step S2203 that the value of the reel rotation counter is 0, this means that the stop pattern numbers have been determined for all the reels 32L, 32M, and 32R, so the process proceeds to step S2204, where it is determined whether the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have not become the stop pattern numbers, the process waits until the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers, the process proceeds to step S2205, where an all-reel stop completion command is sent to the display control device 81. By receiving the all-reel stop completion command, the display control device 81 grasps that all the reels 32L, 32M, and 32R have become the stop positions. In the next step S2206, it is determined whether all the stop switches 42 to 44 are in an unoperated state. More specifically, it is determined whether all the input signals from the stop detection sensors 42a to 44a are OFF. If the input signal from any of the stop detection sensors 42a to 44a is ON, it means that the player is operating the corresponding stop switch, so the process waits as it is. If all the stop switches 42 to 44 are in an unoperated state, the process proceeds to step S2207, where an operation end command is transmitted to the display control device 81. By receiving the operation end command, the display control device 81 grasps that all the stop switches 42 to 44 are in an unoperated state. In step S2208, it is determined whether the instruction monitor is being displayed, and if it is being displayed, the instruction monitor is cleared in step S2209. If the instruction monitor is cleared or if the instruction monitor is not being displayed, the process ends after waiting for 100 msec in step S2210. Incidentally, the reason for waiting 100 msec in step S2210 is to wait for the braking process to be completed in the stepping motor control process and for the swinging of the reel to converge.

[0232] Next, various processes performed by the display control device 81 when executing an add-on notification display that notifies the number of added coins will be described.

[0233] FIG. 41 is a flowchart showing the presentation decision process carried out at the start of a game round.

[0234] In step S2401, it is determined whether or not a lottery result command has been received, and if not, this process is terminated. If a lottery result command has been received, the process proceeds to step S2402, where it is determined whether or not the current game mode is the notification mode. If the current game mode is not the notification mode, the process is terminated, and if the current game mode is the notification mode, it is determined in step S2403 whether or not a rare combination has been won. If a rare combination has not been won, the process is terminated, and if a rare combination has been won, the process proceeds to step S2404, where a performance execution lottery is performed. In the performance execution lottery, a win or loss is determined based on the type of rare combination that has been won and the random number acquired by the display control device 81. Incidentally, in the performance execution lottery, if a watermelon is won, there is about a 1 in 10 chance that the performance execution lottery will be won, and if a cherry is won, there is about a 1 in 2 chance that the performance execution lottery will be won. In step S2405, it is determined whether or not the performance execution lottery has been won. If the performance execution lottery is won, the performance flag is set in step S2406 and this process ends. If the performance execution lottery is not won, the process proceeds to step S2407 and determines whether or not an add-on command has been received. The add-on command is a command sent from the main control device 101 when the add-on lottery is won, and is sent before the lottery result command when the add-on lottery is won (see Figures 12 and 30). Therefore, if the add-on command has been received, it means that the add-on lottery has been won in this game round. In this case, the performance flag is set in step S2406 and this process ends. If the add-on command has not been received, this process ends as it is. Note that when the display control device 81 receives an add-on command, the number of add-on coins indicated by the add-on command is stored in an add-on coins counter provided in the RAM of the display control device 81.

[0235] FIG. 42 is a flowchart showing the effect execution process carried out during the execution of this game.

[0236] In step S2501, it is determined whether or not the performance flag is set, and if the performance flag is not set, this process is terminated as it is. If the performance flag is set, it means that an additional notification performance is to be executed, so the process proceeds to step S2502, and it is determined whether or not a stop command has been received. If the stop command has not been received, the process waits until the stop command is received, and if the stop command is received, in step S2503, 1 is added to the value of the stop operation number counter provided in the RAM of the display control device 81. In step S2504, it is determined whether or not the value of the stop operation number counter is 3, and if it is not 3, in step S2505, an alarm sound according to the value of the stop operation number counter is output from the speaker 64, and the process returns to step S2502. If the value of the stop operation number counter is 3, in step S2506, an additional notification process is performed, and then this process is terminated.

[0237] In the add-on notification process, as shown in the flowchart of FIG. 43, in step S2601, it is determined whether or not an add-on command has been received, that is, whether or not the add-on lottery has been won in the current game round. If the game round is one in which the add-on lottery has been won, in step S2602, the process waits until an all-reel stop completion command is received. If an all-reel stop completion command is received, the process proceeds to step S2603, where an alarm sound corresponding to the value 3 of the stop operation number counter is output from the speaker 64. Thereafter, in step S2604, the process waits until an operation end command is received. If an operation end command is received, the process proceeds to step S2605, where the number of add-on coins won in the add-on lottery is displayed on the auxiliary display unit 65. Thereafter, in step S2606, the value of the stop operation number counter is set to 0, and in step S2607, the performance flag is cleared, and this process ends.

[0238] If it is determined in step S2601 that the add-on command has not been received, that is, if the add-on lottery has not been won in this game round, the process proceeds to step S2608, where a notification sound execution lottery is performed to determine whether or not to output a notification sound. In the notification sound execution lottery, the display control device 81 determines whether or not the lottery has been won based on the random number acquired. Incidentally, the probability of winning the notification sound execution lottery is about one third. In step S2609, it is determined whether or not the notification sound execution lottery has been won. If the notification sound execution lottery has been won, the process waits until an all reels stop completion command is received in step S2610. If the all reels stop completion command is received, the process proceeds to step S2611, where a notification sound corresponding to the value 3 of the stop operation number counter is output from the speaker 64. Thereafter, the value of the stop operation number counter is set to 0 in step S2606, and the performance flag is cleared in step S2607, and this process ends. If the notification sound execution lottery is not won, the notification sound is not output from speaker 64, the value of the stop operation number counter is set to 0 in step S2606, and the performance flag is cleared in step S2607, and this process ends.

[0239] Here, the effect of the additional notification effect will be explained.

[0240] The top-up notification effect is performed when the top-up lottery is won and when the effect execution lottery is won.

[0241] When the display control device 81 receives a stop command based on the first stop command generation in the case where the additional lottery is won, the display control device 81 outputs a first notification sound (e.g., a "do" sound) when the display control device 81 receives a stop command based on the second stop command generation, and outputs a second notification sound (e.g., a "re" sound) when the display control device 81 receives a stop command based on the third stop command generation. Then, when the display control device 81 receives a stop command based on the third stop command generation, the display control device 81 outputs a third notification sound (e.g., a "mi" sound) after receiving an all reel stop completion command indicating that all reels 32L, 32M, and 32R have reached the stop position, and displays the number of additional coins won in the additional lottery on the auxiliary display unit 65 after receiving an operation end command indicating that all stop switches 42 to 44 are in an unoperated state.

[0242] When the display control device 81 does not win the additional lottery, if it receives a stop command based on the first stop command generation, it outputs a first notification sound (e.g., the sound of "do"), and when it receives a stop command based on the second stop command generation, it outputs a second notification sound (e.g., the sound of "re"). Then, when it receives a stop command based on the third stop command generation, if the notification sound execution lottery is won, it outputs a third notification sound (e.g., the sound of "mi") after receiving an all reels stop completion command indicating that all reels 32L, 32M, and 32R have reached the stop position, and if it does not win the notification sound execution lottery, it does not output the third notification sound (e.g., the sound of "mi") after receiving the all reels stop completion command.

[0243] As described above, in the additional notification performance, if the additional lottery is won, the flow is as follows: first notification sound output → second notification sound output → third notification sound output → additional number notification, and if the additional lottery is not won, the flow is as follows: first notification sound output → second notification sound output → third notification sound output, or first notification sound output → second notification sound output. Here, the probability of winning the additional lottery is about 1 / 5 if the watermelon is won, and about 1 / 3 if the cherry is won, for example, in the case of setting 3. The probability of winning the performance execution lottery is about 1 / 10 if the watermelon is won, and about 1 / 2 if the cherry is won. Therefore, in the case of a watermelon win, the expectation of the number of additional coins being notified exceeds 66% at the stage when the first notification sound is output, i.e., at the stage when the additional notification performance is started. In the case of a cherry win, the expectation of the number of added coins being notified exceeds 40% at the stage when the first notification sound is output, i.e., the stage when the additional notification effect starts. Since the probability of winning the notification sound execution lottery is about one-third, when the third notification sound output is output, the expectation of the number of added coins being notified becomes even higher than the rate mentioned above. Since the third notification sound is output after all reels 32L, 32M, and 32R have reached their stop positions, the player can continue to operate the stop switch that generated the third stop command to his heart's content before ending it.

[0244] According to the present embodiment described above in detail, the following excellent effects are obtained.

[0245] In the stop control process, when the stop symbol number of the reel for which the stop command has been issued is determined, regardless of whether the reel for which the stop command has been issued has actually stopped, a determination is made in step S2201 as to whether the next stop command has been issued. With this configuration, the player can operate another stop switch without waiting for the reel corresponding to the operated stop switch to stop. As a result, the operability of the stop switches 42 to 44 is improved, thereby increasing the interest in the game.

[0246] On the other hand, if the system is configured to determine whether the next stop command has been issued without waiting for the reels to stop, new problems may occur, such as the next game being able to start when the reels are not stopped. Therefore, the slot machine 10 is configured to perform a standby process that waits for 100 msec when the stop symbol numbers of all the reels 32L, 32M, and 32R are determined. With this configuration, it is possible to stop the reel swinging while the standby process is being performed, and the above concerns can be appropriately resolved.

[0247] As a result of the above, it is possible to increase interest in the game.

[0248] The standby process for waiting 100 msec is performed after it is determined that the symbol numbers of the reaching symbols on all reels 32L, 32M, and 32R have become the stop symbol numbers. By using this configuration, it is possible to shorten the standby time in the standby process, and even if the standby process is performed, it is possible to prevent the delay until the next game round can be started.

[0249] Certainly, when it is determined that the value of the reel rotation counter is 0, it is possible to perform a standby process before determining whether the symbol numbers of the reaching symbols of all the reels 32L, 32M, and 32R have become the stopped symbol numbers, that is, between step S2203 and step S2204. However, in this case, it is necessary to consider not only the time for the reel's swing to converge, but also the time required for the symbol numbers of the reaching symbols of the reels to become the stopped symbol numbers (i.e., the reel's sliding time) as the standby time in the standby process. In this slot machine 10, since it is possible to slide a maximum of four symbols, it is necessary to secure about 179 msec (=1.49×24×5) as a standby time in addition to the time for the reel's swing to converge. And, if the reel stops with a number of slides of three or less symbols instead of four symbols, the standby time of about 36 msec (=1.49×24×1) or more becomes a waste of time, which leads to a prolonged game. On the other hand, if the configuration is such that a standby process is performed after it is determined that the pattern numbers of the reaching patterns on all reels 32L, 32M, and 32R have become the stopping pattern numbers, it is possible to suitably resolve each of the above-mentioned concerns.

[0250] The standby process for waiting 100 msec is performed after it is determined that all the stop switches 42 to 44 are in an unoperated state. With this configuration, even if the standby process is performed, it is possible to equalize the time required until the next game round can be started, and it is possible to improve the operability when starting the next game round. For example, it is possible to perform the standby process after it is determined that the pattern numbers of the reaching patterns of all the reels 32L, 32M, and 32R are the stopped pattern numbers, without providing the process S2206 for determining whether all the stop switches 42 to 44 are in an unoperated state. However, with this configuration, the time required until the next game round can be started will change depending on whether the timing when the player finishes operating all the stop switches 42 to 44 is after the standby process is finished or during the standby process. Furthermore, if the time required until the next play round can be started changes, an event may occur in which the player's operation to insert a coin to start the next play round is not accepted, reducing operability when starting the next play round.

[0251] The standby process for waiting 100 msec is performed before the medal payout process. With this configuration, it is possible to avoid the occurrence of an event in which a bonus such as a medal payout is given in a situation where the reel's swing has not converged. Furthermore, by performing the standby process before the payout determination process performed in the medal payout process, it is possible to increase the versatility of the processing program related to the standby process while suppressing the processing configuration from becoming complicated. For example, if it is determined in the payout determination process that a small prize has been won, the standby process is not performed or a standby process is performed for a time corresponding to the number of medals to be paid out, and if it is determined in the payout determination process that a small prize has not been won, the standby process is performed for a predetermined time. With this configuration, the standby time changes depending on the presence or absence of medal payout, etc., so it is possible to suppress the delay until the next game can be started. However, in this configuration, the processing configuration becomes complicated, and when the processing program is applied to other slot machines with different medal payout numbers when a small prize is won, it becomes necessary to change the processing time appropriately, which reduces versatility.

[0252] In a configuration in which a push order bell is provided as a lottery role and the player is advantageous if he operates the stop switches 42-44 in the notified operation order, the stop command can be generated consecutively without waiting for the reels to stop. With such a configuration, it is possible to reduce the chance that the player will unintentionally operate the stop switches 42-44 in the wrong order. That is, in a configuration in which the player is advantageous if he operates the stop switches 42-44 in the notified operation order, the player may unintentionally operate the stop switches 42-44 in the wrong order. This occurs because, even though the player operates the stop switches 42-44 in the notified operation order, for example, the player operates the stop switch that should be operated second when the reel corresponding to the first stop command has not yet stopped, and the operation is not recognized as valid, and the third stop switch operated is determined to be the operation of the second stop command.

[0253] The standby process for waiting 100 msec is configured to be performed after the operation sequence is hidden if it is currently displayed on the instruction monitor. With this configuration, it is possible to shorten the standby time in the standby process while quickly ending the notification of the operation sequence on the instruction monitor. This is because the standby time in the standby process can be shortened by the time required for the processes in steps S2208 and S2209.

[0254] If the configuration is such that it is determined whether or not the next stop command has been issued without waiting for the reels to stop, new problems may occur, such as, for example, the reel corresponding to the second stop command not being stopped even though the operation of all the stop switches 42 to 44 has been completed, or the operation of at least one stop switch not being completed even though all the reels 32L, 32M, and 32R have been stopped. If such problems occur, problems will occur in the control performed by the display control device 81. Therefore, in the present slot machine 10, when the main control device 101 determines the stop positions of all the reels 32L, 32M, and 32R, it is determined whether or not the pattern numbers of the arrival patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers, and it is determined whether or not all the stop switches 42 to 44 have become unoperated. When the symbol numbers of the reached symbols of all the reels 32L, 32M, and 32R become the stopped symbol numbers, an all reel stop completion command is sent to the display control device 81, and when all the stop switches 42 to 44 are in an unoperated state, an operation end command is sent to the display control device 81. With this configuration, the display control device 81 can perform control in response to the fact that all the reels 32L, 32M, and 32R have stopped by receiving the all reel stop completion command, and can perform control in response to the fact that the operation of all the stop switches 42 to 44 has ended by receiving the operation end command. As a result, it is possible to suitably eliminate the above-mentioned concerns.

[0255] As a result of the above, it is possible to increase interest in the game.

[0256] The main control device 101 is configured to transmit an operation end command after transmitting an all reels stop completion command. With this configuration, the display control device 81 can perform control according to the end of the operation of all the stop switches 42 to 44 after performing control according to the stop of all the reels 32L, 32M, and 32R. Furthermore, the maximum time required from determining the stop position of the reel where the stop command is issued until the reel actually reaches the stop position can be grasped by the main control device 101 side as about 179 msec, since the reel is slid by a maximum of four symbols. On the other hand, the time required until all the stop switches 42 to 44 are not operated depends on the operation of the player, and therefore cannot be grasped or predicted by the main control device 101 side. Therefore, by configuring the display control device 81 to transmit an operation end command after transmitting an all reels stop completion command, it is possible to reduce the difference between the timing when all the reels 32L, 32M, and 32R stop and the timing when the display control device 81 performs control based on the reception of the all reels stop completion command.

[0257] When it is determined that the symbol numbers of the arrival symbols of all the reels 32L, 32M, and 32R have become the stop symbol numbers, an all-reel stop completion command is transmitted before determining whether all the stop switches 42 to 44 have become in an unoperated state. With this configuration, it is possible to reduce the difference between the timing when all the reels 32L, 32M, and 32R have stopped and the timing when the display control device 81 performs control based on the reception of the all-reel stop completion command. In addition, when it is determined that all the stop switches 42 to 44 have become in an unoperated state, an operation end command is transmitted before determining whether the indication monitor is being displayed. With this configuration, it is possible to reduce the difference between the timing when the operation of all the stop switches 42 to 44 has ended and the timing when the display control device 81 performs control based on the reception of the operation end command.

[0258] The additional notification performance is configured to proceed when all reels 32L, 32M, and 32R are stopped and when the operation of all stop switches 42 to 44 is completed, and the additional notification performance is controlled by the display control device 81. In this configuration, there is a concern that one of the performance contents prepared with great care may not be executed depending on which of all reels 32L, 32M, and 32R is stopped and the operation of all stop switches 42 to 44 is completed, which occurs first. In order to eliminate such a concern, for example, it is possible to configure the device to output a third notification sound when one of all reels 32L, 32M, and 32R is stopped and the operation of all stop switches 42 to 44 is completed, and to execute the additional notification when the other occurs. However, in the case of such a configuration, the command type received from the main control device 101 and the processing content to be executed do not correspond to each other, so that a new problem may occur in that the processing configuration related to the additional notification performance becomes complicated and the memory capacity increases.

[0259] On the other hand, by transmitting an all-reel stop completion command indicating that all reels 32L, 32M, and 32R have reached the stop position from the main control device 101 and transmitting an operation end command indicating that the operation of all stop switches 42 to 44 has ended, the display control device 81 can grasp that all reels 32L, 32M, and 32R have stopped through reception of the all-reel stop completion command, and can grasp that the operation of all stop switches 42 to 44 has ended through reception of the operation end command. In addition, since the main control device 101 transmits the operation end command after transmitting the all-reel stop completion command, the display control device 81 may control to output the third notification sound based on reception of the all-reel stop completion command, and may control to execute the additional notification based on reception of the operation end command thereafter. Therefore, it is possible to suitably eliminate each of the above concerns.

[0260] In the additional notification effect, the third notification sound is output from the speaker 64 upon receipt of the all reels stop completion command, and the additional notification is executed on the auxiliary display unit 65 upon receipt of the operation end command. In this way, by configuring the device that executes the effect upon receipt of the all reels stop completion command and the device that executes the effect upon receipt of the operation end command to be different, it is possible to reliably execute the output of the third notification sound even if the interval between receiving the all reels stop completion command and receiving the operation end command is short.

[0261] (Third embodiment)

[0262] In the first embodiment, as shown in Fig. 20, for example, a command for a pseudo game and a command for a real game are prepared separately, and a command according to the presence or absence of a pseudo game flag is transmitted to the display control device 81. However, this configuration is changed. Note that the basic configuration is the same as the first embodiment, so only the differences will be described below.

[0263] FIG. 44(a) is a diagram showing the configuration of a pseudo game flag storage area provided in the RAM 106 of the main control device 101. The pseudo game flag storage area is composed of 1 byte. The most significant bit 7 and bits 5 to 0 of the pseudo game flag storage area are blank, and the 6th bit functions as a pseudo game flag storage bit. When the main control device 101 sets a pseudo game flag (step S504, see FIG. 16), it sets the 6th bit of the pseudo game flag storage area to "1", and when the main control device 101 clears the pseudo game flag (step S611, see FIG. 17 or step S1004, see FIG. 21), it sets the 6th bit of the pseudo game flag storage area to "0". Therefore, if the bits in the pseudo-game flag storage area are arranged from the most significant bit to form an 8-digit binary number, and then converted to hexadecimal, the result will be 40H (01000000) if the pseudo-game flag is set, and 00H (00000000) if the pseudo-game flag is not set.

[0264] Next, the command transmission process 1 in the present embodiment will be described. The command transmission process 1 is a process performed in the reel control process (step S406, see FIG. 15), and is a process of transmitting a spin start command or a pseudo game spin start command to the display control device 81.

[0265] In command transmission process 1, as shown in the flowchart in FIG. 45, rotation start header information is acquired in step S2701.

[0266] Here, the configuration of the command will be briefly explained. The command is composed of a header indicating the command type, a body indicating the specific contents, and a footer indicating that it is the last information of the command. The header is composed of one byte as shown in FIG. 44(b). The function of each bit of the header is as follows. The most significant bit, the seventh bit, functions as a header identification bit, and always stores "1". The sixth bit functions as a pseudo game identification bit indicating whether or not it is a pseudo game, the fifth bit is blank, and the fourth to zeroth bits function as command type storage bits indicating the command type. For example, the rotation start header information is 86H, that is, 10000110, and is stored in advance in the ROM 105 of the main control device 101.

[0267] When the rotation start header information is acquired in step S2701, the process proceeds to step S2702, where the pseudo game judgment information is added to the rotation start header information. In this embodiment, the information stored in the pseudo game flag storage area also has a function as the pseudo game judgment information. Therefore, in step S2702, 40H or 00H is added to 86H, which is the rotation start header information. As a result, when the pseudo game flag is set, that is, when a pseudo game is being played, the addition result in step S2702 becomes C6H (11000110), and when the pseudo game flag is not set, that is, when a real game is being played, the addition result in step S2702 becomes 86H (10000110). In step S2703, the addition result is transmitted to the display control device 81 as a header. In step S2704, it is determined whether or not there is body information. If there is body information, the body information is sent to the display control device 81 in step S2705, and the footer is sent to the display control device 81 in step S2706, and this process ends. If there is no body information, the footer is sent to the display control device 81 in step S2706, and this process ends. In command sending process 1, since body information is not set in the rotation start command (pseudo game rotation start command), a header indicating that it is a rotation start command (pseudo game rotation start command) and a footer are sent to the display control device 81.

[0268] Next, a description will be given of the command transmission process 2 in this embodiment. The command transmission process 2 is a process performed in the reel control process (step S409, see FIG. 15), and is a process of transmitting a stop possible command or a pseudo stop possible command to the display control device 81.

[0269] In the command transmission process 2, as shown in the flowchart of FIG. 46, the stoppable header information is acquired in step S2801. The stoppable header information is 87H, i.e., 10000111, and is prestored in the ROM 105 of the main control device 101. In step S2802, the pseudo game determination information is added to the stoppable header information. That is, in step S2802, 40H or 00H is added to the stoppable header information 87H. As a result, when the pseudo game flag is set, i.e., when a pseudo game is being played, the addition result in step S2802 becomes C7H (11000111), and when the pseudo game flag is not set, i.e., when a real game is being played, the addition result in step S2802 becomes 87H (10000111). In step S2803, the addition result is transmitted to the display control device 81 as a header. In step S2804, it is determined whether or not there is body information. If body information is present, the body information is transmitted to the display control device 81 in step S2805, and the footer is transmitted to the display control device 81 in step S2806, and this process ends. If body information is not present, the footer is transmitted to the display control device 81 in step S2806, and this process ends. Note that in command transmission process 2, since body information is not set for the stoppable command (pseudo stoppable command), a header indicating that it is a stoppable command (pseudo stoppable command) and the footer are transmitted to the display control device 81.

[0270] Fig. 47 is a flow chart showing the stop position determination process. In the stop position determination process in the first embodiment, it is determined in step S1103 whether or not the pseudo game flag is set, and a pseudo stop command or a stop command is transmitted to the display control device 81 according to the determination result (see Fig. 22). In this embodiment, as in the first embodiment, it is determined in step S2903 whether or not the pseudo game flag is set, but regardless of the determination result, command transmission process 3 is performed in step S2905 to transmit a pseudo stop command or a stop command.

[0271] In the command transmission process 3, as shown in the flowchart of FIG. 48, the stop header information is acquired in step S3001. The stop header information is 88H, i.e., 10001000, and is prestored in the ROM 105 of the main control device 101. In step S3002, the pseudo game determination information is added to the stop header information. That is, in step S3002, 40H or 00H is added to the stop header information, 88H. As a result, when the pseudo game flag is set, i.e., when a pseudo game is being played, the addition result in step S3002 becomes C8H (11001000), and when the pseudo game flag is not set, i.e., when a real game is being played, the addition result in step S3002 becomes 88H (10001000). In step S3003, the addition result is transmitted to the display control device 81 as a header. In step S3004, it is determined whether or not there is body information. If there is body information, the body information is sent to the display control device 81 in step S3005, and the footer is sent to the display control device 81 in step S3006, and this process is terminated. If there is no body information, the footer is sent to the display control device 81 in step S3006, and this process is terminated. In the command transmission process 3, in step S3005, information indicating the reel on which the stop command or pseudo stop command has occurred is transmitted as body information. More specifically, if the reel is the left reel 32L, 01H is transmitted as body information, if the reel is the center reel 32M, 02H is transmitted as body information, and if the reel is the right reel 32R, 03H is transmitted as body information. These pieces of body information are pre-stored in the ROM 105 of the main control device 101. As a result of the above, in the command sending process 3, a header indicating that it is a stop command (pseudo stop command), a body indicating a stopped reel (pseudo stopped reel), and a footer are sent to the display control device 81 as a stop command (pseudo stop command).

[0272] According to the present embodiment described above in detail, the following excellent effects are obtained.

[0273] A different command is sent in the case of a pseudo game and in the case of a regular game. By using such a configuration, it becomes possible for the display control device 81 to grasp whether the game is a pseudo game or a regular game.

[0274] As a result of the above, it becomes possible for the display control device 81 to control auxiliary effects according to pseudo games and main games, and it becomes possible to improve interest in the game.

[0275] On the other hand, if the command to be transmitted in the case of a pseudo game and the command to be transmitted in the case of a real game are stored in advance in the ROM 105, there is a concern that the amount of data to be stored in advance will increase. Also, since it becomes necessary to judge whether or not a pseudo game is being performed when transmitting a command, there is a concern that in addition to the increase in the amount of data due to the addition of the judgment process, the processing configuration will become complicated.

[0276] Therefore, in this embodiment, in the command transmission process 1, etc., the header information such as the rotation start header information and the information stored in the pseudo game flag storage area are added to create a header to be transmitted to the display control device 81. With this configuration, it is not necessary to store in advance the header to be transmitted in the case of a pseudo game, so it is possible to reduce the amount of data. In addition, in this configuration, the created header includes whether or not it is a pseudo game, so there is no need to perform a process to determine whether or not it is a pseudo game. Therefore, it is possible to reduce the amount of data by simplifying the processing configuration.

[0277] The header is configured to include information indicating whether or not the game is a pseudo game. This configuration makes it possible to prevent the command sent from the main control device 101 to the display control device 81 from becoming redundant. In other words, instead of performing the calculation as in this embodiment, the display control device 81 can determine whether or not the game is a pseudo game by sending, for example, 00H or 40H in the body instead of the header. However, in this configuration, the command to be sent increases by 1 byte, which results in the command becoming redundant.

[0278] The header is provided with a header identification bit, a pseudo game identification bit, and a command type storage bit, and the header is configured to fit into one byte. This configuration makes it possible to prevent commands from becoming redundant and to allow the display control device 81 to grasp a lot of information through the header.

[0279] In the header, the pseudo game identification bit is provided at a position lower than the header identification bit and higher than the command type storage bit. With this configuration, it is possible to store information indicating whether or not a pseudo game is being played in a bit that was previously unused, and it is possible to suitably prevent the command sent from the main control device 101 to the display control device 81 from becoming redundant. In addition, by configuring the header information to be created by adding pseudo game determination information, it is possible to include information indicating whether or not a pseudo game is being played in the header without changing the conventional header configuration. As a result, it is possible to prevent the number of development steps for the slot machine 10 from increasing.

[0280] The pseudo game flag storage area is configured with one byte, which is the same as the header, and all bits except for bit 6 are left blank. By configuring it in this way, it is possible to prevent the values ​​of other bits, such as the command type storage bit, from changing when pseudo game judgment information is added to the header information.

[0281] The header is created using the information stored in the pseudo game flag storage area. With this configuration, it is possible to give the information stored in the pseudo game flag storage area a function as information used to determine whether or not to execute a pseudo game, and a function as information used when creating a header. As a result, it is no longer necessary to provide a storage area in RAM 106 for storing pseudo game determination information, making it possible to suppress an increase in storage capacity.

[0282] (Fourth embodiment)

[0283] In the first embodiment, the pseudo game is performed, but the pseudo game may not be performed and only the main game may be performed. Therefore, the following will describe such a configuration in detail. Note that the basic configuration is the same as the first embodiment, so only the differences will be described below.

[0284] FIG. 49 is a perspective view of the slot machine 10 in this embodiment.

[0285] A performance switch 67 and a selection switch 68 are provided to the right of the first credit insertion switch 56 and to the left of the medal insertion slot 45. The performance switch 67 is operated when a pressing performance described later is executed and when a menu screen is called up when a game is not being played, and the word "PUSH" is displayed on the upper surface of the performance switch 67. The selection switch 68 is composed of four switches, an up switch, a down switch, a left switch, and a right switch, which specify the up, down, left, and right directions, and is operated when desired information is selected from various information displayed on the menu screen. The performance switch 67 (more specifically, a performance switch detection sensor that detects the operation of the performance switch 67) and the selection switch 68 (more specifically, a selection switch detection sensor that detects the operation of the selection switch 68) are connected to a display control device 81 as shown in FIG. 50.

[0286] FIG. 51 is a flowchart showing the reel control process.

[0287] In step S3101, a repetition counter provided in the RAM 106 is set to 3. In step S3102, acceleration of the reels is started according to the value of the repetition counter. More specifically, if the value of the repetition counter is 3, a spin start setting table address for the left reel 32L is obtained, if the value of the repetition counter is 2, a spin start setting table address for the center reel 32M is obtained, and if the value of the repetition counter is 1, a spin start setting table address for the right reel 32R is obtained. The stepping motor is controlled to be driven in stepping motor control processing S107 of the timer interrupt processing based on the obtained spin start setting table.

[0288] In step S3102, if the rotation start setting table address corresponding to the value of the repetition counter is acquired, the process proceeds to step S3103, where 1 is subtracted from the value of the repetition counter. In step S3104, it is determined whether the value of the repetition counter has become 0, and if the value of the repetition counter has not become 0, the process returns to step S3102. If the value of the repetition counter has become 0, the process proceeds to step S3105, where a stop information setting process is performed to set stop information. In the stop information setting process, stop information corresponding to the result of the winning / losing judgment of the winning combination is created, and the created result is stored in the stop information storage area 106b. In step S3106, the reel rotation counter provided in the RAM 106 is set to 3, and in step S3107, a rotation start command is sent to the display control device 81. In step S3108, it is determined whether there is a reel that is accelerating. If there is a reel that is accelerating, the process waits until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, and 32R has ended and all the reels 32L, 32M, and 32R are rotating at a constant predetermined rotation speed, the process proceeds to step S3109, and an instruction monitor display process is performed.

[0289] In the instruction monitor display process, as shown in the flowchart of FIG. 52, in step S3201, it is determined whether the current game mode is the notification mode. If the current game mode is the notification mode, the process proceeds to step S3202, where it is determined whether the push order bell has been won. If the push order bell has been won, in step S3203, the operation sequence of the stop switches 42 to 44 that can achieve the bell win is displayed on the instruction monitor, and this process ends. Also, in step S3203, an operation sequence command indicating the operation sequence to be notified is transmitted to the display control device 81. If the current game mode is not the notification mode, or if the push order bell has not been won, this process ends as it is.

[0290] Returning to the explanation of the reel control process, in step S3110, a stop possible command is transmitted to the display control device 81. After that, in step S3111, stop control process is performed, and this process ends.

[0291] In the stop control process, as shown in the flowchart of Fig. 53, in step S3301, 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 issued. If a stop command has not been issued, the process waits until a stop command is issued. If a stop command is issued, the process proceeds to step 3302, where a stop position determination process is performed to stop the spinning reel.

[0292] In the stop position determination process, as shown in the flowchart of FIG. 54, in step S3401, 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 obtained. Specifically, the symbol number of the reaching symbol that has reached the base position is obtained from the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In step S3402, 1 is subtracted from the value of the reel rotation number counter. In step S3403, a stop command is sent to the display control device 81. Also, in step S3403, a lamp (not shown) of the stop switch where the stop command has been generated is turned off to notify the player, etc. that it has become impossible to generate a stop command in this game. In the following step S3404, 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 the slot machine 10, five stop modes are prepared as stop modes for stopping each reel 32L, 32M, 32R when the stop switches 42-44 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. In step S3404, 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. Then, in step S3405, the calculated number of slips is added to the symbol number of the reaching symbol to determine the symbol number of the stop symbol that is actually stopped at the base position. In step S3406, it is determined whether the value of the reel rotation counter is not 0. If the reel spin counter value is not 0, i.e., if a stop command has not been issued to at least one reel, the stop information change process is performed in step S3407, and then the stop position determination process is terminated. If the reel spin counter value is 0, i.e., if a stop command has been issued to all reels, the stop position determination process is terminated without performing the stop information change process.

[0293] Returning to the explanation of the stop control process, when the stop position determination process is completed, the process proceeds to step S3303, where it is determined whether or not the value of the reel rotation counter has become 0. When the value of the reel rotation counter is not 0, the process returns to step S3301. That is, in this slot machine 10, when the stop symbol number of the reel for which the stop command has been issued is determined, it is determined whether or not the next stop command has been issued in step S3301, regardless of whether or not the reel for which the stop command has been issued has actually stopped. Therefore, the player can issue stop commands consecutively without waiting for the reel to stop. Note that the reel is not stopped in the stop control process (normal process), but in the stepping motor control process S107 of the timer interrupt process. In the stepping motor control process, it is determined whether or not the symbol number of the arrival symbol of the reel for which the stop command has been issued is equal to the stop symbol number, and when they are equal, the brake process is carried out to stop the reel for which the stop command has been issued.

[0294] If it is determined in step S3303 that the value of the reel rotation counter is 0, this means that the stop pattern numbers have been determined for all the reels 32L, 32M, and 32R, so the process proceeds to step S3304, where it is determined whether the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have not become the stop pattern numbers, the process waits until the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R become the stop pattern numbers. If the pattern numbers of the reached patterns of all the reels 32L, 32M, and 32R have become the stop pattern numbers, the process proceeds to step S3305, where an all-reel stop completion command is sent to the display control device 81. By receiving the all-reel stop completion command, the display control device 81 grasps that all the reels 32L, 32M, and 32R have become the stop positions. In the next step S3306, it is determined whether all the stop switches 42-44 are in an unoperated state. More specifically, it is determined whether all the input signals from the stop detection sensors 42a-44a are OFF. If the input signal from any of the stop detection sensors 42a-44a is ON, it means that the player is operating the corresponding stop switch, so the process waits as it is. If all the stop switches 42-44 are in an unoperated state, the process proceeds to step S3307, where an operation end command is sent to the display control device 81. By receiving the operation end command, the display control device 81 grasps that all the stop switches 42-44 are in an unoperated state. In step S3308, it is determined whether the instruction monitor is being displayed, and if it is being displayed, the instruction monitor is cleared in step S3309. If the instruction monitor is cleared or if the instruction monitor is not being displayed, the process waits for 100 msec in step S3310 and then ends this process. Incidentally, the reason for waiting 100 msec in step S3310 is to wait for the braking process to be completed in the stepping motor control process and for the swinging of the reel to converge.

[0295] Next, the processing related to the present invention among various processing performed by the display control device 81 will be described. To briefly explain the processing configuration of the display control device 81, like the main control device 101, the display control device 81 performs main processing and timer interrupt processing that is executed periodically. The timer interrupt processing in the display control device 81 is executed approximately every 10 msec. In addition, the display control device 81 grasps the progress of the game by receiving various commands such as a lottery result command transmitted from the main control device 101, and starts the corresponding processing.

[0296] FIG. 55 is a flowchart showing the operation end command process.

[0297] In step S3501, it is determined whether or not an operation end command has been received, and if the operation end command has not been received, this process is terminated. On the other hand, if the operation end command has been received, this means that all stop switches 42 to 44 have not been operated, that is, the operation of issuing a stop command to all reels 32L, 32M, and 32R has ended. In this case, the process proceeds to step S3502, and 18000 is set to a standby timer provided in the RAM of the display control device 81. The value of the standby timer is decremented by 1 in the timer interrupt process. Since the timer interrupt process is performed approximately every 10 msec, the value of the standby timer becomes 0 after approximately 180 seconds. In step S3503, it is determined whether or not a performance flag has been set. If the performance flag has not been set, this process is terminated.

[0298] 56 is a flowchart showing the start waiting process, which is performed in the main process and is executed upon receiving an operation end command.

[0299] In step S3601, it is determined whether or not the effect flag is set. If the effect flag is not set, the process proceeds to step S3603, where it is determined whether or not the effect switch 67 has been operated. If the effect switch 67 has not been operated, the process proceeds to step S3604, where it is determined whether or not the value of the standby timer has become 0. If the value of the standby timer has not become 0, the process proceeds to step S3605, where it is determined whether or not the number of bets is 0. Although not described in detail, the main control device 101 transmits a bet number command indicating the number of bets to the display control device 81 in a medal insertion process performed when medals are inserted or credit insertion switches 56 to 58 are operated. The display control device 81 determines whether or not the number of bets is 0 based on the number of bets indicated by the received bet number command or the fact that a bet number command has not been received. If the number of bets is 0, the process returns to step S3603.

[0300] If it is determined in step S3603 that the effect switch 67 has been operated, menu processing is performed in step S3606.

[0301] In the menu process, as shown in the flowchart of FIG. 57, a menu screen is displayed on the auxiliary display unit 65 in step S3701. In step S3702, a selection menu execution process is performed. In the slot machine 10, the game history, the payout table, the volume control, the clear of the game history, and the end of the menu are displayed on the menu screen as selection menus. In the selection menu execution process, when the selection switch 68 is operated, a process of highlighting the selection menu corresponding to the operation of the selection switch 68 is performed, and when the performance switch 67 is operated, a process of executing the highlighted selection menu is performed. In step S3703, it is determined whether or not the performance switch 67 is operated in a situation where the end of the menu is selected, that is, whether or not the menu end operation is performed. If the menu end operation is not performed, the process proceeds to step S3704, and it is determined whether or not the number of bets is 0. If the number of bets is 0, the process returns to step S3702, and the selection menu execution process is continued. On the other hand, if it is determined in step S3703 that the menu end operation is performed, the menu end process is performed in step S3705. In the menu end process, the menu screen and the like displayed on the auxiliary display unit 65 are hidden and the normal screen is displayed. In the following step S3706, the standby timer is set to 18,000. Then, the process proceeds to step S3603 of the start waiting process described above. If it is determined in step S3704 that the number of bets is not 0, this means that the player has performed an operation to start the next game round (a bet of medals or virtual medals) while the menu screen and the like were being displayed. In such a case, the process proceeds to step S3707, where the menu end process described above is performed. Then, the process proceeds to step S3901 of the start command waiting process described later.

[0302] Returning to the explanation of the start waiting process, if it is determined in step S3604 that the value of the waiting timer has reached 0, waiting process is performed in step S3607.

[0303] In the standby process, as shown in the flowchart of FIG. 58, in step S3801, the customer waiting performance is started. In the customer waiting performance, a predetermined demo movie (attract performance) is displayed on the auxiliary display unit 65. Instead of or in addition to the customer waiting performance, the power saving mode may be switched to and "power saving" may be displayed on the auxiliary display unit 65. Alternatively, the brightness of the auxiliary display unit 65 may be reduced to switch to the power saving mode without executing the customer waiting performance or the power saving display. In step S3802, it is determined whether the performance switch 67 has been operated. If the performance switch 67 has not been operated, it is determined whether the number of bets is 0 in step S3803, and if the number of bets is not 0, the process returns to step S3802. If it is determined in step S3802 that the performance switch 67 has been operated, the customer waiting performance is ended in step S3804, and the standby timer is set to 18000 in step S3805. Thereafter, the process proceeds to step S3701 of the menu process. If it is determined in step S3803 that the number of bets is not 0, the customer waiting effect is ended in step S3806, and the waiting timer is set to 18000 in step S3807. Thereafter, the process proceeds to step S3901 for the start command waiting process, which will be described later.

[0304] Returning to the explanation of the start waiting process, if it is determined in step S3605 that the number of bets is not 0, a start command waiting process is performed in step S3608.

[0305] In the start command waiting process, as shown in the flowchart of FIG. 59, it is determined in step S3901 whether or not a start command has been received. The start command is a command transmitted from the main control device 101 to the display control device 81, and is transmitted when it is determined in step S206 (see FIG. 11) of the normal process that a start command has been generated. If the start command has not been received, it is determined in step S3902 whether or not the number of bets is 0, and if the number of bets is not 0, the process returns to step S3901. On the other hand, if the number of bets is 0, the standby timer is set to 18000 in step S3903, and the process proceeds to step S3603 of the start waiting process. A typical example of a situation in which the number of bets becomes 0 in step S3902 is when the player operates the settlement switch 59 after betting a predetermined number of medals. If it is determined in step S3901 that a start command has been received, this means that a game round has started, and the process proceeds to the in-play process in step S3904. A detailed explanation of the in-game processing will be omitted, but in the in-game processing, for example, when a push order bell is won in the notification mode, the operation sequence that can achieve the bell winning is displayed on the auxiliary display unit 65.

[0306] As described above, when the effect switch 67 is operated when no game is being played, the display control device 81 displays the menu screen on the auxiliary display unit 65, and when the value of the standby timer reaches 0, starts the customer waiting effect.

[0307] In the present slot machine 10, when the player wins the additional lottery in the notification mode, the number of additional coins is notified by performing a pressing effect that causes the player to operate the effect switch 67 after the operation of all stop switches 42 to 44 is completed. Hereinafter, the process performed by the display control device 81 when executing such a pressing effect will be described.

[0308] 60 is a flowchart showing the effect determination process carried out in the above-mentioned in-game process. The effect determination process is carried out at the start of a game.

[0309] In step S4001, it is determined whether or not a lottery result command has been received, and if not, this process is terminated. If a lottery result command has been received, the process proceeds to step S4002, where it is determined whether or not the current game mode is the notification mode. If the current game mode is not the notification mode, the process is terminated, and if the current game mode is the notification mode, it is determined in step S4003 whether or not a rare combination has been won. If a rare combination has not been won, the process is terminated, and if a rare combination has been won, the process proceeds to step S4004, where a performance execution lottery is performed. In the performance execution lottery, a win or loss is determined based on the type of rare combination that has been won and the random number acquired by the display control device 81. Incidentally, in the performance execution lottery, if a watermelon is won, there is about a 1 in 10 chance that the performance execution lottery will be won, and if a cherry is won, there is about a 1 in 2 chance that the performance execution lottery will be won. In step S4005, it is determined whether or not the performance execution lottery has been won. If the performance execution lottery is won, the performance flag is set in step S4006, and this process ends. If the performance execution lottery is not won, the process proceeds to step S4007, and it is determined whether or not an add-on command has been received. The add-on command is a command sent from the main control device 101 when the add-on lottery is won, and is sent before the lottery result command when the add-on lottery is won (see Figures 12 and 30). Therefore, if the add-on command has been received, it means that the add-on lottery has been won in this game round. In this case, the performance flag is set in step S4006, and this process ends. If the add-on command has not been received, this process ends as it is. Note that, when the display control device 81 receives an add-on command, the number of add-on coins indicated by the add-on command is stored in an add-on coins counter provided in the RAM of the display control device 81.

[0310] When the operation of all the stop switches 42 to 44 has been completed, the main control device 101 transmits an operation end command to the display control device 81.

[0311] When the display control device 81 receives the operation end command, it determines that the effect flag is set in step S3303 of the operation end command processing shown in FIG. 55, and proceeds to step S3304. In step S3304, the auxiliary display unit 65 displays the effect switch 67, and starts a press display to encourage the player to operate the effect switch 67. In the following step S3305, the first timer provided in the RAM of the display control device 81 is set to 1000. The value of the first timer is decremented by 1 in the timer interrupt processing. Since the timer interrupt processing is performed approximately every 10 msec, the value of the first timer becomes 0 after approximately 10 seconds. When the first timer is set to 1000, the operation end command processing is terminated.

[0312] In the start waiting process, as shown in the flowchart in FIG. 56, if the effect flag is set, an affirmative decision is made in step S3601 and press effect processing is performed in step S3602.

[0313] In the pressing effect process, as shown in the flowchart of Fig. 61, in step S4101, it is determined whether the effect switch 67 has been operated, and if the effect switch 67 has not been operated, the process waits as it is. If the effect switch 67 has been operated, the process proceeds to step S4102, where a result flag is set. Here, the result flag is a flag for starting a result display that notifies the number of added coins if the add-on lottery has been won, and notifies the fact that no added coins will be added if the add-on lottery has not been won.

[0314] FIG. 62 is a flowchart showing the result display process performed in the timer interrupt process of the display control device 81.

[0315] In step S4201, it is determined whether or not the result flag is set. If the result flag is set, in step S4202, the result flag is cleared, and in step S4203, the display flag is set. In step S4204, the display counter provided in the RAM of the display control device 81 is set to 0, and in step S4205, an image corresponding to the value of the display counter is displayed on the auxiliary display unit 65. Note that the ROM of the display control device 81 stores in advance result display image data to be executed when the additional lottery is won, and result display image data to be executed when the additional lottery is not won. The result display image data is composed of 201 pieces of image data associated with values ​​from 0 to 200, and in step S4205, result display image data corresponding to the lottery result of the additional lottery is obtained, and image data associated with 0 is displayed on the auxiliary display unit 65. If an image corresponding to the value of the display counter is displayed on the auxiliary display unit 65, this process ends.

[0316] If it is determined in step S4201 that the result flag is not set, the process proceeds to step S4206, where it is determined whether or not the displaying flag is set. If neither the result flag nor the displaying flag is set, this means that the result display is not being performed, and the process is terminated. On the other hand, if the displaying flag is set, this means that the result display is being performed, and therefore in step S4207, 1 is added to the display counter value, and in step S4208, an image corresponding to the display counter value is displayed on the auxiliary display unit 65. In step S4209, it is determined whether or not the display counter value has reached 200, and if the display counter value has not reached 200, this process is terminated. If the display counter value has reached 200, this means that the final image data of the result display image data has been displayed, that is, the result display has been performed to the end, and therefore in step S4210, the displaying flag is cleared, and in step S4211, a completion flag is set. In step S4212, a second timer provided in the RAM of the display control device 81 is set to 300. The value of the second timer is decremented by 1 during timer interrupt processing. Since timer interrupt processing is performed approximately every 10 msec, the value of the second timer becomes 0 after approximately 3 seconds. When the second timer is set to 300, the result display processing ends.

[0317] As described above, when the result flag is set in the pressing performance process, the result display process is started in the timer interrupt process about every 10 msec, and the result display is executed for about 2 seconds. When the result display is executed to the end, the final image data of the result display image data is continuously displayed on the auxiliary display unit 65 until the process moves to the menu process, the standby process, or the start command waiting process (see FIG. 56).

[0318] Returning to the explanation of the pressing performance process, in step S4103, it is determined whether the value of the first timer has become 0, and if the value of the first timer has not become 0, the process waits until the value of the first timer becomes 0. If the value of the first timer becomes 0, it means that about 10 seconds have passed since the start of the pressing display. In such a case, the process proceeds to step S4104, where it is determined whether the completion flag is set. If the completion flag is set, it means that the result display has been executed to the end, so the completion flag is cleared in step S4105, and the value of the second timer is set to 0 in step S4106, and this process ends. On the other hand, if it is determined in step S4104 that the completion flag is not set, it means that the result display is in the middle, so the process proceeds to step S4107, where the process waits until the value of the second timer becomes 0. To explain in more detail, in step S4107, the value of the display counter is 20, and the process waits until the value of the second timer becomes 0. When the value of the second timer becomes 0, the completion flag is cleared in step S4105, and the value of the second timer is set to 0 in step S4106, and this process ends.

[0319] Here, the flow after the push display is performed will be specifically described.

[0320] When the push display is performed, the push display is continued on the auxiliary display unit 65 until the effect switch 67 is operated. If the effect switch 67 is operated while the push display is being performed, the result display is started. It takes about 2 seconds to complete the result display.

[0321] Here, if the effect switch 67 is operated within about 8 seconds after the start of the push display, the result display can be executed to completion within about 10 seconds after the start of the push display. Therefore, in such a case, the completion flag is also set at the timing when the value of the first timer becomes 0, so the push effect process is immediately terminated and the process proceeds to step S3603 of the start waiting process. At this time, the value of the second timer is not referenced. In other words, if the effect switch 67 is operated within about 8 seconds after the start of the push display, the operation of the effect switch 67 to display the menu screen (hereinafter also referred to as the "menu start operation") becomes effective approximately 10 seconds after the start of the push display.

[0322] If the effect switch 67 is operated between about 8 and 10 seconds after the start of the push display, the timing will be about 10 seconds after the start of the push display in the middle of the result display. Therefore, in such a case, the completion flag is not set at the timing when the value of the first timer becomes 0, and the process proceeds to step S3603 of the start waiting process after the value of the second timer becomes 0. In other words, if the effect switch 67 is operated between about 8 and 10 seconds after the start of the push display, the menu start operation becomes effective 3 seconds after the result display is executed to the end, that is, about 5 seconds after the effect switch 67 is operated.

[0323] If the effect switch 67 is operated about 10 seconds or more after the start of the push display, the completion flag is not set when the value of the first timer becomes 0 (the result display has not started), so the result display is executed to completion and the process proceeds to step S3603 of the start waiting process after the value of the second timer becomes 0. In other words, if the effect switch 67 is operated about 10 seconds or more after the start of the push display, the menu start operation becomes effective 3 seconds after the result display is executed to completion, that is, about 5 seconds after the effect switch 67 is operated.

[0324] According to the present embodiment described above in detail, the following excellent effects are obtained.

[0325] In conventional slot machines, there are some that do not execute menu processing after a game in which an auxiliary effect such as the above-mentioned pressing effect is executed, i.e., the menu screen is not displayed even if the effect switch is operated. In such a configuration, if a player wants to display the menu screen, he or she must continue playing until a game occurs in which the pressing effect is not executed, which causes frustration for the player.

[0326] Therefore, in this embodiment, the menu process is executed even after the game in which the pressing effect is executed. By adopting such a configuration, it is possible to increase the opportunities for the player to display the menu screen at the timing desired by the player, and it is possible to improve the interest of the game.

[0327] When the push display is started, the menu start operation is valid when the value of the first timer reaches 0, or when the value of the second timer, not the first timer, reaches 0. With this configuration, it is possible to change the timing at which the menu start operation is valid according to the start timing of the result display, that is, the operation timing of the effect switch 67. As a result, it is possible to reduce the chances that the player will feel annoyed when the menu screen is not displayed even when the effect switch 67 is operated.

[0328] Certainly, the configuration in which the menu start operation is enabled after the game in which the pressing effect is executed can be configured to enable the menu start operation after a certain time, such as 3 seconds, has elapsed after the result display is executed to the end. However, in such a configuration, it is possible that the player may feel irritated by having to wait 3 seconds. In order to eliminate such concerns, it is also possible to configure the menu start operation to be enabled immediately after the result display is executed to the end, but in such a configuration, a new problem arises in that the menu screen may be displayed at a timing not intended by the player. This is because, when the result display is executed to the end, if the player operates the effect switch 67 again in hope of further development of the effect, such as a so-called reversal effect, the display content of the auxiliary display unit 65 will be switched from the pressing effect to the menu screen.

[0329] On the other hand, in the slot machine 10 in which the menu start operation is enabled based on the value of the first timer or the second timer, unless the effect switch 67 is operated at a timing of about 8 seconds after the start of the push display, a grace period can be provided between the end of the result display and the menu start operation being enabled. The existence of such a grace period makes it possible to reduce the chance of the menu screen being displayed at a timing not intended by the player. This may lead to the player's irritation that he or she has to wait for the grace period, but the length of the grace period changes depending on the operation timing of the effect switch 67. Therefore, it is possible to have the player operate the effect switch 67 while having a sense of curiosity, such as wondering if the menu start operation is already enabled this time. Therefore, it is possible to reduce the player's irritation.

[0330] As a result of the above, the slot machine 10 is able to effectively resolve the above-mentioned concerns, and it is possible to reduce the opportunities for players to become frustrated when the menu screen does not appear even when they operate the effect switch 67.

[0331] When the value of the first timer becomes 0, if a completion flag indicating that the result display has been completed is set, the menu start operation is enabled. With this configuration, it is possible to prevent the menu start operation from being enabled in the middle of the result display.

[0332] The value of the first timer is set to 1000. When the push display is started, it is generally assumed that the time required from when the player recognizes the push display to when he actually operates the effect switch 67 is within 5 seconds, even if he operates it while praying that the number of added coins will be notified. Since it takes about 2 seconds to execute the result display to the end, by setting the value of the first timer to 1000, it is possible to reduce the chance of the menu screen being displayed at a timing unintended by the player. In addition, in this configuration, if the effect switch 67 is operated before about 8 seconds have passed since the push display started, the menu start operation becomes effective after about 10 seconds have passed, so it is possible to reduce the chance of the delay between the push display and the result display while urging the player to operate the effect switch 67.

[0333] The second timer is configured to set the value to 300. If the result display has not been completed approximately 10 seconds after the start of the push display, it is possible that the player has not operated the effect switch 67 due to leaving the seat, etc. In such a case, the menu start operation is configured to become valid approximately 3 seconds after the result display has been completed, thereby reducing the chances of the menu screen being displayed at a timing unintended by the player.

[0334] Fifth embodiment

[0335] In the first embodiment, the notification mode is configured to end based on the net increase in number of coins, but the notification mode may be configured to end based on the number of games. Therefore, the following will explain such a configuration in detail. Note that the basic configuration is the same as the first embodiment, so only the differences will be explained below.

[0336] First, the process performed by main control device 101 will be described.

[0337] The process performed by the main control device 101 in the normal zone is the same as that in the first embodiment. Therefore, in the normal zone, if a player wins a certain combination in a three-coin game, the player wins the lottery for transition to the advantageous zone. For example, in the case of "setting 3," the player wins a certain combination with a probability of about 1.2, and loses with a probability of about 1 in 6.4. Therefore, the normal zone will end in about one game if three-coin games are played. Then, when the player transitions from the normal zone to the advantageous zone, the game starts from the chance mode, and the number of transition games is set to 700 (see FIG. 26).

[0338] In the chance mode, the processing performed by the main control device 101 differs from that in the first embodiment in the game section processing.

[0339] 63 is a flowchart showing the game section process in the chance mode. The game section process is a process carried out after the medal payout process is completed (step S214, see FIG. 11), and is carried out at the end of the game.

[0340] In step S4301, the end determination process described in the first embodiment is performed (see FIG. 29).

[0341] In step S4302, it is determined whether the current game zone is an advantageous zone or not. If it is determined that the current game zone is not an advantageous zone but a normal zone, it means that the advantageous zone end process has been performed in the end determination process of step S4301, so after transmitting the zone command in step S4311, this process is terminated.

[0342] If the current play zone is the favorable zone, the process proceeds to step S4303, and it is determined whether or not the current play is a 3-coin play. If it is a 3-coin play, the mode game number counter is incremented by 1 in step S4304, and it is determined whether or not the transition flag is set in step S4305. If the transition flag is set, this means that the transition lottery to the notification mode has been won, so the transition flag is cleared in step S4306, and the play mode flag stored in the zone information storage area 106d is changed to a notification flag in step S4308. In the following step S4309, the transition game number counter is set to 50, and in step S4310, the mode game number counter is set to 0. After that, in step S4311, a zone command is sent, and this process ends.

[0343] If it is determined in step S4305 that the transition flag is not set, this means that the transition lottery to the notification mode has not been won. In this case, the process proceeds to step S4307, and it is determined whether the value of the mode game number counter matches the value of the transition game number counter. If the value of the mode game number counter does not match the value of the transition game number counter, the process ends after sending a section command in step S4311. On the other hand, if the value of the mode game number counter matches the value of the transition game number counter, the game mode flag stored in the section information storage area 106d is changed to a notification flag in step S4308. In the following step S4309, the transition game number counter is set to 50, and in step S4310, the mode game number counter is set to 0. After that, the process ends after sending a section command in step S4311.

[0344] If it is determined in step S4303 that the current game is a two-coin game and not a three-coin game, then in step S4311, a section command is sent without updating the mode game number counter, and this process is terminated.

[0345] Next, the processing in the advantageous zone notification mode will be explained.

[0346] 64 is a flowchart showing the section lottery process in the notification mode. The section lottery process is a process (step S309, see FIG. 12) that is performed after the winning / losing judgment of the winning combination is completed in the lottery process, and is performed at the start of the game.

[0347] In step S4401, it is determined whether or not the current game is a 3-coin game. If it is a 3-coin game, the process proceeds to step S4402, where it is determined whether or not a rare combination has been won. If a rare combination has been won, the process proceeds to step S4403, where an additional lottery is performed to determine whether or not the value of the transition game number counter is increased. In the additional lottery, the win / loss determination is performed based on the set win flag and the random number obtained when the win / loss determination of the combination is performed. Incidentally, in the additional lottery, for example, in the case of setting 3, if the watermelon is won, there is about a 1 in 5 probability that the additional game number is won as 50, 100, or 300, and if the cherry is won, there is about a 1 in 3 probability that the additional game number is won as 50. In step S4404, it is determined whether or not the additional lottery has been won. If the additional lottery has been won, the process proceeds to step S4405, where a post-announcement lottery is performed to determine whether or not the number of additional games is to be announced in a game subsequent to the game in question. In the post-notification lottery, a win / loss determination is made based on the set winning flag and the random number obtained when determining whether the role is a win or a loss. If the post-notification lottery is not won, an add-on flag is set in step S4407, and an add-on command is sent in step S4408. Here, the add-on command is a command sent to the display control device 81 to make the display control device 81 know that the add-on lottery has been won and the number of add-on games to be added to the value of the shift game number counter. In step S4409, a value corresponding to the lottery result of the add-on lottery is added to the value of the shift game number counter. Then, this process ends. On the other hand, if the post-notification lottery is won, a post-notification command is sent in step S4410 without setting the add-on flag. Here, the post-notification command is a command sent to the display control device 81 to make the display control device 81 know that the post-notification lottery has been won and the number of add-on games to be added to the value of the shift game number counter. In step S4409, the value of the transition game number counter is added to a value corresponding to the result of the additional lottery. After that, this process ends. If the additional lottery is not won, this process ends. Also, if the current game is a two-coin game instead of a three-coin game, or if the rare combination is not won, this process ends without performing the additional lottery.

[0348] As described above, when the add-on lottery is won, an add-on command or a post-notification command is sent to the display control device 81. When the add-on flag is set and an add-on command is sent, the number of added games is notified in the pseudo game as described in the first embodiment above (see FIG. 31). When a post-notification command is sent without setting an add-on command, the number of added games is notified in the revival presentation described below. Note that when the pseudo game lottery is won in a situation where a post-notification command has been sent (see FIG. 16), the number of added games is notified in the revival presentation but in the pseudo game.

[0349] 65 is a flowchart showing the game section process in the notification mode. The game section process is a process carried out after the medal payout process is completed (step S214, see FIG. 11), and is carried out at the end of the game.

[0350] In step S4501, the end determination process described in the first embodiment is performed, and in step S4502, it is determined whether the current game zone is an advantageous zone or not. If it is determined that the current game zone is not an advantageous zone but a normal zone, this means that the advantageous zone end process has been performed in the end determination process of step S4501, and then the process is terminated after sending a zone command in step S4508.

[0351] If the current game zone is an advantageous zone, in step S4503, 1 is added to the value of the mode game number counter, and in step S4504, it is determined whether the value of the mode game number counter matches the value of the transition game number counter. If the value of the mode game number counter matches the value of the transition game number counter, advantageous zone end processing shown in steps S4505 to S4507 is performed, and a zone command is sent in step S4508, and this processing is terminated. In the advantageous zone end processing, in step S4505, the game zone flag stored in the zone information storage area 106d is changed to a normal flag, and in step S4506, the zone indicator 66 is turned off. In step S4507, an initialization processing is performed in response to the end of the advantageous zone. In the initialization processing, a process is performed to initialize information related to the instruction function stored in the zone information storage area 106d (for example, the zone game number counter value, etc.).

[0352] If it is determined in step S4504 that the value of the mode game number counter does not match the value of the transition game number counter, the process proceeds to step S4509, where it is determined whether or not the completion flag is set. If the completion flag is not set, it is determined in step S4510 whether or not the remaining number of games in the notification mode is greater than 50. The remaining number of games in the notification mode is derived by subtracting the value of the mode game number counter from the value of the transition game number counter. If the remaining number of games in the notification mode is greater than 50, the process proceeds to step S4511, where it is determined whether or not the value of the difference number counter is greater than 2200. If the remaining number of games in the notification mode is greater than 50 and the value of the difference number counter is greater than 2200, the completion flag is set in step S4512, and the transition game number counter is set to 1500 in step S4513. When 1500 games have been played in the advantageous zone, or when the difference number in the advantageous zone has reached 2400, the advantageous zone ends regardless of the game mode at that time. Therefore, if the shift game number counter is set to 1500 when the value of the difference number counter is greater than 2200, the advantageous zone and the notification mode will end when the difference number in the advantageous zone reaches 2400. In step S4514, a completion command indicating that the end has been confirmed when the difference number is 2400 is transmitted to the display control device 81. Thereafter, in step S4508, a zone command is transmitted, and this process ends.

[0353] If it is determined in step S4509 that the completion flag is set, if it is determined in step S4510 that the number of remaining games in the notification mode is 50 or less, or if it is determined in step S4511 that the value of the difference number counter is 2200 or less, then this processing is terminated after sending an interval command in step S4508.

[0354] In this embodiment, the display performance in the auxiliary display unit 65 when going from the notification mode (advantageous zone) through the normal zone to the chance mode (advantageous zone) is characterized. Therefore, in the following, various processes performed by the display control device 81 will be explained in accordance with the flow of the game.

[0355] The process performed by the display control device 81 when the chance mode is changed to the notification mode will be described.

[0356] 66 is a flowchart showing the section command processing in the notification mode. The section command processing is started when a section command transmitted from the main control device 101 is received, and is started after the game ends.

[0357] In step S4601, it is determined whether the current game was a transition game to the notification mode. The RAM of the display control device 81 is provided with a game section storage area for storing information on the game section indicated by the section command. The game section storage area is composed of a first area for storing information indicated by the section command received in the current game, and a second area for storing information indicated by the section command received in the previous game. In step S4601, if information indicating the chance mode is stored in the second area and information indicating the notification mode is stored in the first area, it is determined that the current game was a transition game to the notification mode. In step S4602, a start flag is set. In step S4603, a display game number counter provided in the RAM of the display control device 81 is set to 50, and in step S4604, a post-notification game number counter provided in the RAM of the display control device 81 is set to 0. Thereafter, in step S4605, a transition notification process is performed, and this process is terminated. By performing the transition notification process, the auxiliary display unit 65 displays, as shown in Figure 73 (a), that the notification mode will start from the next game and that the number of games that can be played in the notification mode is 50 games.

[0358] 67 is a flowchart showing start command processing in the notification mode. When the main control device 101 determines that a start command has been generated (step S206, see FIG. 11), it transmits a start command to the display control device 81. The start command processing is a process that is started when a start command transmitted from the main control device 101 is received, and is started at the start of a game.

[0359] In step S4701, it is determined whether or not the start flag is set. If the start flag is set, this means that the current game is the first game in the notification mode. Therefore, in step S4702, the start flag is cleared, and in step S4703, the value of the displayed game number counter is displayed on the auxiliary display unit 65, and this process ends. By performing this process, as shown in FIG. 73(b), the auxiliary display unit 65 displays the young man character walking along the road and that the number of games remaining in the notification mode is 50. Although a detailed description is omitted, the control of notifying the operation order when the push order bell is won is performed in the lottery result command process that is started when the lottery result command is received (step S310, see FIG. 12).

[0360] Next, a process performed by the display control device 81 when a completion command is not received in the announcement mode will be described.

[0361] In the section command process that is started after the end of a game, as shown in the flowchart of Fig. 66, if it is determined in step S4601 that the current game is not a transition game to the announcement mode, the process proceeds to step S4606 to determine whether or not a finish command has been received. If a finish command has not been received, in step S4610, 1 is subtracted from the value of the displayed game number counter, and in step S4611, it is determined whether or not the value of the displayed game number counter has become 1. If the value of the displayed game number counter is not 1, in step S4613, it is determined whether or not the value of the displayed game number counter has become 0, and if the value of the displayed game number counter is not 0, this process is terminated.

[0362] If it is determined in step S4611 that the value of the displayed game number counter has reached 1, this means that the next game will be the final game in the announcement mode, at least in terms of the remaining number of games displayed in the auxiliary display unit 65. In this case, an end flag is set in step S4612, and this process ends.

[0363] Also, when it is determined in step S4613 that the value of the display game number counter has become 0, this means that the player has won the subsequent notification lottery in any of the games until the value of the display game number counter has become 0. This is because when the final game in the notification mode ends, the main control device 101 transmits a section command indicating that it is a normal section, not a section command indicating that it is in the notification mode (see FIG. 65). In such a case, a revival flag is set in step S4614, and the value of the subsequent notification game number counter is set in the display game number counter in step S4615. Note that, when a subsequent notification command indicating that the player has won the subsequent notification lottery is received, the additional number of games indicated by the subsequent notification command is added to the subsequent notification game number counter. Thereafter, the subsequent notification game number counter is set to 0 in step S4616, and this process is terminated.

[0364] In the start command process that is started at the start of a game, as shown in the flowchart of FIG. 67, if it is determined in step S4701 that the start flag is not set, it is determined in step S4704 whether or not the end flag is set. If the end flag is not set, the process proceeds to step S4707, where it is determined whether or not the revival flag is set. If the revival flag is not set, the process proceeds to step S4710, where it is determined whether or not the ending flag is set. If the ending flag is not set, the process performs a process of displaying the value of the displayed game number counter on the auxiliary display unit 65 in step S4712, and ends this process. By performing this process, the auxiliary display unit 65 displays the remaining number of games by subtracting one each time a game is played.

[0365] When it is determined in step S4704 that the end flag is set, this means that the current game will be the final game of the notification mode, at least in terms of the remaining number of games displayed on the auxiliary display unit 65. In this case, the end flag is cleared in step S4705, and a process of displaying an end screen on the auxiliary display unit 65 is performed in step S4706, and this process is terminated. By performing this process, the auxiliary display unit 65 displays, as shown in FIG. 73(c), that the notification mode has ended, and the number of medals acquired at the present time (for example, 800 medals), that is, the difference in number of medals at the end of the previous game. Note that the lottery result command is received after the start command is received, but when a lottery result command indicating that the push order bell has been won is received, in addition to displaying the end screen, the auxiliary display unit 65 displays the operation sequence that can establish the bell win. For example, when a lottery result command is received indicating that the center left and right bells have been won, as shown in Figure 73(d), the notification mode will end, and in addition to the current number of medals won, the operation sequence "213" will be displayed on the auxiliary display unit 65.

[0366] If it is determined in step S4707 that the revival flag is set, it means that the subsequent notification lottery has been won, that is, there is an unannounced number of additional games. In this case, the revival flag is cleared in step S4708, and the revival performance process is performed in step S4709, and this process ends. By performing the revival performance process, as shown in Fig. 73(e), the auxiliary display unit 65 displays that the notification mode will continue and that the number of additional games won in the subsequent notification lottery (for example, 50 games), and then displays the normal screen in the notification mode shown in Fig. 73(b).

[0367] As described above, if a finish command is not received in the notification mode, the end screen is displayed at the start of a game in which the number of remaining games on the auxiliary display unit 65 reaches 0. If the player wins the post-notification lottery, a revival effect is performed at the start of the next game after the end screen is displayed to notify the player that the notification mode will continue.

[0368] Next, a process performed by the display control device 81 when a completion command is received in the notification mode will be described.

[0369] In the section command process that is started after the end of a game, as shown in the flowchart of FIG. 66, if it is determined in step S4601 that the current game is not a transition game to the announcement mode, the process proceeds to step S4606, where it is determined whether or not a finish command has been received. If a finish command has been received, this means that it has been confirmed that the game will end with a difference of 2400 coins. In such a case, an ending flag is set in step S4607, and the displayed game number counter is set to 1500 in step S4608. Thereafter, an ending announcement process is performed in step S4609, and this process ends. By performing the ending announcement process, it is displayed on the auxiliary display unit 65 that the ending video will start from the next game.

[0370] In the section command processing for the game after the completion command is received, in step S4610, 1 is subtracted from the value of the display game number counter, and in step S4611, it is determined whether the value of the display game number counter has become 1. As described above, in the section command processing when the completion command is received, the display game number counter is set to 1500 in step S4608. For this reason, in the section command processing for the game after the completion command is received, it is determined in step S4611 that the value of the display game number counter has not become 1. For the same reason, in step S4613 proceeding from step S4611, it is also determined that the value of the display game number counter has not become 0, and this processing is terminated.

[0371] In the start command process that is activated when the game starts, as shown in the flowchart in Figure 67, it is determined in step S4710 whether or not the ending flag is set. If the ending flag is set, the process ends after performing the ending execution process in step S4711. In the ending execution process, a process is executed to display a predetermined ending video on the auxiliary display unit 65.

[0372] As described above, when it is determined that the notification mode will end due to a difference of 2400 coins, a predetermined ending video is displayed on the auxiliary display unit 65 from the next game until the notification mode and the advantageous zone end.

[0373] The process performed by the display control device 81 when the mode is changed from the notification mode to the normal mode will be described.

[0374] In the section command process that is started after the end of the game, as shown in the flowchart of FIG. 68, in step S4801, it is determined whether or not the current game was a transition game to the normal section. More specifically, it is determined whether or not information indicating the notification mode is stored in the second area of ​​the game section storage area and information indicating the normal section is stored in the first area. If the current game was a transition game to the normal section, the process proceeds to step S4802, and the continued game number counter provided in the RAM of the display control device 81 is set to 1. Then, this process is terminated. If the current game was not a transition game to the normal section, in step S4803, the value of the continued game number counter is added by 1, and this process is terminated.

[0375] In the start command process that is started at the start of the game, as shown in the flowchart of FIG. 69, in step S4901, it is determined whether or not the ending flag is set. If the ending flag is set, it means that a predetermined ending video has been displayed in the notification mode. In such a case, in step S4902, the ending flag is cleared, and in step S4903, a process is performed to display an ending screen on the auxiliary display unit 65. Thereafter, in step S4904, the continuation flag is set, and this process is terminated. By performing the above process, the auxiliary display unit 65 displays the fact that the notification mode has ended and the number of medals acquired at the time the notification mode ended.

[0376] If it is determined in step S4901 that the ending flag is not set, the process proceeds to step S4905, where it is determined whether or not the continuation flag is set. If the continuation flag is not set, the process proceeds to step S4907 after setting the continuation flag in step S4906, and if the continuation flag is set, the process proceeds directly to step S4907. In step S4907, a process is performed to continue displaying the ending screen. After that, this process is terminated. Note that in step S4907, the process of changing and displaying the number of medals acquired is not performed.

[0377] As described above, when the notification mode ends due to the difference in number of coins being 2400, the end screen of the notification mode is displayed on the auxiliary display unit 65 from the first game of the normal section until the end of the normal section. When the notification mode ends due to the consumption of the number of transition games, the end screen of the notification mode is displayed on the auxiliary display unit 65 from the final game of the notification mode until t...

Claims

1. A plurality of cyclic display means for cyclically displaying a plurality of types of patterns; Start operation means operated to start the cyclic display of the patterns; Setting information storage means for storing setting information; Lottery means for performing a lottery of roles with a winning probability according to the setting information stored in the setting information storage means; A plurality of stop operation means operated to individually stop the cyclic display of the patterns; Privilege granting means for granting a privilege to a player when a winning pattern corresponding to a winning role in the role lottery forms a predetermined combination and stops at an effective position In a gaming machine provided with: A normal section in which an instruction function for notifying an operation method for establishing a predetermined winning when the lottery result of the role becomes a predetermined result does not operate, and an advantageous section in which the instruction function can operate when the lottery result of the role becomes the predetermined result, are provided, Advantageous section end means for ending the advantageous section and shifting to the normal section when the difference number of sheets in the advantageous section reaches a predetermined upper limit number of sheets; When the difference number of sheets in the advantageous section reaches a first number of sheets less than the upper limit number of sheets, and when the lottery result of the role becomes the predetermined result, the instruction function operates, and a specific transition means for shifting to a specific advantageous mode that continues until the advantageous section end means ends the advantageous section; Effect execution means for executing an effect suggesting the setting information in the specific advantageous mode; Execution processing means for performing processing related to the execution of the setting suggestion effect is provided, A gaming machine characterized in that the processing of the execution processing means changes before a specific condition is satisfied and after the specific condition is satisfied.

2. When the specific advantageous mode ends before the specific condition is satisfied, the execution processing means performs processing for executing the setting suggestion effect before the next game round starts, and when the specific advantageous mode ends after the specific condition is satisfied, the execution processing means does not perform processing for executing the setting suggestion effect. The gaming machine according to claim 1, characterized in that.

3. When the lottery result of the role becomes a specific result in the specific advantageous mode, the execution processing means performs processing for executing the setting suggestion effect in the game round in which the lottery result of the role becomes the specific result if it is before the specific condition is satisfied. The gaming machine according to claim 2, characterized in that.

4. The gaming machine according to claim 3, wherein when the lottery result of the role in the specific advantageous mode is the specific result, the execution processing means does not perform processing for executing the setting suggestion effect if it is after the specific condition is satisfied.

5. The gaming machine according to claim 4, characterized in that the specific condition can be satisfied based on the operation method of the plurality of stop operation means in the specific advantageous mode.