Game machine

JP2025061841A5Pending Publication Date: 2025-05-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2025011465
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-27
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

Existing gaming machines lack optimization for game progression, leading to suboptimal player engagement and experience.

Method used

The implementation of multiple circumferential bodies with various images, a display unit for visualizing images, start and stop operation means, a drive control mechanism, betting and lottery systems, and a storage and settlement mechanism, allowing for dynamic game value management and notification mode switching.

Benefits of technology

This configuration enhances game progression by optimizing player engagement through dynamic image display, controlled game operations, and efficient bonus awarding mechanisms.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can make a game progress preferable.SOLUTION: A slot machine 10 starts rotation of each reel 32L, 32M, 32R on the basis of an operation of a start lever 41 after a bet operation. Operations of stop switches 42-44 then stop respective reels, a stop symbol combination according to a lottery result is stopped, and a put-out of medals is carried out. When the bet operation is carried out, a bet process performance is executed on a bet display 34, and a bet corresponding performance which displays a bet number set on the basis of the bet operation is carried out. When the start lever 41 is operated in a situation in which the bet corresponding performance is executed, restriction processing of the bet corresponding performance is carried out.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

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

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

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

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

[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine that makes it possible to optimize the progress of a game. [Means for solving the problem]

[0007] The present invention relates to A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for performing a start operation for starting the rotation of each of the rotating bodies; A stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a bet operation means for performing a bet operation for setting the game value as a bet amount for a game; a bet amount setting means for setting a bet amount for a game based on the bet amount operation; a lottery means for holding a lottery to award a bonus to a player according to the bet amount set by the bet amount setting means, based on an operation of the start operation means; a granting means for granting a benefit corresponding to a result of the lottery by the lottery means as a game value; A storage means capable of storing the game value awarded by the awarding means; a settlement operation means for performing a settlement operation of the game value stored in the storage means; A means for switching the notification mode of the specific notification means from the first notification mode to the second notification mode when the bet number operation is performed; Equipped with The present invention is characterized in that, during settlement of the gaming value based on the settlement operation, the notification mode of the specific notification means can be switched from the first notification mode to the second notification mode. Effect of the Invention

[0008] According to the present invention, it is possible to optimize the progress of a game. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Diagram 2]1 is an oblique view of the slot machine with the front door closed. [Diagram 3] 1 is an oblique view of the slot machine with the front door open. [Figure 4] FIG. [Diagram 5] FIG. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 8] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 9] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 10] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 11] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 12] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 13] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 14] FIG. 13 is a diagram for explaining an example of a winning mode. [Figure 15] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 16] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 17] 13 is a flowchart showing timer interrupt processing by the main control device. [Figure 18] 4 is a flowchart showing normal processing by the main control device. [Figure 19] 13 is a flowchart showing a lottery process. [Figure 20] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Figure 21] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 22]13 is a flowchart showing a reel control process. [Figure 23] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Figure 24] 13 is a flowchart showing bonus state processing. [Diagram 25] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Figure 26] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Figure 27] 13 is a flowchart showing a lottery result handling process. [Figure 28] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Figure 29] 13 is a flowchart showing the AT lottery processing. [Diagram 30] 13 is a flowchart showing the normal AT mode lottery processing. [Diagram 31] A flowchart showing the AT mode lottery processing for CZ. [Diagram 32] 13 is a flowchart showing a process for setting a precursor mode. [Diagram 33] FIG. 13 is a diagram showing an example of various transition lottery tables. [Diagram 34] A figure showing an example of an AT mode transition lottery table for CZ. [Diagram 35] FIG. 13 is a diagram showing an example of an immediate notification lottery table. [Diagram 36] A figure showing an example of a CZ mode game number table and a premonition effect game number table. [Figure 37] 13 is a flowchart showing the AT addition processing. [Figure 38] A figure showing an example of an add-on lottery table. [Figure 39] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Diagram 40] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Diagram 41] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Diagram 42] 13 is a flowchart showing the process for notifying the order of pressing. [Diagram 43] 13 is a flowchart showing a winning result response process. [Diagram 44] 13 is a flowchart showing a first number-of-games management process. [Diagram 45] 13 is a flowchart showing a second game count management process. [Figure 46] 13 is a flowchart showing a first section display process. [Figure 47] A flowchart showing processing for advantageous zone transition games. [Figure 48] 13 is a flowchart showing a second section display process. [Figure 49] FIG. 13 is a diagram for explaining an overview of transition relationships between display modes. [Figure 50] A diagram to explain the relationship between the start game and end game of the advantageous zone and the display of the zone indicator. [Figure 51] 13 is a flowchart showing a performance setting process by a sub-side display control device. [Figure 52] 13 is a flowchart showing a start-up performance setting process. [Figure 53] 13 is a flowchart showing a process for setting effects when all stops are performed. [Figure 54] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 55] 11A to 11C are diagrams illustrating an example of a display presentation by an auxiliary display unit. [Figure 56] 13 is a diagram for explaining an overview of the game status display section and the bet display section. FIG. [Figure 57] 13 is a flowchart showing a BET process. [Figure 58] 13 is a flowchart showing a process for setting replay. [Figure 59] 13 is a flowchart showing a medal insertion response process. [Figure 60] 13 is a flowchart showing a first operation response process. [Figure 61]13 is a flowchart showing a second operation response process. [Figure 62] 13 is a flowchart showing processing for a game status display unit. [Figure 63] 13 is a flowchart showing a bet time effect setting process. [Figure 64] 13 is a flowchart showing a single bet effect setting process. [Figure 65] 13 is a flowchart showing consecutive bet effect setting processing. [Figure 66] 13 is a flowchart showing a bet effect setting process for a re-play state. [Figure 67] 13 is a flowchart showing a normal re-play bet effect setting process. [Figure 68] 13 is a flowchart showing a specific re-play bet effect setting process. [Figure 69] 13 is a timing chart for explaining how the pseudo bet effects are restricted. [Figure 70] 13 is a timing chart for explaining how the pseudo bet effects are restricted. [Figure 71] 13 is a flowchart showing a standby state setting process. [Figure 72] 13 is a flowchart showing a standby process. [Figure 73] 11 is a timing chart for explaining a provisional standby state and a standby state. [Figure 74] 13 is a timing chart for explaining how the pseudo bet effects are restricted in the first modified example. [Figure 75] 13 is a flowchart showing a specific re-play bet effect setting process. [Figure 76] 13 is a flowchart showing a specific re-play bet effect setting process. [Figure 77] 13 is a flowchart showing a specific re-play bet effect setting process. [Figure 78] 13 is a timing chart for explaining the relationship between the start-time effects and the pseudo-bet effects in Modification 2. [Figure 79]13 is a flowchart showing a specific re-play bet effect setting process. [Figure 80] 13 is a flowchart showing a specific re-play bet effect setting process. [Figure 81] A flowchart showing the setting process for the push order notification effects. [Figure 82] 13 is a flowchart showing a specific re-play bet effect setting process in Modification 3. [Figure 83] 13 is a timing chart for explaining the relationship between the pseudo bet effect and the freeze effect. [Figure 84] 13 is a flowchart showing a freeze lottery process. [Figure 85] 13 is a timing chart for explaining pseudo bet presentations according to types of bet number operations in the fourth modification example. [Figure 86] 13 is a flowchart showing a specific re-play bet effect setting process. [Figure 87] 13 is a flowchart showing a standby state setting process in Modification 5. [Figure 88] 13 is a flowchart showing a standby process. [Figure 89] 11 is a timing chart for explaining a provisional standby state and a standby state. [Figure 90] 23 is a flowchart showing a medal return process in Modification 6. [Figure 91] 13 is a flowchart showing a process of producing a performance when returning a vehicle. [Figure 92] 11 is a timing chart for explaining the relationship between credit settlement and pseudo bet effects. [Figure 93] 23 is a flowchart showing a specific re-play bet effect setting process in Modification Example 7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and the rotational position of the stepping motor, i.e., the rotational position of the reel, is controlled by this excitation pulse. In addition, the reel unit 31 is provided with a reel index sensor for each of the reels 32L, 32M, and 32R for detecting that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.

[0017] On the outer circumferential surface of each of the reels 32L, 32M, and 32R, a plurality of symbols are drawn in the long side direction (rotation direction) as identification information. More specifically, 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 25 excitation pulses (=500 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 the predetermined symbols at the positions visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after the detection signal of the reel index sensor is input.

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

[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 6, 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.

[0020] There are ten types of symbols: "bell" symbol (e.g., the first on the left reel 32L), "replay" symbol (e.g., the zeroth on the left reel 32L), "red 7" symbol (e.g., the fourteenth on the left reel 32L), "watermelon" symbol (e.g., the second on the left reel 32L), "cherry" symbol (e.g., the eighth on the left reel 32L), "bar" symbol (e.g., the ninth on the left reel 32L), "white 7" symbol (e.g., the third on the left reel 32L), "youth" symbol (e.g., the eighteenth on the left reel 32L), "red shell" symbol (e.g., the fourth on the left reel 32L), and "white shell" symbol (e.g., the nineteenth 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.

[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3×3=9 symbols are visible through the display windows 26L, 26M, and 26R.

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

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

[0024] In the slot machine 10, among the above-mentioned lines L1 to L6, the bent line L6 is set as the activated line. More specifically, in the slot machine 10, there are cases where the game is started by betting three medals and cases where the game is started by betting two medals. When the game is started by betting three medals or two medals, only the bent line L6 is set as the activated line, and the other lines L1 to L5 are not set as the activated lines. In the following description, the bent line L6 may be referred to as the activated line ML. In addition, hereinafter, a game started by betting three medals is also referred to as a 3-bet game, a game started by betting two medals is also referred to as a 2-bet game, and a game started by betting one medal is also referred to as a 1-bet game. In this embodiment, a 1-bet game is not set.

[0025] 8 to 10 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are obtained.

[0026] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.

[0027] When the "Replay" symbols on the left reel 32L, the middle reel 32M, and the right reel 32R stop on the active line ML, the first small win is won. When the first small win is won, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0028] As shown in Fig. 11(a), when the symbol corresponding to the first small win stops on the pay line ML, the "bell" symbols stop in a line L4 sloping to the right. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.

[0029] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the second small win is won. When the second small win is won, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0030] As shown in Fig. 11(b), when the symbol corresponding to the second small win stops on the pay line ML, the "bell" symbols stop in line on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the first small win has been achieved because of the difference in the line on which the "bell" symbols are aligned.

[0031] When the "bell" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML, the third small win is won. When the third small win is won, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0032] As shown in Fig. 11(c), when the symbol corresponding to the third small win stops on the pay line ML, the "bell" symbols stop in line on the middle line L2. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the first and second small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.

[0033] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML, the 4th small win is achieved. When the 4th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0034] As shown in Fig. 11(d), when the symbol corresponding to the 4th small win stops on the pay line ML, the "bell" symbols stop in line L5. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the 1st to 3rd small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.

[0035] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 5th minor win is achieved. When the 5th minor win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0036] As shown in Fig. 11(e), when the symbol corresponding to the 5th small win stops on the pay line ML, the "bell" symbols stop in line with the lower line L3. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the 1st to 4th small wins has been achieved because of the difference in the line on which the "bell" symbols are aligned.

[0037] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0038] As shown in Fig. 11(f), when the symbol corresponding to the 6th small win stops on the activated line ML, the "bell" symbols stop (in a small mountain shape) on the bottom of the left reel 32L, the middle of the middle reel 32M, and the bottom of the right reel 32R. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved, and can also understand that a small win different from the 1st to 5th small wins has been achieved due to the difference in the stopping position of the "bell" symbols.

[0039] When the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, the 7th small prize is won. When the 7th small prize is won, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0040] As shown in Fig. 12(a), when the symbol corresponding to the seventh minor win stops on the pay line ML, the "watermelon" symbols stop in a line L4 that slopes downward to the right. Therefore, the player can easily understand that the minor win corresponding to the watermelon has been achieved.

[0041] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in a 3-bet game, and 3 medals are paid out in a 2-bet game.

[0042] As shown in Fig. 12(b), when the symbol corresponding to the 8th minor win stops on the pay line ML, the "watermelon" symbols stop in line with the upper line L1. Therefore, the player can easily understand that the minor win corresponding to the watermelon has been achieved, and can also understand that a minor win different from the 7th minor win has been achieved because of the difference in the line on which the "watermelon" symbols are aligned.

[0043] The 9th to 32nd small prizes are mainly awarded when the 1st to 6th small prizes are missed, so to speak. When the 9th to 32nd small prizes are awarded, one medal is paid out in a 3-bet game, and one medal is paid out in a 2-bet game. For the 9th to 32nd minor symbols, a winning combination is made when the following symbols stop on the active line ML: "Replay", "Red 7", "BAR", "Red Shell", "White Shell", "Youth" or "Bell" on the left reel 32L, "White 7", "Cherry", "Red Shell", "Youth", "Red 7", "Watermelon", "Replay", "BAR", "Bell" or "White Shell" on the middle reel 32M, and "Red 7", "White 7", "White Shell", "Youth", "Watermelon", "Red Shell", "BAR" or "Replay" on the right reel 32R. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small prize winnings are all set so that the "bell" symbols do not all stop aligned on a straight line (L1 to L5), making it easy to understand that the small prize winning corresponding to the bell has not been achieved.

[0044] Incidentally, in the configuration where medals are paid out based on the above-mentioned 1st small prize winning to 32nd small prize winning, the paid out small prize is a kind of privilege given according to the result of the game. In this specification, the paid out medals may also be called "out balls", and the ratio of the number of paid out medals (out balls) to the number of inserted (bet) medals may also be called "out ball rate".

[0045] The winning combinations that can be awarded with the replay privilege, which allows a player to play the next game without inserting a medal, are the 1st replay winning combination to the 12th replay winning combination. As shown in FIG. 10, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.

[0046] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7", "white 7", "white clam" or "young man" symbols on the right reel 32R stop on the pay line ML. As shown in FIG. 12(c), when the symbols corresponding to the first replay win stop on the pay line ML, the "replay" symbols stop in unison on the center line L2. Therefore, the player can easily understand that the replay win corresponding to the replay has been achieved.

[0047] The second replay is won when the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "BAR" or "cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay win stops on the active line ML, as shown in FIG. 14(a), the "BAR" symbols stop in a line on the right-upward line L5, or as shown in FIG. 14(b), the "red 7" symbol, the "red 7" symbol, and the "BAR" symbol stop on the right-upward line L5 in order from the left. When the second replay win is won, the game state does not change, but a transition to a notification mode that is advantageous to the player occurs, and the first AT state as a so-called pseudo bonus begins.

[0048] The third replay is won when the "bell" symbol, "red shell" symbol or "young man" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bell" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the third replay win stops on the active line ML, as shown in FIG. 14(c), the "white 7" symbol stops aligned on the lower line L3, or as shown in FIG. 14(d), the "red 7" symbol stops aligned on the downward right line L4. When the third replay win is won, the game state does not change, but a transition to a notification mode that is advantageous to the player occurs, and the second AT state as a so-called pseudo bonus begins.

[0049] The fourth and fifth replays are adjustment replays in the case where multiple replays overlap and result in a win.

[0050] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbols on the right reel 32R stop on the active line ML. As shown in FIG. 12(d), when the symbols corresponding to the sixth replay win stop on the active line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop mode where the so-called "upper row watermelon tenpai is not completed". In addition, when the symbol corresponding to the 6th replay win stops on the activated line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon miss.

[0051] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 12(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop mode where the upper row watermelon tenpai is not completed. In addition, when the symbol corresponding to the seventh replay win stops on the activated line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon miss.

[0052] The 8th replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the pay line ML. As shown in FIG. 13(a), when the symbol corresponding to the 8th replay win stops on the pay line ML, the "watermelon" symbols stop in a line on the center line L2.

[0053] In the 9th replay, a win is achieved when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the pay line ML. As shown in FIG. 13(b), when the symbol corresponding to the 9th replay win stops on the pay line ML, the "replay" symbol stops on the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop on the middle row of the right reel 32R (the "bell" symbol stops on the middle row of the right reel 32R), resulting in a stop mode where the so-called middle row replay tenpai is not completed.

[0054] In the 10th replay, a win is established when the "BAR" symbol on the left reel 32L, the "white 7" symbol, the "BAR" symbol, the "cherry" symbol, the "red shell" symbol, or the "young man" symbol on the center reel 32M, and the "red 7" symbol, the "white 7" symbol, the "BAR" symbol, the "cherry" symbol, the "white shell" symbol, or the "young man" symbol on the right reel 32R stop on the active line ML. In the 12th replay, a win is established when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell" symbol, the "watermelon" symbol, or the "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to the 10th replay or 12th replay win stops on the pay line ML, a "cherry" symbol stops on the lower row of the left reel 32L. If the 10th replay or 12th replay is won, when a stop operation is performed aiming for a "cherry" symbol on the right reel 32R, the "cherry" symbol stops on the upper row in the case of the 10th replay win, and the "cherry" symbol stops on the middle or lower row in the case of the 12th replay win, so it is possible to distinguish between the 10th replay win and the 12th replay win. The 11th replay wins when the 10th replay or the 12th replay cannot be won, that is, when there is a possibility of a miss.

[0055] The state transition winnings which only result in a transition of the game state include the 1st BB winning and the 2nd BB winning.

[0056] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "cherry" symbol on the right reel 32R stop on the pay line ML, the 1st BB win is achieved. When the 1st BB win is achieved, the game state transitions to the 1st BB state. As shown in FIG. 13(e), when the symbol corresponding to the 1st BB win stops on the pay line ML, the "white 7" symbols stop in a line on the middle line L2.

[0057] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the pay line ML, the second BB win is achieved. When the second BB win is achieved, the game state transitions to the second BB state. As shown in FIG. 13(f), when the symbols corresponding to the second BB win stop on the pay line ML, the "white 7" symbol stops in the middle row of the left reel 32L and the middle row of the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.

[0058] 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.

[0059] Button-like stop switches 42-44 that are operated to individually stop each of the spinning reels 32L, 32M, 32R are provided on the right side of the start lever 41. Each of the stop switches 42-44 is disposed directly below the display windows 26L, 26M, 26R that correspond to the reels 32L, 32M, 32R to be stopped.

[0060] The stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to a main control device 101, which will be described later. The main control device 101 then determines that the stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when the stop switches 42-44 are not operated, the stop detection sensors 42a-44a output a detection signal of a LOW signal, and when the stop switches 42-44 are operated, the detection signal switches from a LOW signal to a HI signal. The main control device 101 determines that the stop switches 42-44 have been operated by determining this signal switch. When the main control device 101 determines that the stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.

[0061] That is, when the left stop switch 42 is operated, the left reel 32L stops spinning, when the center stop switch 43 is operated, the center reel 32M stops spinning, and when the right stop switch 44 is operated, the right reel 32R stops spinning. The stop switches 42 to 44 constitute 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] A first credit insertion switch 56 is provided on the lower left side of the display windows 26L, 26M, and 26R for inserting a predetermined specific number of credited virtual medals as game media at one time out of the specified number of medals for the game. The specific number is set according to the progress of the game. For example, when the specified number of medals for the game is set to 3 and the specific number is set to 3, when the first credit insertion switch 56 is operated, three virtual medals are inserted on the condition that there are credits, when the specified number is set to 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, two virtual medals are inserted on the condition that there are credits, when the specified number is set to 3 or 2 and the specific number is set to 3, when the first credit insertion switch 56 is operated, three virtual medals are inserted on the condition that there are credits, and when the specified number is set to 3 or 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, two virtual medals are inserted on the condition that there are credits. When the first credit insertion switch 56 is operated, if there is not a specific number of credits, virtual medals are inserted in an amount equal to the credits. For example, if the specific number is set to 3 and there are 2 credits, 2 virtual medals are inserted.

[0067] Also, a second credit input switch 57 is provided to the left of the first credit input switch 56. The second credit input switch 57 is for inserting two virtual medals. The credit input switches 56, 57, together with the medal input slot 45, constitute an input means for inputting game media. Also, while the medal input slot 45 involves the action of the player directly inserting medals, the credit input switches 56, 57 only involve the action of inserting virtual medals based on the stored memory. Considering this, it can be said that they constitute indirect input means for indirectly inputting game media. Note that, in this slot machine 10, a credit input switch is not provided since one virtual medal is inserted.

[0068] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that the player will normally proceed with the game by operating the first credit insertion switch 56. In other words, it is expected that the player will normally insert a specific number of coins out of the specified number to play the game.

[0069] The first credit insertion switch 56 is provided with a first credit insertion detection sensor 56a for detecting that the first credit insertion switch 56 has been operated, and the second credit insertion switch 57 is provided with a second credit insertion detection sensor 57a for detecting that the second credit insertion switch 57 has been operated, and the operation of each of the credit insertion switches 56, 57 is detected by each of these credit insertion detection sensors 56a, 57a (see FIG. 15). The first credit insertion switch 56 also has a first credit lamp 56b built in. The first credit lamp 56b is configured to be switchable between a lighted state and an unlighted state, and turning the first credit lamp 56b into a lighted state prompts the operation of the first credit insertion switch 56. Instead of or in addition to the configuration in which the first credit insertion switch 56 is turned on when it is operable, the first credit insertion switch 56 may be configured to be in a flashing state.

[0070] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.

[0071] 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 under a condition in which 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.

[0072] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display section 60 that displays the number of credited virtual medals, a remaining payout number display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout number display section 62 that displays the number of medals paid out at the time of winning. These display sections 60 to 62 are configured with 7-segment displays, but can of course be replaced with liquid crystal displays or the like.

[0073] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an area indicator that indicates an advantageous area that is an area in which the player can progress in the game under advantageous conditions by changing the winning rate of the minor role by notifying the operation order. The instruction monitor 68 will be described in detail later.

[0074] Below the display windows 26L, 26M, 26R on the game panel 25 and to the left of the credit display unit 60, there is provided a BET display unit 75 as a first display unit for displaying the number of bets on a game, which is set by operating the first credit insertion switch 56 or the second credit insertion switch 57 or by inserting a medal into the medal insertion slot 45, and a game status display unit 76 that shows the current progress of the game.

[0075] A bet display section 34 serving as a second display section for displaying the number of bets on the game is provided to the left of the display windows 26L, 26M, and 26R on the game panel 25. A wait display section 35 is provided to the right of the display windows 26L, 26M, and 26R on the game panel 25 for notifying a player that a waiting state (wait state) is in progress until the reels 32L, 32M, and 32R start to spin at the start of a game.

[0076] The BET display section 75, the game status display section 76, the bet display section 34, and the wait display section 35 will be described in detail later.

[0077] 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.

[0078] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, a lower display section 69 is provided on which the model name of the gaming machine is written and which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or may be provided with operation buttons for presentation purposes, or the entire lower display section 69 may be configured to be operable.

[0079] A power supply box 70 is provided on the left side of the hopper device 51 inside the housing 11. The power supply box 70 houses the power supply device 91 therein and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting an error state of the slot machine 10. The setting key insertion hole 73 is for a hall manager or the like to adjust the medal output. That is, the hall manager or the like can set the winning probability (setting value) of the slot machine 10 by inserting the setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only when resetting an error state but also when changing the winning probability of the slot machine 10.

[0080] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .

[0081] The main control device 101 is provided with a hand ratio monitor 77 for clearly indicating the ratio between a game state advantageous to a player and a state not advantageous to the player. The hand ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it can be seen from the front of the gaming machine when the front door 12 is in an open state, and cannot be seen from the front of the gaming machine when the front door 12 is in a closed state. More specifically, the hand ratio monitor 77 is housed in a board box so that the display surface of the hand ratio monitor 77 can be seen through the board box in which the main control device 101 is housed. Incidentally, when the front door 12 is in a closed state, the hand ratio monitor 77 cannot be seen from the gaps of the display windows 26L to 26R, and the hand ratio monitor 77 cannot be seen unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is in an open state. The hand ratio monitor 77 will be described in detail later.

[0082] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIG. 15 and FIG.

[0083] 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.

[0084] 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, a first credit insertion detection sensor 56a which individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a which individually detects the operation of the second credit insertion switch 57, 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] The output side of the main control device 101 is connected via an input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining number of coins to be paid out display unit 61, the number of coins to be paid out display unit 62, the instruction monitor 68, the BET display unit 75, the game status display unit 76, the role ratio monitor 77, the display control device 81, and an external centralized terminal board 121 capable of transmitting information to a hall management device (not shown), etc.

[0089] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, a RAM 106 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 105, and, although not shown, various processing circuits required for the slot machine 10, such as an interrupt circuit, a timer circuit, a data transmission / reception circuit, and various counters, such as a credit counter for counting the number of credits, as are well known. The ROM 105 and the RAM 106 form a main memory as a storage means, and the programs for executing various processes are stored in the above-mentioned ROM 105 as part of the control programs.

[0090] The RAM 106 is configured to be able to hold (back up) data by receiving backup voltage from the power supply device 91 even after the power supply of the slot machine 10 is cut off. The RAM 106 is provided with a backup area in addition to memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery results of winning combinations, a stop information storage area 106b for storing stop information used when controlling the stop of each of the reels 32L, 32M, and 32R, and a standby storage area 106c for storing the state before transitioning to the demo state.

[0091] The backup area is an area for storing the value of the stack pointer at the time of power cut (including power cut by operating the power switch 71; the same applies below) when the power is cut off due to a power outage or the like, and when the power outage is resolved (including power on by operating the power switch 71; the same applies below), the state of the slot machine 10 can be restored to the state before the power was cut off based on the information in the backup area. Writing to the backup area is performed by the power outage processing (see FIG. 17) when the power is cut off, and the restoration of each value written in the backup area is performed in the main processing when the power is turned on.

[0092] 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.

[0093] 16, the display control device 81 is equipped with a microcomputer centered around a CPU 181, which is a calculation means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 182.

[0094] The display control device 81 is provided with an input / output port (not shown), with the main control device 101 connected to the input side and the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 connected to the output side. The display control device 81 drives and controls the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 based on various commands input from the main control device 101. In other words, the display control device 81 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the game. In other words, the burden on the main board is reduced by providing a sub-board for indirect sound, lamps, and displays related to the game.

[0095] The input side of the display control device 81 is connected to the effect switch 66 (more specifically, a effect switch detection sensor that detects the operation of the effect switch 66) and the like. The display control device 81 may also be configured to drive and control the various display units 60 to 62, 68.

[0096] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of the CPU 102 are roughly classified into main process which is started when the power is turned on, timer interrupt process which is started periodically (in this embodiment, at 1.49 msec intervals), and NMI interrupt process which is started when a power failure signal is input to the NMI terminal. Below, among these processes, processes related to the progress of the game, i.e., timer interrupt process, and normal process performed in the main process will be described.

[0097] FIG. 17 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.

[0098] 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.

[0099] Here, the power outage process will be outlined.

[0100] 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.

[0101] In the power failure process, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this process is terminated and the process is returned to the timer interrupt process to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is stored in the backup area of ​​the RAM 106. After that, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value for judging whether the data in the RAM 106 is normal or not when the power failure is resolved is calculated and stored in the backup area, thereby prohibiting subsequent access to the RAM. After the above process is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed. Note that, in consideration of the case where the power failure flag is erroneously set due to, for example, noise, etc., whether a power failure signal is being output or not is confirmed until the infinite loop is entered. If the power failure signal is not being output, it means that the power failure state has been recovered, so writing to the RAM 106 is permitted, the power failure flag is reset, and the process is returned to the timer interrupt process. If the power failure signal continues to be output, the infinite loop is entered as it is. Incidentally, even under an infinite loop, a check is made to see whether a power outage signal is being output, and if the power outage signal is no longer being output, the process transitions to the main process.

[0102] 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.

[0103] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are reel drive motors for spinning each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read results are normal or not. In step S108, a timer calculation process is performed to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 121.

[0104] In step S110, a command output process is performed to transmit various commands such as a lottery result command to the display control device 81. In step S111, a segment data setting process is performed to set segment data to be displayed on the credit display unit 60, the remaining number of coins to be paid display unit 61, the number of coins to be paid display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60 to 62, 68 and display corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register saved in the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0105] Next, the normal processing for carrying out main control relating to the game will be described with reference to the flowchart of FIG.

[0106] 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.

[0107] As part of the game management process, in step S203, data such as various game information (for example, random number values ​​used in the previous game) stored in the RAM 106 is cleared. After that, in step S204, a bet process is performed.

[0108] In the bet process, it is determined whether any replay win was made in the previous game. If any replay win was made, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number. Specifically, for example, if a replay win is made in a 3-bet game, a process to automatically insert 3 virtual medals is performed, and if a replay win is made in a 2-bet game, a process to automatically insert 2 virtual medals is performed.

[0109] In the process of automatically inserting virtual medals, the virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay win was achieved in the previous game, the player can play the current game without reducing the number of medals he owns and without inserting medals. If no replay win was achieved, a process is performed to set the number of bets based on bet number operations such as operating the credit insertion switches 56, 57 or inserting medals through the medal insertion slot 45. The bet process will be described in detail later.

[0110] In the next step S205, the sensor reading result obtained in the sensor monitoring process step S107 of the timer interrupt process is checked for abnormality, and if an abnormality is found, the slot machine 10 is put into an error state and an abnormality process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated.

[0111] After the abnormality process is executed, in step S206, a medal return process is executed to pay out the same number of medals as the virtual medals credited based on the operation of the settlement switch 59.

[0112] After the medal return process is executed, in step S207, it is determined whether or not the number of medals bet reaches the specified number as a result of the BET process in step S204, and the game is in a startable state in which a start operation for starting the game can be accepted. In this slot machine 10, "3" is set as the specified number in the bonus state (BB state), and "2" and "3" are set as the specified numbers in the game states other than the bonus state. That is, in the bonus state, a positive determination is made in step S207 on the condition that the number of medals bet is "3", and in the game states other than the bonus state, a positive determination is made in step S207 on the condition that the number of medals bet is "2" or "3". In other words, in the game states other than the bonus state, if medals are not bet, or if medals are bet but the number of medals is "1", a negative determination is made in step S207. If the number of medals bet does not reach the specified number and the game is not in a startable state, the process returns to the BET process in step S204.

[0113] If it is in a state where it is possible to start, it is determined in step S208 whether or not a start operation has been performed by operating the start lever 41. If the start lever 41 has not been operated, the process returns to the bet process in step S204.

[0114] 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 specified number of medals have been bet. In such a case, in step S209, a process for the game status display unit is executed. This process is a process for controlling the display of the game status display unit 76 based on the game start operation, and the details thereof will be described later together with the description of the game status display unit 76.

[0115] In the next step S210, a valid line setting process is performed to set the combination line corresponding to the bet number as a valid line. That is, only the bent line L6 is set as a valid line. In step S211, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. After that, the lottery process in step S212, the reel control process in step S213, the medal payout process in step S214, and the standby state setting process in step S215 are executed in order, and the process returns to step S203.

[0116] Next, the lottery process in step S212 will be described with reference to the flowchart in FIG.

[0117] 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.

[0118] 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 the slot machine 10, the game states are roughly classified into a normal game state and a bonus state, and a lottery table is set for each game state. In the normal game state, the prescribed number of bets is set to "3" and "2" as described above, so that the lottery table for the normal game state is set to a lottery table for a 3-bet game and a lottery table for a 2-bet game.

[0119] That is, in step S302, the current gaming state of the slot machine 10 is determined based on the number of bets, and a lottery table corresponding to the number of bets and the gaming state is selected. For example, if the number of bets is "3" and the current gaming state is the normal gaming state, a lottery table for the normal gaming state is selected. If the current game is a 3-bet game, a lottery table for the normal gaming state for 3-bet games (FIG. 20) is selected, and if the current game is a 2-bet game, a lottery table for the normal gaming state for 2-bet games (FIG. 21) is selected. In addition, in this slot machine 10, six stages of winning probabilities from "Setting 1" to "Setting 6" are prepared in advance, and by inserting a setting key into the setting key insertion hole and performing an ON operation and 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.

[0120] Here, a supplementary explanation will be given regarding the process for setting the winning probability.

[0121] The winning probability setting process is executed in the main process that is started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process when the power is turned on in a state where the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is turned ON. In the winning probability setting process, the setting value is updated by one each time the start lever 41 is operated as a predetermined operation, and for example, the setting value is updated so that "setting 1" → "setting 2" → "setting 3" → "setting 4" → "setting 5" → "setting 6" → "setting 1" each time the start lever 41 is operated once. Note that each setting value is displayed, for example, on the credit display unit 60, and the display is updated each time the setting value is updated. Then, the operation of the start lever 41 with the setting key detection sensor 73a turned OFF is regarded as a setting value confirmation operation, and the setting value at that time is regarded as the current setting value, and the winning probability setting process is terminated. Based on the termination of the winning probability setting process, the display of the credit display unit 60 is also terminated. The set value set in the process of setting the winning probability is stored in the RAM 106 until the next process of setting the winning probability is started. In step S302, a process of selecting a lottery table is performed based on the stored set value.

[0122] The lottery table will be briefly explained. Fig. 20 is a lottery table for a normal game state selected in a normal game state in a 3-bet game. Fig. 21 is a lottery table for a normal game state selected in a 2-bet game. 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.

[0123] 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.

[0124] After that, in step S305, the winning combination corresponding to the index value IV is judged. In the winning combination judgment, it is judged whether the judgment value DV exceeds 65535 or not. If it exceeds 65535, in step S306, a process is executed to set the winning flag of the game result corresponding to the index value IV judged as positive in step S305 in the winning flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the seventh small winning combination flag and the eighth small winning combination flag are set in step S306. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB winning flag is set in step S306, and if the judgment value DV exceeds 65535 when IV=26, the second BB winning flag is set in step S306.

[0125] Incidentally, if the set winning flag is not a winning flag indicating that the first BB has been won (first BB winning flag) or a winning flag indicating that the second BB has been won (second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the game in which the corresponding winning flag is set ends (see S203 in the normal processing). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset under the condition that the corresponding winning is achieved. In other words, the first BB winning flag and the second BB winning flag may be valid over multiple games.

[0126] In addition, in step S306 in a state where the 1st BB winning flag or the 2nd BB winning flag is carried over, if a winning combination other than the 1st BB and the 2nd BB is won, the corresponding winning flag is set, and if a winning combination other than the 1st BB and the 2nd BB is not won, the corresponding winning flag is not set.

[0127] That is, for example, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=25, the first BB winning flag is not set. Also, in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, for example, the first small win flag, the ninth small win flag, the tenth small win flag, and the thirteenth small win flag are set.

[0128] In addition, a lottery table for the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over may be prepared separately, and the lottery process may be performed using the separately prepared lottery table in the state in which the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, in the separately prepared lottery table, each index value IV and point value PV may be set so that the 1st BB and the 2nd BB are not won.

[0129] 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.

[0130] Incidentally, when the winning combination is judged using the lottery table shown in Fig. 20, that is, when playing a 3-bet game in the normal game mode, the probability of winning normal lip A (probability of winning when IV = 1) is about 1 in 27.3 in setting 1, about 1 in 27.5 in setting 3, and about 1 in 28.3 in setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV = 2) and the probability of winning normal lip C (probability of winning when IV = 3) are both about 1 in 26.2 regardless of the setting value. The probability of winning chance A (probability of winning when IV=4) is approximately 1 in 164 regardless of the setting value, the probability of winning chance B (probability of winning when IV=5) is approximately 1 in 262 regardless of the setting value, and the probability of winning chance C (probability of winning when IV=6) is approximately 1 in 16,400 regardless of the setting value, so that chance B is easier to win than chance C, and chance A is easier to win than chance B. The probability of winning Cherry A (probability of winning when IV=7) is approximately 1 in 107 with setting 1, approximately 1 in 104 with setting 3, and approximately 1 in 93.6 with setting 6, so that the higher the setting value, the easier it is to win. The probability of winning Cherry B (probability of winning when IV=8) is about 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV=9) is about 1 in 13100 regardless of the setting value, so that Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is about 1 in 504 regardless of the setting value. The probability of winning the forward push bell 1, forward push bell 2, sandwich push bell 1, sandwich push bell 2, middle forward push bell 1, middle forward push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse sandwich bell 1, reverse sandwich bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as push order bells) (probability of winning when IV=11 to 22) is about 1 in 18.4 regardless of the setting value.The probability of winning watermelon (the probability of winning when IV=23) is about 1 in 107 regardless of the setting value. The probability of winning 1st BB (the probability of winning when IV=25) is about 1 in 5.03 regardless of the setting value, which is set higher than the probability of winning other roles (replay, small roles, IV=1-24). In 3-bet games, it is set not to win overlapping 1-coin roles (IV=24) or 2nd BB (IV=26) (corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including 1st BB, is 0. And in a situation where 1st BB is won, the probability of not winning any role in 3-bet games is about 1 in 5.03 (for 1st BB) regardless of the setting value. Incidentally, in 3-bet games, excluding the increase in the 1st BB state, you can expect a decrease of about 1.77 medals per game (net increase minus about 1.77 medals).

[0131] In contrast, when the winning or losing of the hand is judged using the lottery table shown in FIG. 21, that is, when playing a 2-bet game in the normal game state, the probability of winning the normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, and cherry C (probability of winning when IV=1 to 9) is the same as the probability when playing the above 3-bet game. The probability of winning the common bell (probability of winning when IV=10) is about 1 in 9.64 regardless of the set value, and is set to be easier to win than when playing a 3-bet game. The push order bell (IV=11 to 22) is set not to be won in the 2-bet game. The probability of winning the watermelon (probability of winning when IV=23) is about 1 in 257 regardless of the set value, and is set to be harder to win than when playing a 3-bet game. In a 2-bet game, the game is set so that the player can win a duplicate 1-coin role (IV=24), and the probability of this is about 1 in 1.81 regardless of the setting value. In addition, the game is set so that the player cannot win the 1st BB (IV=25), but can win the 2nd BB (IV=26), and the probability of this is about 1 in 4.95 regardless of the setting value. In a 2-bet game, the probability of not winning any role, including the 2nd BB, is also 0. And when the 2nd BB is won, the probability of not winning any role in a 2-bet game is about 1 in 4.95 (for the 2nd BB), regardless of the setting value. Incidentally, in a 2-bet game, a decrease of about 0.64 medals can be expected per game, excluding the increase in the 2nd BB (net increase minus about 0.64 medals).

[0132] After the winning flag is set in step S306, or when it is determined in step S308 that there is no target to be determined, it means that the judgment of the winning or losing of the role is completed. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether or not to execute a freeze effect that disables the operation of the stop switches 42 to 44 for a predetermined period of time.

[0133] In the following step S310, a lottery result response process is performed. In the lottery result response process, a process of whether or not to shift the gaming state depending on the result of the lottery in steps S301 to S308, a process for notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0134] After executing the process of step S310, a lottery result command is set in step S311. Here, the lottery result command is a command sent to the display control device 81 to let the user know the result of the winning / losing hand determination. However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no command is sent to the display control device 81. The command is sent to the display control device 81 in the command output process (step S110) of the timer interrupt process described above.

[0135] Then, in step S312, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to a winning combination is set based on the winning flag set in step S306. For example, when the push order bell 1 is won (won when IV=11) and the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the first small role, the ninth small role, the tenth small role, and the thirteenth small role winning can be stopped on each of the reels 32L, 32M, and 32R. Also, when the watermelon is won (won when IV=23) and the seventh small role winning flag and the eighth small role winning flag are set, the stop symbol information is set so that symbols corresponding to the seventh small role and the eighth small role winning can be stopped on each of the reels 32L, 32M, and 32R.

[0136] In this slot machine 10, the first BB is set to be a winning combination only in a three-bet game, and the second BB is set to be a winning combination only in a two-bet game. Therefore, even if the first BB winning flag is set, when the game is started in a two-bet game, the stop information setting process in step S312 does not set the stop symbol information that makes the first BB winning combination (the stop symbol information that avoids the first BB winning combination is set). Also, even if the second BB winning flag is set, when the game is started in a three-bet game, the stop information setting process in step S312 does not set the stop symbol information that makes the second BB winning combination (the stop symbol information that avoids the second BB winning combination is set).

[0137] In the next step S313, when multiple stoppable symbol information are set in step S312, a priority setting process is executed to set the priority order. For example, when multiple roles among the small role, replay, and bonus roles are won, the following priority order is set. When a small role and a bonus are won, the priority order is set so that the small role win is given priority, and when the small role win cannot be won, the bonus win is won. When a replay and a bonus are won, the priority order is set so that the replay win is given priority.

[0138] For example, in a situation where the first BB has been won (the first BB winning flag is set and the first BB winning has been carried over), if a watermelon is also won and the stop symbol information corresponding to the first BB winning and the seventh and eighth small wins is set, the priority order is set so that the seventh and eighth small wins take precedence over the first BB winning. Also, in a situation where the second BB has been won (the second BB winning flag is set and the second BB winning has been carried over), if a normal lip A is also won and the stop symbol information corresponding to the second BB winning and the first replay, second replay, third replay and fourth replay winnings is set, the priority order is set so that each replay win takes precedence over the second BB winning.

[0139] Here, when the replay is won, the winning symbol combination is set so that one of the winning replays will always win. In other words, when the replay is won, the replay win is always established and there is no missed opportunity. Therefore, when the stop symbol information for the replay and the bonus is set, one of the set replays will always win, and the bonus will never win.

[0140] After executing the process of step S313, the section display first process is executed in step S314, and then the lottery process is terminated. The section display first process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be described in detail later.

[0141] Next, the reel control process in step S213 will be described with reference to the flowchart in FIG.

[0142] In the reel control process, first, in step S401, a spin effect process is performed. The spin effect process is a process for performing an effect using reel control during an invalid period based on the result of the freeze lottery process performed in step S309. In the following step S402, a spin start process is performed to start the spinning of each of the reels 32L, 32M, and 32R.

[0143] In the spin start process, it is confirmed whether a wait time (for example, 4.1 seconds) as a predetermined specific period has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and performs a motor control initialization process to set spin start information in a motor control storage area provided in the RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process (step S106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts spinning. For this reason, even if the player bets a specified number of medals and operates the start lever 41, each of the reels 32L, 32M, and 32R may not start spinning immediately. After that, the process waits until each of the reels 32L, 32M, and 32R spins at a constant speed at a predetermined speed, and the spin start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R becomes constant, the CPU 102 notifies the player, etc. that it is possible to issue a stop command by lighting up the lamps (not shown) of each stop switch 42 to 44.

[0144] Following the spin start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 has been operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S404, where it is determined whether or not the stop switch corresponding to the spinning reel has been operated, i.e., whether or not a stop command has been generated. If a stop command has not been generated, the process returns to step S403, where it waits until any of the stop switches 42 to 44 has been operated. If a stop command has been generated, a stop command command is set in step S405. Here, the stop command command is a command transmitted to the display control device 81 to allow the display control device 81 to know which stop switch has been operated to generate the stop command. If the stop command command has been set, the stop control process shown in steps S406 to S412 is performed to stop the spinning reel.

[0145] In step S406, the symbol number of the reaching symbol that has reached the base position (lower in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed by the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. In the following step S407, the number of slips of the reel to be stopped this time is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, five stop modes are prepared as stop modes for stopping each of the reels 32L, 32M, and 32R when the stop switches 42 to 44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel is stopped after sliding for one symbol, a stop mode in which the corresponding reel is stopped after sliding for two symbols, a stop mode in which the corresponding reel is stopped after sliding for three symbols, and a stop mode in which the corresponding reel is stopped after sliding for four symbols. Therefore, in step S407, a value of 0 to 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. After that, in step S408, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol to be actually stopped at the base position. In step S409, it is determined whether the symbol number of the reached symbol of the reel to be stopped this time and the symbol number of the stopped symbol are equal, and if they are equal, a reel stop process is performed to stop the rotation of the reel in step S410. After that, in step S411, it is determined whether all the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.

[0146] Here, the second stop information setting process is a process for changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stop results of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figs. 20 and 21), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0147] FIG. 23 is an explanatory diagram showing the correspondence between the winning combination, the operation sequence of the stop switches 42-44, and the winning mode that is established. For example, when the middle order push bell 1 is won, if each stop switch 42-44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left, the stop information is set so that the 17th small win, the 18th small win, or the 21st small win is established, and if it is operated in the order of middle → left → right, the stop information is set so that the 3rd small win is established. However, even if the stop information is set in this way, depending on the operation timing of the stop switches 42-44, the corresponding win may not be established.

[0148] The arrangement of symbols on each of the reels 32L, 32M, and 32R will be briefly described. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when the same symbols are arranged on each of the reels 32L, 32M, and 32R with an interval of four symbols or less, the winning symbol can be stopped on the pay line when it becomes a winning symbol regardless of the timing of the operation of the stop switch 43. On the other hand, for symbols arranged so as to form an interval of five symbols or more, the player needs to operate the stop switches 42 to 44 while aiming at the symbol in order to stop it on the pay line.

[0149] A case where the middle push bell 1 is won and the stop switches 42-44 are operated in the order of left → middle → right will be described as an example. In such a case, as described above, the reels 32L, 32M, and 32R are stopped to establish the 17th small prize, the 18th small prize, or the 21st small prize.

[0150] The 17th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 18th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 21st minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 17th minor winning symbol, the 18th minor winning symbol, and the 21st minor winning symbol are arranged on the left reel 32L so that the interval between the symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated first, any one of the 17th minor winning symbol, the 18th minor winning symbol, and the 21st minor winning symbol stops on the pay line (middle row) regardless of the operation timing. In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, the stop control is performed so that the symbol with the smallest number of slip frames stops on the pay line. That is, for example, when the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, the fourth "red shell" symbol (2-frame slide) which is the 18th small win symbol and the fifth "replay" symbol (3-frame slide) which is the 21st small win symbol can be stopped in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest number of slip frames stops in the middle row. In this case, although there is still a possibility that the 18th small win symbol will be established, the 17th small win symbol and the 21st small win symbol will not be established.

[0151] When the 18th minor winning symbol on the left reel 32L stops in the middle row, the second stop information setting process changes the stop information so that the 18th minor winning symbol can be achieved.

[0152] The 18th minor symbol on the center reel 32M is a "replay" symbol. The "replay" symbols are arranged on the left reel 32L so that the interval between the "replay" symbols is 4 symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, the stop control is performed so that the "replay" symbols stop on the upper row of the center reel 32M.

[0153] The 18th minor winning symbols on the right reel 32R are the "white shell" symbol and the "young man" symbol. These symbols are arranged on the right reel 32R so that the interval between the "white shell" symbol and the "young man" symbol is 5 symbols or more. In other words, depending on the operation timing of the right stop switch 44, there are cases where the "white shell" symbol or the "young man" symbol, which is the 18th minor winning symbol, can be stopped on the upper row, and cases where it cannot be stopped on the upper row. If the right stop switch 44 is operated at a timing when it is possible to stop it on the upper row, the 18th minor winning symbol is established, and if the right stop switch 44 is operated at a timing when it is not possible to stop it on the upper row, it is a so-called miss.

[0154] Here, when the "red shell" symbol stops in the middle of the left reel 32L and the "replay" symbol stops in the upper row of the middle reel 32M, in addition to the case where the middle push bell 1 is won and the 18th small prize is won as described above, there is also a case where the middle push bell 2 is won and the 20th small prize is won. In other words, the 20th small prize symbol in the middle push bell 2 is the same as the 18th small prize symbol on the left reel 32L and the middle reel 32M. And, in the right reel 32R, the 18th small prize symbol is the "white shell" symbol and the "young man" symbol, while the 20th small prize symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, the 18th and 20th small prize symbols on the right reel 32R are arranged so that if the right stop switch 44 is operated at the timing when the 18th small prize symbol can be stopped on the effective line, the 20th small prize symbol cannot be stopped on the effective line, and if the right stop switch 44 is operated at the timing when the 20th small prize symbol can be stopped on the effective line, the 18th small prize symbol cannot be stopped on the effective line. Therefore, assuming that it is not known whether the middle push bell 1 or the middle push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and the stop state is such that there is a possibility of the 18th and 20th small prize winning, it is not possible to aim for it and win.

[0155] Next, a case where the middle push bell 1 is won and the stop switches 42-44 are operated in the order of middle → left → right will be described as an example. In this case, the reels 32L, 32M, and 32R are stopped to establish the third small prize.

[0156] On the middle reel 32M, the "replay" symbols, which are the third minor symbol, are arranged so that the interval between the "replay" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "replay" symbols stop on the upper row regardless of the operation timing.

[0157] On the left reel 32L, the "bell" symbols, which are the third minor symbol, are arranged so that the interval between the "bell" symbols is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbols stop in the middle row regardless of the operation timing.

[0158] On the right reel 32R, the third minor winning symbols, the "watermelon" and "red shell" symbols, are arranged so that the interval between these symbols is four symbols or less. Therefore, if the right stop switch 44 is operated third, the "watermelon" or "red shell" symbol will stop on the top row regardless of the operation timing. As shown above, if the middle order push bell 1 is won and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, the third minor winning symbol will be established regardless of the operation timing.

[0159] As described above, when the push order bell is won, if the stop switches 42-44 are operated in a predetermined operation sequence, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be won regardless of the operation timing, and if the stop switches 42-44 are operated in another operation sequence, depending on the operation timing, the small prize will be won or none of the small prizes will be won and it will be missed. Incidentally, when the common bell is won, the first small prize, the second small prize, the third small prize, the fourth small prize, the fifth small prize, or the sixth small prize will be won regardless of the operation sequence and operation timing.

[0160] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R are stopped, a payout determination process is performed in step S413. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that a combination of winning symbols is lined up on an active line. In the payout determination process, a combination of symbols formed on an active line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the active line. If a winning combination is established, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the payout number corresponding to the winning combination are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error occurrence notification process is performed. This error state is maintained until the reset switch 72 is operated.

[0161] After the payout determination process, in step S414, a bonus state process is executed. The bonus state process will be described in detail later. After the bonus state process is executed, in step S415, a winning result process is executed. In the winning result process, a process for shifting the game state based on the winning result is executed. The winning result process will be described in detail later.

[0162] After the winning result corresponding process is performed, the section display second process is executed in step S416. The section display second process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later. After that, in step S417, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control process is terminated.

[0163] Next, the medal payout process in step S214 will be outlined.

[0164] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0 or not. If the payout number is 0, it means that it has been determined in the previous payout determination process that no small winning combination has been achieved. In such a case, it is determined whether any of the 1st re-play winning combination to the 12th re-play winning combination has been achieved, based on the winning combination set in the payout determination process. If none of the re-play winning combinations has been achieved, the medal payout process is terminated as is, and if any of the re-play winning combinations has been achieved, a process is performed to store information on the winning re-play results, and the medal payout process is terminated. In addition, in the BET process (step S204), a process is performed to automatically input a bet based on the re-play winning combination.

[0165] On the other hand, if the payout number set in the payout information storage area is not 0, medals equal to the payout number are paid out, and the medal payout process is terminated. Specifically, when the credit counter count value has not reached the upper limit (the number of medals stored is 50), the payout number is added to the credit counter count value, and the value after the addition is displayed on the credit display unit 60. When the credit counter count value has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout number, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal receiving tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 according to the payout of medals is also performed. In addition, when the current game state is the BB state, the payout number is subtracted from the value of the remaining payout number counter described later, and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.

[0166] Next, the bonus state process in step S414 will be described with reference to the flowchart of FIG.

[0167] First, in step S501, it is determined whether the current game state is a bonus state, that is, whether the current game state is the first BB state or the second BB state. Whether the current game state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of the RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S502.

[0168] In step S502, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether any of the BB hits has been hit. If neither of the BB hit flags is set, the bonus state process ends. If either of the BB hit flags is set, the process proceeds to step S503.

[0169] In step S503, a process of inputting 3 to the MAX bet counter provided in the various counter area 106e of the RAM 106 is performed. The MAX bet counter is for setting a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated in a situation where 3 is input to the MAX bet counter, three virtual medals are inserted. In this case, since the MAX bet counter does not set the prescribed number of medals for the game, in a situation where the prescribed number of medals for the game is set to two or three, it is permitted to operate the second credit insertion switch 57 or insert two medals from the medal insertion slot 45 to play a two-bet game. Note that, if 3 has already been input to the MAX bet counter in step S503, the state is maintained.

[0170] The initial value of the MAX bet counter is 2, and when the reset switch 72 is operated to clear the RAM, the MAX bet counter is set to 2 and the slot machine 10 is started up.

[0171] In the next step S504, it is determined whether the first BB win or the second BB win has occurred. If neither of the BB wins has occurred, the bonus state process ends. If either of the BB wins has occurred, the process proceeds to step S505, where it is determined whether the first BB win has occurred.

[0172] If the first BB winning is established, in step S506, a process of inputting "46" to the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "46" to the BB counter in step S506, the first BB state is set to end by paying out 46 or more medals. In step S507, the first BB winning flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive judgment is made in step S501. In the following step S509, a process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command for making the display control device 81 understand that the first BB state is starting, and the display control device 81 that has received the first BB start command controls the speaker 64, the auxiliary display unit 65, and the like so that a first BB start performance corresponding to the start of the first BB state is performed. Furthermore, by receiving the 1st BB start command, the display control device 81 is able to grasp that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that a presentation for the 1st BB state is performed from the next game.

[0173] After the output setting of the 1st BB start command is performed in step S509, the process of setting the specified number of bets to 3 is performed in step S510, and then this bonus state process is terminated. The specified number of bets corresponds to the specified number of coins for the above-mentioned game. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3 coins, and the 1st BB state is performed in a 3-bet game.

[0174] The initial values ​​of the prescribed number of bets are 2 and 3, and when the reset switch 72 is operated to clear the RAM, the prescribed number of bets is set to 2 and 3 and the slot machine 10 is started up.

[0175] In step S505, it is determined that the first BB winning is not achieved when the second BB winning is achieved. In this case, the process proceeds to step S511, and a process of inputting "2" to the BB counter is executed. That is, the second BB state is set to end by the disbursement of two or more medals. Then, in step S512, a process of clearing the second BB winning flag is executed, and in step S513, a process of setting the second BB state flag is executed. After that, in step S514, a process of setting the second BB start command to be output to the display control device 81 is executed. The second BB start command corresponds to the first BB start command, and is a command for making the display control device 81 understand that the second BB state is starting. In the display control device 81 that has received the second BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a second BB start performance corresponding to the start of the second BB state is performed, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that a performance for the second BB state is performed from the next game. The first BB start effect and the second BB start effect are different in appearance and content to a degree that is distinguishable by the player. The first BB state effect and the second BB state effect are also different in appearance and content to a degree that is distinguishable by the player.

[0176] After the output setting of the second BB start command is performed in step S514, the process of setting the specified bet number to 3 is performed in step S510, and then this bonus state process is terminated. That is, the specified number of games is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is performed in a 3 bet game.

[0177] If the result of the positive determination in step S501 is the first BB state or the second BB state, the process proceeds to step S515, and processing during the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state, but separate lottery tables may be provided for each state, and the types of roles that can be won and the winning probability of each role may be different. In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, it is set so that normal lip A, common bell, and overlapping 1-coin role can be won. The probability of winning normal lip A (the probability of winning when IV=1) is about 1 in 61.2, the probability of winning common bell (the probability of winning when IV=10) is about 1 in 9.02, and the probability of winning overlapping 1-coin role (the probability of winning when IV=24) is about 1 in 1.78. In addition, in the 1st BB and 2nd BB states, the probability of a losing result that does not win any role is about 1 in 3.13. In this case, you can expect a decrease of about 0.96 medals per game (net increase minus about 0.96 medals).

[0178] Here, in the normal game state in the 3-bet game and the 1st BB state to which the 3-bet game can be shifted, the main increase in medals is caused by the 1st to 6th minor winnings, which generate a payout of 13 medals, and the winning combination is the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor winning combinations, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation sequence, the winning probability is about 1 in 9.19, whereas in the 1st BB state, the winning probability is about 1 in 9.03, and in the 3-bet game, the 1st BB state is set to be more likely to win than the normal game state. In addition, in both the normal game state in a 2 bet game and the second BB state to which a transition can be made in a 2 bet game, the main medal increase is the common bell, and while in the normal game state the probability of winning is approximately 1 in 9.64, in the 2 BB state the probability of winning is approximately 1 in 9.03; therefore, even in a 2 bet game, it is set up so that winning is more likely to occur in the 2 BB state than in the normal game state.

[0179] However, as mentioned above, in the 1st BB state and the 2nd BB state, a lottery table is adopted in which the number of medals may decrease in each game, so an increase in the number of medals held cannot be expected even if the 1st BB state or the 2nd BB state is completed. Conversely, it is expected that the number of medals held will decrease as the 1st BB state or the 2nd BB state is completed.

[0180] In the bonus state process, in step S515, as a result of the lottery process using the BB state lottery table and the control of each reel, it is determined whether or not any small winning combination has been achieved in this game. If no winning combination has been achieved, the bonus state process is terminated. If a winning combination has been achieved, in step S516, a process is executed to subtract the payout amount corresponding to the winning combination from the BB counter in the various counter area 106e. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step S516. For example, if a common bell is won in the second BB state and the first to sixth small winning combinations are achieved, a payout of 13 coins is generated, so in step S516, 13 is subtracted from the BB counter, and the BB counter becomes 0 or less.

[0181] If it is determined in step S517 that the bonus state is not 0 or less, the bonus state process is terminated as it is. On the other hand, if it is determined that the bonus state is 0 or less, the process of clearing the BB state flag corresponding to the current BB state is performed in step S518. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, the process of inputting 2 to the MAX bet counter is executed, and in step S520, the BB end command corresponding to the BB state to be ended this time is set as an output target to the display control device 81. More specifically, if the first BB state is to be ended, the first BB end command is set to be output, and if the second BB state is to be ended, the second BB end command is set to be output. The display control device 81 that has received the first BB end command or the second BB end command controls the speaker 64 and the auxiliary display unit 65 so that a performance for the first BB end or a performance for the second BB end is performed.

[0182] After that, in step S521, the specified bet number is set to 2 and 3, and then this bonus state processing is terminated. In this case, in the normal game state after the end of the 1st BB state or the 2nd BB state, a 2-bet game and a 3-bet game are possible. In contrast, since 2 is input to the MAX bet counter in step S519 as described above, when the first credit insertion switch 56 is operated, two virtual medals are inserted and the game is played in the 2-bet game. In other words, in a situation where neither the 1st BB hit flag nor the 2nd BB hit flag is set, the game is set to be played more easily in the 2-bet game. Incidentally, after the end of the 1st BB state or the 2nd BB state, since 2 is input to the MAX bet counter, it is not possible to bet 3 medals by operating the first credit insertion switch 56, and it is necessary to insert three medals from the medal insertion slot 45 in order to play the 3-bet game.

[0183] Here, the gameplay of the slot machine 10 using the 2-bet game and the 3-bet game will be briefly described with reference to FIG.

[0184] In the initial state where the RAM 106 is initialized (cleared), the first BB hit flag and the second BB hit flag are not set, and it is a normal game state (non-internal state) where no BB has been hit. In this case, as described above, the prescribed bet number (prescribed number of coins in a game) is set to 2 and 3 coins, and a 2-bet game and a 3-bet game are possible. However, when 2 is input to the MAX bet counter as described above and a game is started by operating the first credit insertion switch 56, it becomes a 2-bet game.

[0185] In the non-internal state, the 1st BB can be won in a 3-bet game but the 2nd BB cannot be won, and in a 2-bet game, the 2nd BB can be won but the 1st BB cannot be won. In a game in which the first credit insertion switch 56 is operated as described above, the 2nd BB can basically be won in a 2-bet game.

[0186] If the first or second BB is won but no prize is awarded in the winning game, the game goes into a carryover state (internal state) in which the first or second BB win is carried over. As described above, even in the internal state, the prescribed number of bets (prescribed number of coins per game) is set to 2 and 3 coins, and a 2-bet game and a 3-bet game are possible. However, if 3 is input to the MAX bet counter as described above and the first credit insertion switch 56 is operated to start the game, the game will be a 3-bet game.

[0187] As already explained, in the slot machine 10, in the internal state where the 1st BB is won, the stop control of each reel 32L, 32M, 32R is performed so that the 1st BB winning can be achieved in the 3 bet game, but the 1st BB winning cannot be achieved in the 2 bet game. Also, in the internal state where the 2nd BB is won, the stop control of each reel 32L, 32M, 32R is performed so that the 2nd BB winning can be achieved in the 2 bet game, but the 2nd BB winning cannot be achieved in the 3 bet game. In other words, when the 1st BB is won in the 3 bet game, the 1st BB winning can be achieved by continuing the 3 bet game, but the 1st BB winning cannot be achieved by switching to the 2 bet game after the 1st BB is won. Also, when the 2nd BB is won in the 2 bet game, the 2nd BB winning can be achieved by continuing the 2 bet game, but the 2nd BB winning cannot be achieved by switching to the 3 bet game after the 2nd BB is won. And the 1st BB and the 2nd BB are not won twice, and the 1st BB is not won again when the 1st BB win is carried over, and the 2nd BB is not won twice. And the 2nd BB is not won again when the 2nd BB win is carried over, and the 1st BB is not won twice. In other words, if you play a 2-bet game when you win the 1st BB, the game will continue in an internal state where the 1st BB win is carried over, and if you play a 3-bet game when you win the 2nd BB, the game will continue in an internal state where the 2nd BB win is carried over.

[0188] Here, since the 1st BB winning is realized only in a 3-bet game and the 2nd BB winning is realized only in a 2-bet game as described above, even if the 3-bet game in a situation where the 2nd BB winning is carried over results in a loss in which no role is won, the 2nd BB winning is not realized, and even if the 2-bet game in a situation where the 1st BB winning is carried over results in a loss, the 1st BB winning is not realized. By doing so, it is possible to dramatically simplify the role configuration and the control of each of the reels 32L, 32M, and 32R in the internal state in which the 1st BB winning or the 2nd BB winning is carried over. If the configuration is such that the 2nd BB winning can be realized in a 3-bet game or the 1st BB winning can be realized in a 2-bet game, when the internal state in which the 1st BB winning or the 2nd BB winning is carried over is to be continued, it is necessary to make a lottery table that does not result in a loss, and for example, in a role where a miss may occur, it is necessary to make a different role win at the time of the miss.

[0189] In the 1st BB state and the 2nd BB state, the main role for medal increase is the common bell. In the non-internal state and the internal state, the main role for medal increase in the 2-bet game is the common bell, whereas the main role for medal increase in the 3-bet game is the push order bell. For the common bell, any of the 1st to 6th small roles will be won regardless of the operation sequence and operation timing of the stop switches 42 to 44, whereas for the push order bell, the small role that will be won differs depending on the operation sequence and operation timing of the stop switches 42 to 44. In other words, the fluctuation in medal increase and decrease depending on the operation sequence and operation timing (mainly the operation sequence) when the push order bell is won is larger in the non-internal state and the internal state in the 3-bet game than in the 1st BB state and the 2nd BB state. For example, by announcing the operation sequence (Figure 25) resulting in the first to sixth small prize winnings when the push order bell is won, it is possible to switch between an AT mode (assist time mode, navigation mode) that assists in winning and a non-AT mode (non-navigation mode) that does not, and create a state in which the number of medals increases and a state in which the number of medals decreases depending on whether or not the notification (assist) is given.

[0190] Then, in a game in which the first credit insertion switch 56 is operated, first, a 2-bet game is played in the non-internal state, and the 2-bet game is won in the 2-bet game. When the 2-BB is won, the game becomes internal, and in a game in which the first credit insertion switch 56 is operated, the game switches to a 3-bet game, and the game proceeds in a state in which the 2-BB winning cannot be realized. In this case, as described above, in the 3-bet game in which the 2-BB winning is carried over, the 1-BB is not won, nor is the 2-BB winning, and generally, the game continues in the internal state in which the 2-BB winning is carried over.

[0191] In the present slot machine 10, the first BB winning flag is stored in a normal area in the various flag storage area 106d, whereas the second BB winning flag is stored in a storage area in the various flag storage area 106d. The normal area is an area in which various general flags such as winning flags of other roles are stored. The flags stored in the normal area are stored and maintained by backup power or the like even if the power supply to the slot machine 10 is stopped (the power is turned off). Therefore, for example, even if the power is turned off when the game hall is closed, if the power is turned on the next day, the slot machine 10 is started with the various flags stored in the normal area, and even if the power is turned on / off with the first BB winning flag set, the slot machine 10 is started with the first BB winning flag set. However, when a process for setting the winning probability is started (when a setting change is made) when the slot machine 10 is started, an initialization process (clear process) of the normal area is performed. Therefore, when the process for setting the winning probability is performed, the first BB winning flag is cleared together with the other flags stored in the normal area.

[0192] In contrast, the storage area is an area in which only the second BB winning flag is stored. As with the normal area described above, the flag stored in the storage area is not cleared by turning the power on / off. Furthermore, in the storage area, even if the winning probability setting process is started when the slot machine 10 is started up, the initialization process of the storage area is not performed (it is not subject to the initialization process). Therefore, even if the winning probability setting process is performed, the second BB winning flag stored in the storage area is not cleared and is retained (stored). In other words, when the winning probability setting process is performed in the internal state of the first BB winning in which the first BB winning flag is stored, the first BB winning flag is cleared and the machine is started as a non-internal state, whereas when the winning probability setting process is performed in the internal state of the second BB winning in which the second BB winning flag is stored, the second BB winning flag is not cleared and the machine is started as it is in the internal state of the second BB winning. In this way, it is possible to continue playing in the internal state in which the second BB winning is carried over not only when the power of the slot machine 10 is turned on / off, but also when the setting is changed.

[0193] Then, in order to play in an internal state where the 2nd BB win is carried over, basically, it is sufficient to play until the 2nd BB win occurs in the 2-bet game at the time of shipping the slot machine 10 from the factory, and thereafter, the 2nd BB win is stored and held until the reset switch 72 is operated and the RAM clear process is performed. In this way, it is possible to preferably play in a state where the 2nd BB win is carried over.

[0194] Below, we will assume that the game is played in a state where the second BB win has been carried over, and explain the gameplay that utilizes notifications (push order notifications) when the push order bell is won during that game (also referred to as normal game in the following explanation).

[0195] <Lottery result processing> First, the lottery result response process performed in step S310 will be described with reference to the flowchart in Fig. 27. The lottery result response process is a process performed after the lottery process for each game is performed, and is a process for performing a lottery for transition to an AT mode in which a push order notification is generated based on the lottery result of the game.

[0196] First, in step S601, a process is performed to grasp the current game state. More specifically, it is grasped whether it is either the 1st BB state or the 2nd BB state, or whether it is a non-internal state (normal game state) before the 1st BB or the 2nd BB is won, or an internal state (carry-over state) after the 1st BB or the 2nd BB is won. In the 1st BB state or the 2nd BB state, the specified number (specified bet number) is set to 3, and in the non-internal state before the 1st BB or the 2nd BB is won, or in the internal state after the 1st BB or the 2nd BB is won, the specified number (specified bet number) is set to 2 or 3. Then, in step S602, it is determined whether the bet number of the current game is one specified number (specific specified number) specified in the state grasped in step S601. In this embodiment, the specific prescribed number in the first BB state or the second BB state is set to 3, and in this case, the prescribed number of bets in the first BB state or the second BB state is 3, so if it is determined in step S601 that it is the first BB state or the second BB state, a positive judgment is always made in step S602. In contrast, in this embodiment, in states other than the first BB state or the second BB state, 3 out of the prescribed numbers of 2 and 3 is set as the specific prescribed number, and if the number of bets is 3 in a state other than the first BB state or the second BB state, a positive judgment is made in step S602. In this case, processing for the display mode (processing for the instruction function) from step S603 onwards is performed. In contrast, if the number of bets is 2 in a state other than the first BB state or the second BB state, a negative judgment is made in step S602, and the lottery result response processing is terminated as it is.

[0197] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for transition to the AT mode after step S603 is not performed, which is disadvantageous to the player. In this way, the internal state is a 3-bet game, making it easier to play a normal game in which the 2 BB is carried over. Note that the specific prescribed number for the 1 BB state or the 2 BB state may be set to 2, and in the 1 BB state or the 2 BB state, a negative judgment is always made in step S602, so that processing for the display mode is not performed.

[0198] If the determination in step S602 is affirmative, in step S603, it is determined whether or not an advantageous zone flag is set in the various flag storage area 106d. In this slot machine 10, regarding the occurrence or non-occurrence of push order notifications, advantageous zones in which the push order notifications may occur and normal zones in which they may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to know that the current game is in an advantageous zone, and is set when a transition to the advantageous zone occurs, and is cleared when a transition to the normal zone occurs.

[0199] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, the advantageous zone transition lottery process is executed in step S604, and then the lottery result response process is terminated.

[0200] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 28, the lottery result of the current game is grasped in step S701. Then, in step S702, the advantageous zone transition lottery table is acquired from the various table storage area 105a of the ROM 105. In the advantageous zone transition lottery table, as shown in FIG. 33, the transition rate to the advantageous zone (the winning probability of the advantageous zone transition lottery) is set according to the lottery result of each game. As shown in FIG. 33, the normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon are set as the trigger role of the transition lottery to the advantageous zone. That is, in the normal game as the 3-bet game carrying over the 2nd BB, all the results that can be won are set as the trigger role of the transition lottery to the advantageous zone.

[0201] After acquiring the lottery table in step S702, a process of acquiring a random number for the advantageous zone transition lottery is executed in step S703. The random number for the advantageous zone transition lottery is a dedicated counter in the various counter areas 106e, which is updated at a predetermined cycle, and the latest updated value of the counter is acquired in step S703. Then, an advantageous zone transition lottery is executed in step S704, and it is determined in step S705 whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that the advantageous zone transition lottery has a 100% probability regardless of the trigger role. In this case, if it is determined that the game result grasped in step S701 is a trigger role for the transition lottery (not a losing result), it is also possible to omit the processes in steps S702 to S705.

[0202] If it is determined in step S705 that the transition lottery has been won, in step S706, a process of setting an advantageous interval winning game flag in the various flag storage areas 106d is executed. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that the game has won the transition lottery to the advantageous interval in the current game. If the determination in step S705 is negative, or after the process of step S706 is executed, the advantageous interval transition lottery process ends.

[0203] Returning to the explanation of the lottery result corresponding process, if it is determined in step S603 that the advantageous interval flag is set, proceed to step S605. In step S605, it is determined whether an AT mode winning flag or an AT mode flag is set in the various flag storage areas 106d. The AT mode winning flag is a flag set when winning the transition lottery to the AT mode, and the AT mode flag is a flag set when transitioning to the AT mode. That is, in step S605, it is determined whether the situation is such that the transition to the AT mode has already been determined or has already occurred. If neither flag is set in step S605 and the situation is still such that the transition to the AT mode has not been determined, in step S606, the AT lottery process is executed. On the other hand, if either flag is set in step S605, in step S607, the AT topping-up process is executed.

[0204] <AT lottery process> First, the AT lottery process in step S606 will be described with reference to the flowchart in FIG. 29.

[0205] In step S801, a subtraction process of the ceiling counter provided in the various counter area 106e is executed. The ceiling counter is a counter for the CPU 102 to grasp the maximum number of games (ceiling game number) that can be played in the advantageous zone without transition to the AT mode. A predetermined lottery value is input to the ceiling counter when transitioning to the advantageous zone. In this embodiment, the maximum value of the ceiling counter is set to 999. In other words, by playing a maximum of 999 games after transitioning to the advantageous zone, transition to the AT mode occurs even if the AT mode transition lottery is not won. In step S801, a process of subtracting 1 from the ceiling counter is executed. Then, in step S802, it is determined whether the ceiling counter has become 0. If it is not 0, an AT mode transition lottery is executed in steps S803 to S805.

[0206] That is, in step S803, it is determined whether any of the first CZ mode flag, the second CZ mode flag, and the third CZ mode flag is set in the various flag storage area 106d. In this embodiment, as a state before winning the lottery for transition to the AT mode in the advantageous zone, a normal mode and a CZ mode are provided, and the CZ mode is set as a mode in which it is easier to win the lottery for transition to the AT mode than the normal mode. As the CZ mode, a first CZ mode, a second CZ mode, and a third CZ mode with different transition triggers are set, and the above-mentioned first CZ mode flag to third CZ mode flag are flags for the CPU 102 to distinguish between the first CZ mode to the third CZ mode. Then, if it is determined that any of the CZ mode flags is not set in step S803, a normal AT mode lottery process is executed in step S804, and if any of the CZ mode flags is set in step S803, a CZ AT mode lottery process is executed in step S805.

[0207] In the normal AT mode lottery process in step S804, as shown in the flowchart of FIG. 30, first, the lottery result of the current game is grasped in step S901. Then, in step S902, a normal AT mode transition lottery table is acquired from the various table storage area 105a of the ROM 105. In the normal AT mode transition lottery table, as shown in FIG. 33, the transition rate to the AT mode (the winning probability of the AT mode transition lottery) is set according to the lottery result of each game. As shown in FIG. 33, the normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, and watermelon are set as the trigger role of the normal AT mode transition lottery. That is, in the normal game as the 3-bet game carrying over the second BB, all the results that can be won are set as the trigger role of the normal AT mode transition lottery.

[0208] After acquiring the lottery table in step S902, a process of acquiring a random number for the AT mode transition lottery is executed in step S903. Then, in step S904, the AT mode transition lottery is executed, and then the AT mode lottery process is terminated. That is, in the normal AT mode lottery process, the AT mode transition lottery is executed based on the lottery results of each game.

[0209] In contrast, in the AT mode transition lottery during CZ mode, the AT mode transition lottery is conducted using the lottery results of multiple games during CZ mode.

[0210] That is, in the CZ AT mode lottery process in step S805, as shown in the flowchart of Fig. 31, first, the lottery result of the current game is grasped in step S1001. Then, in step S1002, a process of acquiring a point table from the various table storage area 105a of the ROM 105 is executed.

[0211] As shown in Figure 33, the points table is set up so that the point value acquired in the current game can differ depending on the lottery result of each game. For example, if the lottery result of this game is Cherry A, 20 points are acquired, and if the lottery result of this game is Cherry B, which is less likely to win than Cherry A, 50 points are acquired. In other words, the lower the probability of winning in the lottery process of each game, the more points are acquired.

[0212] Then, in step S1003, a process is executed to add the point value acquired in the current game to the cumulative counter RC provided in the various counter area 106e. Note that in this embodiment, the lottery result command for each game is set to include information on the cumulative counter RC, and the display control device 81 can also grasp the value of the cumulative counter RC together with the lottery result of each game.

[0213] In the next step S1004, a process is executed to grasp the CZ counter provided in the various counter area 106e. The CZ counter is a counter for the CPU 102 to grasp the number of remaining games in the CZ mode, and is a counter that is decremented by one each time one game is played in the CZ mode. Then, in step S1005, a process is executed to obtain the CZ AT mode transition lottery table from the various table storage area 105a, and in step S1006, an AT mode transition lottery is executed, and then the CZ AT mode lottery process is terminated.

[0214] As shown in FIG. 34, the CZ AT mode transition lottery table is set so that the winning probability of the AT mode transition lottery differs depending on the CZ counter and the cumulative counter RC. More specifically, the product of the cumulative counter RC and a predetermined number set according to the value of the CZ counter and the value of the cumulative counter RC is set as the winning probability (%) of the AT mode transition lottery. For example, when the CZ counter is 16 or more, if the cumulative counter RC is 0 to 59, the predetermined number is set as 0.1, and if the cumulative counter RC is 80 to 100, the predetermined number is set as 0.6. In this case, if the CZ counter is 16 or more and the cumulative counter RC is 30, the winning probability of the AT mode transition lottery is 3% due to the product of the predetermined number (0.1) and the cumulative counter RC (30). Also, if the CZ counter is 16 or more and the cumulative counter RC is 90, the winning probability of the AT mode transition lottery is 54% due to the product of the predetermined number (0.6) and the cumulative counter RC (90). Also, when the CZ counter is 3 to 1, if the cumulative counter RC is 0 to 9, the predetermined number is set to 0.5, and if the cumulative counter RC is 50 to 100, the predetermined number is set to 1.0. In this case, if the CZ counter is 3 to 1 and the cumulative counter RC is 5, the product of the predetermined number (0.6) and the cumulative counter RC (5) gives a winning probability of 3% in the AT mode transition lottery. Also, if the CZ counter is 3 to 1 and the cumulative counter RC is 90, the product of the predetermined number (1.0) and the cumulative counter RC (90) gives a winning probability of 90% in the AT mode transition lottery.

[0215] That is, in the CZ mode in this embodiment, the larger the point value acquired in each game in the CZ mode, the easier it is to win the AT mode transition lottery, and the fewer the number of games remaining in the CZ mode, the easier it is to win the AT mode transition lottery. And, even if the point value acquired in each game in the CZ mode is large, if the number of games remaining in the CZ mode is large, it is set to be difficult to win the AT mode transition lottery. In this way, it is suppressed from winning the AT mode transition lottery early after the transition to the CZ mode, and a device is provided to make the game (presentation) in the CZ mode enjoyable to the end while increasing attention to the lottery results of each game in the CZ mode.

[0216] Returning to the explanation of the AT lottery process, after the AT mode lottery process is executed in step S804 or step S805, in step S806, it is determined whether or not the AT mode transition lottery in the AT mode lottery process in step S804 or step S805 has been won. If it has been won, the AT mode winning process in steps S807 to S810 is executed, and if it has not been won, the AT mode non-winning process in steps S811 to S819 is executed.

[0217] That is, if the AT mode transition lottery is won, first, a process for setting the premonition mode is executed in step S807. Note that, even if the ceiling counter becomes 0 in step S802, the process proceeds to step S807, and the process for setting the premonition mode is executed. The premonition mode is a mode in which, when a situation in which a transition to the AT mode may occur is created due to winning the AT mode transition lottery, etc., a premonition effect is performed on the auxiliary display unit 65 or the speaker 64, suggesting that a transition to the AT mode may occur. In step S807, a process for setting the number of games, etc. of the premonition mode is executed according to the trigger for the situation in which a transition to the AT mode may occur.

[0218] That is, in the premonition mode setting process, as shown in the flowchart of Fig. 32, first, in step S1101, the process of grasping the cumulative counter RC is executed, and then, in step S1102, the process of grasping the CZ counter is executed. Then, in step S1103, the process of acquiring the immediate notification lottery table from the various table storage area 105a is executed, and in step S1104, the immediate notification lottery process is executed. In the immediate notification lottery process, a lottery is executed as to whether or not to execute the notification of the situation in which a transition to the AT mode may occur without going through the premonition performance.

[0219] As shown in Fig. 35, the immediate notification lottery table is set so that the probability of winning the immediate notification lottery differs depending on the CZ counter and the cumulative counter RC. More specifically, the smaller the CZ counter value, i.e., the fewer the number of games remaining in the CZ mode, the easier it is to win the immediate notification lottery, and the larger the cumulative counter RC value, i.e., the larger the point value acquired during the CZ mode, the easier it is to win the immediate notification lottery. Note that, when the CZ counter is 0 and a win is made to transition to the AT mode during the normal mode, in this embodiment, the immediate notification lottery is won with a 100% probability.

[0220] In step S1105, it is determined whether or not the immediate notification lottery in step S1104 has been won. If the immediate notification lottery has not been won, processing for the premonition mode is performed in steps S1106 to S1113, and if the immediate notification lottery has been won, processing for the notification of the AT mode is performed in steps S1114 to S1119.

[0221] If the immediate notification lottery is not won, in step S1106, it is determined whether the situation in which the current AT mode transition lottery was won was the first CZ mode or the third CZ mode among the CZ modes. If it is not the first CZ mode or the third CZ mode but the second CZ mode, a lottery process for the number of premonition effects games is executed in step S1107. Then, in step S1108, a process is executed in which the result of the lottery in step S1107 and the current CZ counter (the number of games remaining in the CZ mode) are added together and input into the premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of games from when a situation in which transition to the AT mode can occur until a notification of the situation (AT winning notification effect) is executed.

[0222] In the lottery process of the number of premonition effect games in step S1107, the premonition effect game number table is obtained from the various table storage area 105a, and the number of premonition effect games this time is set randomly. As shown in FIG. 36, the premonition effect game number table is set so that one of 13 games to 15 games is selected, and the selection rate differs depending on the number of games, for example, 15 games are likely to be selected, while 13 games and 14 games are unlikely to be selected. For example, if 14 games are selected in the premonition effect game number lottery process and the number of games remaining in the CZ mode is 3 games, 17 is input to the premonition counter, and after a situation in which a transition to the AT mode can occur (after the AT mode winning flag is set), a notification to that effect is made 17 games later.

[0223] After executing the input process of the premonition counter in step S1108, a process of setting a premonition flag in the various flags storage area 106d is executed in step S1109. Then, a process of setting the premonition command as an output target to the display control device 81 is executed in step S1110, and then the setting process of this premonition mode is terminated. The premonition flag is a flag for the CPU 102 to grasp that the premonition mode has been set, and the premonition command is a command for the display control device 81 to grasp that the premonition mode has been set. In addition, the premonition command includes the value of the premonition counter, and the display control device 81 can grasp the game for which a notification that a situation in which a transition to the AT mode may occur is to be performed from the value of the premonition counter. The process on the display control device 81 side when the premonition command is received will be described in detail later.

[0224] If the mode is the first CZ mode or the third CZ mode in step S1106, it is determined whether the mode is the first CZ mode in step S1111, and if the mode is the first CZ mode, a process is executed in which a value obtained by adding a predetermined number (5) to the CZ counter is input to the premonition counter in step S1112. If the mode is determined to be the third CZ mode rather than the first CZ mode in step S1111, a process is executed in which the value of the CZ counter is input to the premonition counter in step S1113. Then, after executing the premonition flag setting process in step S1109 and the premonition command setting process in step S1110, the premonition mode setting process is terminated. In this case, in the first CZ mode, a predetermined number of games are executed after the remaining number of games in the first CZ mode becomes 0, and in the third CZ mode, a notification is issued that the AT mode transition lottery has been won by the remaining number of games in the third CZ mode becoming 0.

[0225] In other words, the number of games until the announcement of the winning of the AT mode transition lottery differs depending on the type of CZ mode when the AT mode transition lottery is won, and the announcement of the winning of the AT mode transition lottery is made in a smaller number of games in the first CZ mode than in the second CZ mode or the third CZ mode. The reason for this configuration will be explained in detail when explaining the contents of the performance in the CZ mode.

[0226] If it is determined in step S1105 that the immediate notification lottery has been won, the process proceeds to step S1114. In step S1114, a process of clearing the CZ counter to 0 is executed. After that, in step S1105, an AT type determination process is executed to determine whether the type of the current AT mode is the first AT mode or the second AT mode. In this embodiment, the first AT mode and the second AT mode, which have different add-on performance (probability of winning the add-on lottery) during the AT mode, are set as the AT mode, and the second AT mode has better add-on performance than the first AT mode (set so that it is easier to win the add-on lottery). In the AT type determination process in step S1115, for example, the current AT mode type is determined by lottery according to the setting value, the type of the previous AT mode, the number of medals increased in the advantageous zone, the number of games in the advantageous zone, etc., or randomly.

[0227] In step S1116, it is determined whether the first AT mode has been determined based on the processing result of step S1115. If the first AT mode is determined, a process of setting a first AT notification flag in the various flag storage area 106d is executed in step S1117, and a process of setting a first AT winning immediate notification command as an output target to the display control device 81 is executed in step S1118, and then the setting process of this premonition mode is terminated. The first AT notification flag is a flag for the CPU 102 to grasp that the first AT start result will appear on each reel 32L, 32M, 32R when the first AT mode starts, and the first AT winning immediate notification command is a command for the display control device 81 to grasp that a situation in which a transition to the first AT mode may occur has occurred. The process on the display control device 81 side that receives the first AT winning immediate notification command will be described in detail later.

[0228] If it is determined in step S1116 that the AT is the second AT and not the first AT, a process of setting a 2nd AT notification flag in the various flag storage area 106d is executed in step S1119, and a process of setting a 2nd AT winning immediate notification command as an output target to the display control device 81 is executed in step S1120, and then the setting process of this premonition mode is terminated. The 2nd AT notification flag is a flag for the CPU 102 to grasp that the results for starting the 2nd AT will appear on each reel 32L, 32M, 32R when the 2nd AT mode starts, and the 2nd AT winning immediate notification command is a command for the display control device 81 to grasp that a situation in which a transition to the 2nd AT mode may occur has occurred. The process on the display control device 81 side that receives the 2nd AT winning immediate notification command will also be described in detail later.

[0229] Returning to the explanation of the AT lottery process, after the premonition mode setting process is executed in step S807, it is determined in step S808 whether any CZ mode flag is set. If any CZ mode flag is set, a process is executed in step S809 to clear the set CZ mode flag. If a negative determination is made in step S808, or after the process of step S809 is executed, a process is executed in step S810 to set the AT mode winning flag, and then the AT lottery process is terminated. By performing such a process, a positive determination is made in step S605 in the lottery result corresponding process from the next game onwards.

[0230] If it is determined in step S806 that the AT mode transition lottery has not been won, it is determined in step S811 whether any of the CZ mode flags are set. If none of the CZ mode flags are set and the game is in normal mode, the lottery for transition to the CZ mode is performed in steps S812 to S819. On the other hand, if any of the CZ mode flags are set, the AT lottery processing is terminated without performing the processing in steps S812 to S819.

[0231] That is, in step S812, it is determined whether the advantageous zone game number AG provided in the various counter areas 106e is equal to or greater than a first predetermined value (31) and equal to or less than a second predetermined value (700). The advantageous zone game number AG is a counter that allows the CPU 102 to grasp the number of games in the advantageous zone, and is incremented by one for each game after transition to the advantageous zone, and is reset when the advantageous zone ends. If the advantageous zone game number AG is less than the first predetermined number or is greater than the second predetermined number, the AT lottery process is terminated without performing a lottery for transition to the CZ mode, etc.

[0232] In this embodiment, the CZ mode may be set when the game moves to the favorable zone, and the first predetermined number is set to a number greater than the number of games required until the announcement of the result of the AT mode transition lottery in the CZ mode set when the game moves to the favorable zone is completed. Also, as described above, in this embodiment, the ceiling counter set when the game moves to the favorable zone becomes 0, so that the game is allowed to move to the AT mode without going through the AT mode transition lottery, and the second predetermined value is a value close to the upper limit (999) of the ceiling counter set when the game moves to the favorable zone, and more specifically, is set to 700, which is 70% of the upper limit.

[0233] In other words, when the advantageous zone is consumed to a value close to the upper limit of the ceiling counter, the lottery for transition to CZ mode and the like will no longer be held. The ceiling counter setting process will be explained in detail later, but a value smaller than the second predetermined value may be set in the ceiling counter when transitioning to the advantageous zone, in which case the ceiling is reached and transition to AT mode is permitted before reaching the upper limit game number (700) at which the lottery for transition to CZ mode and the like is held. In other words, even if a value smaller than the second predetermined value is input to the ceiling counter, there are cases where the lottery for transition to CZ mode is won just before reaching the ceiling.

[0234] If the number of games in the favorable zone AG is within the range for performing the CZ mode transition lottery etc. in step S812, a process for acquiring a CZ mode transition lottery table from the various table storage area 105a is executed in step S813, and a CZ mode transition lottery process is executed in step S814. In the CZ mode transition lottery table, as shown in FIG. 33, the transition rate to CZ mode (the winning probability of the CZ mode transition lottery) is set according to the lottery result of each game. For example, if the lottery result of this game is chance eye A, the CZ mode transition lottery is won with a 7% probability, and if the lottery result of this game is chance eye B, which is less likely to win than chance eye A, the CZ mode transition lottery is won with a 15% probability, which is higher than the chance eye A, and so on. In this way, the lower the occurrence rate of the lottery result of the game, the easier it is to win the CZ mode transition lottery.

[0235] After executing the CZ mode transition lottery in step S814, in step S815, it is determined whether or not the CZ mode transition lottery has been won. If not, the AT lottery processing is terminated as it is. If the CZ mode transition lottery has been won, in step S816, the second CZ mode game number lottery process is executed, in step S817, the game number corresponding to the lottery result is input to the CZ counter, and in step S818, the process of setting the second CZ mode flag is executed. That is, when winning the CZ mode transition lottery during the normal mode in the advantageous section, the second CZ mode is set, and the game number thereof is determined by the lottery process in step S816. In the lottery process for the second CZ mode game number, the second CZ mode game number table is acquired from the various table storage areas 105a, and the game number of the current second CZ mode is randomly set. As shown in FIG. 36, the second CZ mode game number table is set so that any one of 8 games to 15 games is selected. For example, 10 games or 11 games are likely to be selected, while 8 games or 15 games are less likely to be selected. That is, the selection rate varies depending on the game number. For example, when 10 games are selected in the second CZ mode game number lottery process, in step S817, 10 is input to the CZ counter.

[0236] After setting the second CZ mode flag in step S818, in step S819, the process of setting the second CZ mode start command as an output target to the display control device 81 is executed, and then the AT lottery processing is terminated. The processing on the display control device 81 side that has received the second CZ mode start command will be described in detail later.

[0237] <AT boosting process> Next, the AT boosting process executed in step S607 will be described with reference to the flowchart of FIG. 37. As already described, the AT boosting process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for boosting the number of consecutive games in the AT mode.

[0238] In the AT addition process, first, in step S1201, the lottery result of the current game is grasped. Then, in steps S1202 to S1208, a process of acquiring an addition lottery table according to the current situation is executed. That is, in step S1202, it is determined whether or not the AT mode win flag is set and the situation in which the transition to the AT mode can occur has occurred, but the transition to the AT mode has not yet occurred. If the situation is before the transition to the AT mode, a positive determination is made in step S1202, and it is determined in step S1203 whether or not the first AT notification flag or the second AT notification flag is set in the various flag storage area 106d. The situation in which the first AT notification flag or the second AT notification flag is set means that the notification (AT win notification performance) that the situation in which the transition to the AT mode can occur has already been executed, and the transition to the AT mode has not yet occurred. In other words, a situation in which neither the first AT notification flag nor the second AT notification flag is set in step S1203 means that a situation has arisen in which a transition to AT mode may occur, but no notification of this has yet been made (premonition mode).

[0239] Therefore, if it is determined in step S1203 that neither the first AT notification flag nor the second AT notification flag is set, a process is executed in step S1204 to obtain a post-win and pre-win notification additional lottery table from the various table memory area 105a, and if it is determined in step S1203 that either flag is set, a process is executed in step S12056 to obtain a post-win notification and pre-transition additional lottery table.

[0240] As shown in Fig. 38, when comparing the post-winning and pre-winning notification additional lottery table and the post-winning notification pre-transition additional lottery table, the additional lottery using the post-winning notification pre-transition additional lottery table is set to be easier to win than the additional lottery using the post-winning notification pre-winning notification additional lottery table. More specifically, for example, in the additional lottery triggered by the chance eye B, the additional lottery using the post-winning notification pre-winning notification additional lottery table has a 5% probability of winning, whereas the additional lottery using the post-winning notification pre-transition additional lottery table has a 7% probability of winning, and in the situation before the transition to the AT mode, it is easier to win the additional lottery after the winning notification than before the AT mode winning notification.

[0241] When the AT mode winning flag is not set in step S1202, it means that the AT mode flag is set, and the transition to the AT mode has already occurred. In this case, in step S1206, the first AT flag is set in the various flag storage area 106d, and it is determined whether the current AT mode is the first AT mode. If it is the first AT mode, in step S1207, a process is executed to obtain the first AT additional selection table from the various table storage area 105a, and if it is the second AT mode, in step S1208, a process is executed to obtain the second AT additional selection table from the various table storage area 105a.

[0242] As shown in Fig. 38, when comparing the first AT add-on lottery table and the second AT add-on lottery table, the add-on lottery using the second AT add-on lottery table is set to be easier to win than the add-on lottery using the first AT add-on lottery table. More specifically, for example, in the add-on lottery triggered by Cherry B, the add-on lottery using the first AT add-on lottery table has a 10% probability of winning, whereas the add-on lottery using the second AT add-on lottery table has a 20% probability of winning, and in the situation after the AT mode transition, it is easier to win the add-on lottery during the second AT mode than during the first AT mode.

[0243] After the add-on lottery table is obtained in any of the processes of steps S1204, S1205, S1207, and S1208, an add-on lottery is executed in step S1209. Then, in step S1210, it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing ends as is. If the add-on lottery has been won, an add-on game number lottery process is executed in step S1211. In the add-on game number lottery process, an add-on game number table is obtained from the various table storage area 105a, and the current number of add-on games is determined by lottery. As shown in Figure 38, the number of added games table is set so that the number of added games varies depending on the lottery result of the game that triggers the addition. For example, when the addition is triggered by a normal lip A, an average of 150 games are added, while when the addition is triggered by a cherry A, an average of 15 games are added. In other words, the number of added games is greater when the addition is triggered by a trigger that is less likely to win the add-on lottery.

[0244] After executing the process of drawing out the number of added games in step S1211, a process of adding the current number of added games to the AT counter provided in the various counter area 106e is executed in step S1212. The AT counter is a counter that allows the CPU 102 to grasp the number of remaining games in the AT mode. After executing the process of step S1212, a process of setting the added command as an output target to the display control device 81 is executed in step S1213, and then the AT added processing is terminated. The display control device 81 that has received the added command executes a process of performing an added notification performance corresponding to the addition on the auxiliary display unit 65 and the speaker 64.

[0245] Returning to the explanation of the lottery result response process (FIG. 27),

[0246] After executing the process of step S606 or step S607, in step S608, it is determined whether the lottery result of this game is a push order role win. The push order role is a result that includes the push order bell, normal lip A, normal lip B, and normal lip C. Normal lip A, normal lip B, and normal lip C are all results that can be won in multiple replays, and it is set so that the replay that establishes the winning can be different depending on the operation order of the stop switches 42 to 44.

[0247] Specifically, as shown in FIG. 39, in normal replay A, regardless of the operation order of each stop switch 42-44, basically, the reels 32L, 32M, 32R are stopped so that the first replay win is established. In contrast, in normal replay B and normal replay C, when the right stop switch 44 is operated first, the reels 32L, 32M, 32R are stopped so that the second replay win or the third replay win is established, and when the left stop switch 42 or the center stop switch 43 is operated first, the reels 32L, 32M, 32R are stopped so that the first replay win is established. However, in normal replay A, normal replay B, and normal replay C, regardless of which replay win among the overlapping replays is established, the privilege given is a replay, and only the type of replay established is different. In other words, the normal lip A, normal lip B, and normal lip C are game results in which the replay winning is established regardless of the operation order of the stop switches 42 to 44, but the stop results are different depending on the operation order. And, in particular, the normal lip B and normal lip C are the starting opportunity of the AT mode, and after the AT mode winning flag is set, the first AT mode is started in a game in which the second replay winning can be established after the notification that the situation is such that the transition to the AT mode can occur is executed, and after the AT mode winning flag is set, the second AT mode is started in a game in which the third replay winning can be established after the notification that the situation is such that the transition to the AT mode can occur is executed. In other words, even if the AT mode winning flag is set, the first AT mode or the second AT mode is not started until the above notification (AT winning notification performance) is executed, and even after the above notification is executed, the first AT mode or the second AT mode is not started until the game in which the second replay winning or the third replay winning can be established.

[0248] If it is determined in step S608 that the push order role is a win, it is determined in step S609 whether any of the CZ mode flags, AT mode win flags, or AT mode flags are set. If any of these flags are set, the push order notification process is executed in step S610, and then the lottery result response process is terminated. If a negative determination is made in step S608 or step S609, the lottery result response process is terminated as is.

[0249] <Outline of push order notification> Prior to the description of the push order notification process executed in step S610, an overview of the push order notification executed by the instruction monitor 68 and the push order notification performance executed by the auxiliary display unit 65 will be described. Note that the push order notification and the push order notification performance can also be called, for example, push order navigation, sequence notification, or mode notification. The instruction monitor 68 is connected to the main control unit 101, and the push order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the push order notification performance is performed by the display control unit 81.

[0250] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 40. Fig. 40(a) is a front view of the instruction monitor 68, and Fig. 40(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.

[0251] As shown in FIG. 40(a), the indication monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source made of an LED, and by controlling the on / off of each of the individual light sources, it is possible to light up any one of the display segments, or to light up any combination of the display segments. This allows the indication monitor 68 to display a specific symbol (including letters and numbers) individually. Note that each of the individual light sources emits light of the same color, so that the same color is displayed on each of the display segments N1 to N8.

[0252] More specifically, the first display segment N1 to the seventh display segment N7 are all linear display segments, and are arranged so that they can at least display the numbers "1" to "6." The eighth display segment N8 is a circular display segment, and is arranged to the side of the lower right part of the area in which the first display segment N1 to the seventh display segment N7 are arranged. Therefore, the indication monitor 68 can at least display "1" to "6," "1." to "6.", and ".".

[0253] In addition, as long as the indication monitor 68 can display symbols of multiple patterns individually, the shape and arrangement of each of the display segments N1 to N8 may be arbitrary, and a configuration using seven segments, nine segments, or the like instead of eight segments may be used. In addition, it is not essential that the colors displayed in each of the display segments N1 to N8 are the same, and a configuration in which the colors displayed in each of the display segments N1 to N8 can be changed as appropriate may be used. In addition, a configuration in which the light source is turned on and off to control the lighting or extinguishing of each of the display segments N1 to N8 is not essential, and as long as the display control can be performed individually for each of the display segments N1 to N8, a segment display may be formed by a single backlight and a liquid crystal display. Furthermore, instead of applying a segment display to each display area, symbols may be displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc.

[0254] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation sequence of the push order combination. For example, as shown in FIG. 40(b), when the operation sequence of the stop switches 42-44 is "left" → "middle" → "right" to provide a winning mode advantageous to the player, the sixth display segment N6 and the seventh display segment N7 are lit to display "1". Also, when the operation sequence of the stop switches 42-44 is "right" → "left" → "middle" to provide a winning mode advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit to display "5". In other words, the numbers (symbols) displayed on each display segment N1 to N7 correspond one-to-one to the operation sequence of the stop switches 42 to 44, and by operating the stop switches 42 to 44 to stop based on the numbers (symbols) displayed on the display segments N1 to N7, the player can win in an advantageous manner.

[0255] The eighth display segment N8 is turned on in the game in which the start condition is satisfied, including the notification condition that causes a transition to the advantageous zone and a situation in which the push order notification can occur. Also, it is turned off when the AT mode ends and the game transitions from the advantageous zone to the normal zone.

[0256] In other words, an advantageous zone (specific gaming state, specific mode) is an area in which the operation order of the push order bell and the like is more easily notified, making it easier for the player to win in an advantageous manner. The eighth display segment N8 serves as a zone indicator (specific notification means) that lights up during specific zones in which the player can actually benefit from the push order notification, and turns off during normal zones that are not advantageous zones, and during non-specific zones that are not specific zones even if they are advantageous zones.

[0257] As already explained, the instruction monitor 68 having the first display segment N1 to the seventh display segment N7 as the push order indicator and the eighth display segment N8 as the section indicator is disposed near the side of the payout number display unit 62 on the gaming panel 25. That is, the instruction monitor 68 is disposed above the stop switches 42 to 44 operated by the player, in other words, it is not disposed on the decorative panel, which is the front part of the gaming machine, below the position where the stop switches 42 to 44 are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by the hand operating the stop switches 42 to 44, and is disposed in a position where it is easily visible to the player. In addition, it can be said that the overlooking by the player is prevented from being caused by the fact that it is disposed near the payout number display unit 62, which is easily observed by the player who is playing the game to acquire medals.

[0258] Furthermore, in the instruction monitor 68, the brightness of the corresponding LED is determined so that the eighth display segment N8 in particular is brighter than the brightness of the surrounding display sections (for example, the payout number display section 62 and the backlight of the gaming panel 25) (more specifically, twice as bright as the surrounding display sections). Therefore, even when the eighth display segment N8 and the surrounding display sections are both controlled to emit light (when they are in a lit state), the eighth display segment N8 stands out. The illuminance of the corresponding LED is also determined so that the illuminance of the eighth display segment N8 toward the front of the gaming machine is higher than that of the surrounding display sections (more specifically, twice as bright as the surrounding display sections). This configuration also improves the visibility of the eighth display segment N8, and prevents the eighth display segment N8 from being overlooked when it is in a lit state.

[0259] Next, the push order notification effect performed by the auxiliary display unit 65 will be described with reference to Fig. 41. Here, the push order notification effect on the auxiliary display unit 65 will be described with reference to the example in which the push order role is won when the operation order to be notified this time is center → right → left.

[0260] As shown in FIG. 41(a), in the auxiliary display unit 65, among the three parallel button displays corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. Also, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3 to indicate that the stop switch to be operated next is the right stop switch 44 and the stop switch to be operated last is the left stop switch 42.

[0261] When the player operates the middle stop switch 43, as shown in Fig. 41(b), the center button display corresponding to the middle stop switch 43 disappears in the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed large. This enables the player to confirm that the operation of the middle stop switch 43 has been completed, and that the next stop switch to be operated is the right stop switch 44.

[0262] When the player operates the right stop switch 44, as shown in Fig. 41(c), the right button display corresponding to the right stop switch 44 disappears in the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed large. This enables the player to confirm that the operation of the right stop switch 44 has been completed, and that the next stop switch to be operated is the left stop switch 42.

[0263] To explain the timing of the push order notification, it is set to be executed during the ineffective period of the stop switches 42-44 from when the rotation of each reel 32L, 32M, 32R starts, through the acceleration period, until the constant speed rotation. By configuring the push order notification to be executed at a timing before the operation of the stop switches 42-44 becomes effective, it becomes possible to operate the stop switches 42-44 after recognizing the operation order of the stop switches 42-44, and to progress the game at a good tempo.

[0264] <Push order notification process> Next, the push order notification process executed in step S610 will be described with reference to the flowchart of FIG.

[0265] First, in step S1301, it is determined whether any of the first CZ mode flag to the third CZ mode flag is set. If none of the first CZ mode flag to the third CZ mode flag is set, it is determined whether the AT mode winning flag is set in step S1302. If the first CZ mode flag to the third CZ mode flag are not set and the AT mode winning flag is set, it is a case where the transition to the AT mode has not yet occurred after the AT mode winning. In this case, in step S1303, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage area 106d. If the AT mode winning flag is set but these AT notification flags are not set, it means that the AT mode transition lottery has been won but the game is still in the premonition mode. In this case, the push order notification is not generated in this game, and the push order notification process is terminated as it is. If the first AT notification flag or the second AT notification flag is set, it proceeds to step S1304.

[0266] In step S1304, it is determined whether the lottery result of this game is normal lip B or normal lip C. If it is not normal lip B or normal lip C, but normal lip A or push order bell, the main push order notification process is terminated. If it is either normal lip B or normal lip C, it is determined in step S1305 whether it is normal lip B. If it is normal lip B, it is determined in step S1306 whether the above-mentioned 1st AT notification flag is set. If the 2nd AT notification flag is set instead of the 1st AT notification flag, the main push order notification process is terminated. If normal lip B is won and the 1st AT notification flag is set, proceed to step S1307 and execute the process to start the 1st AT mode.

[0267] That is, in step S1307, the flag for the first AT notification is cleared. Then, in step S1308, the flag for the first AT start is set in the various flag storage area 106d. The flag for the first AT start is a flag for the CPU 102 to grasp that the first AT mode will start from the current game. After that, in step S1309, the instruction monitor 68 is controlled so that a push order notification corresponding to the second re-play winning is performed. Then, in step S1310, a process is executed to set a push order command including information on the operation order corresponding to the second re-play winning as an output target to the display control device 81, and then this push order notification process is terminated. In the display control device 81 that has received this push order command, as a push order notification performance corresponding to the second re-play winning, a push order notification performance in which the right stop switch 44 should be operated first, a display or voice navigation such as "Aim from the right!!", etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that a notification of a pattern corresponding to the second re-play winning is performed.

[0268] If it is determined in step S1305 that the selected lip is normal lip C and not normal lip B, the process proceeds to step S1311. In step S1311, it is determined whether or not the flag for notifying the second AT is set. If the flag for notifying the first AT is set and not the flag for notifying the second AT, the process for notifying the main push order ends. If normal lip C is selected and the flag for notifying the second AT is set, the process proceeds to step S1312, and a process for starting the second AT mode is executed.

[0269] That is, in step S1312, the flag for the second AT notification is cleared. Then, in step S1313, a flag for starting the second AT is set in the various flag storage area 106d. The flag for starting the second AT is a flag for the CPU 102 to grasp that the second AT mode will start from the current game. After that, in step S1314, the instruction monitor 68 is controlled so that a push order notification corresponding to the third re-play winning is performed. Then, in step S1315, a process is executed to set a push order command including information on the operation order corresponding to the third re-play winning as an output target to the display control device 81, and then this push order notification process is terminated. In the display control device 81 that has received this push order command, as a push order notification performance corresponding to the third re-play winning, a push order notification performance in which the right stop switch 44 should be operated first, a display or voice navigation such as "Aim from the right!!", etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that a notification of a pattern corresponding to the third re-play winning is performed.

[0270] If it is determined in step S1301 that any of the CZ mode flags are set, or if the AT mode winning flag is not set in step S1301 and the AT mode is already in progress, the process proceeds to step S1316. In step S1316, it is determined whether or not the lottery result of the current game is a push order bell. If it is not a push order bell, the push order notification process ends. If it is a push order bell, it is determined in step S1317 whether or not any of the CZ mode flags are set. If any of the CZ mode flags are set, it is determined in step S1318 whether or not a notification flag is set in the various flag storage area 106d. The notification flag is a flag for the CPU 102 to grasp that the push order notification has already been performed when the push order bell is won in the CZ mode, and is a flag that is cleared when the CZ mode ends (including when the mode is switched to the AT mode). If the notification flag is set, the push order notification process ends. If the notified flag has not been set, processing is executed in step S1319 to set the notified flag.

[0271] If the AT mode flag is set instead of the CZ mode flag in step S1317, or after the process of step S1319 is executed, in step S1320, the instruction monitor 68 is controlled so that the push order notification corresponding to the first small win to the sixth small win is performed according to the type of the current push order bell. Then, in step S1321, a process is executed to set the push order command including the information on the operation order corresponding to the first small win to the sixth small win as an output target to the display control device 81, and then this push order notification process is terminated. The display control device 81 that receives this push order command controls the auxiliary display unit 65 and the speaker 64 so that the push order notification performance corresponding to the first small win to the sixth small win is performed.

[0272] <Winning Result Processing> Next, the winning result corresponding process performed in step S415 in the reel control process will be described with reference to the flowchart in Fig. 43. In the winning result corresponding process, a process for starting or ending a CZ mode, an AT mode, etc. is performed according to the game result.

[0273] First, in step S1401, a process is performed to grasp the current game state, and in step S1402, it is determined whether the number of bets for the current game is a specific prescribed number that is specified in the state grasped in step S1401. This process corresponds to steps S601 and S602 above, and if the number is not the specific prescribed number in step S1402, the process for winning results is terminated without performing the processes in and after step S1403. If the number of bets is the specific prescribed number corresponding to the state, the process proceeds to step S1403.

[0274] In step S1403, a first game number management process is executed, and in step S1404, a second game number management process is executed. The first game number management process is a process for managing the number of games played before the transition to the AT mode, such as the CZ mode or the premonition mode, and the second game number management process is a process for managing the number of games played in the AT mode.

[0275] In the first game number management process, as shown in the flowchart of FIG. 44, first, in step S1501, it is determined whether the first BB state flag or the second BB state flag is set, and if it is either of the BB states, the first game number management process is terminated. That is, if a transition to the second BB state occurs in a 2-bet game, the number of games in the premonition mode or the CZ mode is not managed. If it is not either of the BB states, the process proceeds to step S1502, and it is determined whether the CZ counter is greater than 0 and the number of games set at the time of the CZ mode transition has not been consumed. As already explained, if the AT mode transition lottery during the CZ mode is won, the CZ mode flag is cleared in the AT lottery process. Therefore, even if the CZ mode flag is not set, it may be determined in step S1502 that the CZ counter is greater than 0.

[0276] Incidentally, as mentioned above, if the player wins the AT mode transition during the CZ mode, and does not win the instant notification lottery, a value equal to or greater than the CZ counter will be entered into the premonition counter. In other words, if the CZ counter is greater than 0 and the CZ mode flag is not set, this means that the player is in the premonition mode after winning the AT mode transition.

[0277] If the CZ counter is greater than 0, a process of subtracting 1 from the CZ counter is executed in step S1503. Then, in step S1504, it is determined whether the CZ counter has become 0, and if it has become 0, it is determined in step S1505 whether any CZ mode flag is set. As described above, if the AT mode transition lottery is won during the CZ mode, the CZ mode flag is cleared, so that the case where any CZ mode flag is set in step S1505 means that the CZ mode ends without winning the AT mode transition lottery. If any CZ mode flag is set in step S1505, a process of setting a CZ end game flag in the various flag storage area 106d is executed in step S1506. The CZ end game flag is a flag for the CPU 102 to grasp the game in which the CZ mode has ended, and is cleared after the end of the game (see step S203).

[0278] If the CZ mode flag is not set in step S1505, or after the process of step S1506 is executed, a process of setting the CZ end command as an output target to the display control device 81 is executed in step S1507. The process on the display control device 81 side that receives the CZ end command will be described in detail later.

[0279] If the CZ counter is 0 in step S1502, if the CZ counter is not 0 in step S1504, or after the processing of step S1507 is executed, it is determined in step S1508 whether the premonition counter is greater than 0 and the number of games corresponding to the premonition counter set in the premonition mode setting processing has not yet been played. If the premonition counter is greater than 0, processing is executed to subtract 1 from the premonition counter in step S1509. Then, it is determined in step S1510 whether the premonition counter has become 0.

[0280] When the premonition counter becomes 0, the process proceeds to step S1511, and a process of clearing the premonition flag is performed. Then, in step S1512, an AT type determination process is performed to determine whether the type of the current AT mode is the first AT mode or the second AT mode. This process corresponds to the process of step S1115. That is, in the AT type determination process of step S1512, for example, the current AT mode type is determined by lottery according to the set value, the type of the previous AT mode, the number of medals increased in the advantageous zone, the number of games in the advantageous zone, etc., or randomly. Note that the selection rate of the first AT mode and the second AT mode may be different between the AT type determination process of step S1115 and the AT type determination process of step S1512, and for example, the selection rate of the second AT mode may be higher in the process of step S1512 than in the process of step S1115.

[0281] In step S1513, it is determined whether the first AT mode has been determined as a processing result of step S1512. If the first AT mode has been determined, in step S1514, a process of setting a notification flag for the first AT is executed, and in step S1515, a process of setting a first AT winning notification command as an output target to the display control device 81 is executed, and then the game number management process is terminated. By setting the notification flag for the first AT, a process for generating a push order notification for the second replay winning is executed in the above-mentioned push order notification process. The process on the display control device 81 side that receives the first AT winning notification command will be explained in detail later.

[0282] If it is determined in step S1513 that the AT mode to be shifted to this time is not the first AT mode but the second AT mode, then in step S1516, a process is executed to set the notification flag for the second AT, and in step S1517, a process is executed to set the second AT winning notification command as an output target to the display control device 81, and then the game number management process is terminated. By setting the notification flag for the second AT, a process is executed in the above-mentioned push order notification process to generate a push order notification for the third re-play winning. The process on the display control device 81 side that receives the second AT winning notification command will be explained in detail later.

[0283] In the second game number management process, as shown in the flowchart of Fig. 45, first, in step S1601, it is determined whether the first BB state flag or the second BB state flag is set, and if it is either of the BB states, the second game number management process is terminated. In other words, if a transition to the second BB state occurs in a 2-bet game, the number of games in the AT mode is not managed. If it is not either of the BB states, the process proceeds to step S1602, and it is determined whether the AT counter is greater than 0 and the number of remaining games in the AT mode is greater than 0.

[0284] If the AT counter is greater than 0, a process of decrementing the AT counter by 1 is executed in step S1603. Then, in step S1604, it is determined whether the AT counter has become 0, and if it has become 0, a process of clearing the AT mode flag is executed in step S1605. Then, in step S1606, a process of setting the AT end command as an output target to the display control device 81 is executed. The process on the display control device 81 side that has received the AT end command will be explained in detail later. If the AT counter is 0 in step S1602 or if the AT counter is not 0 in step S1604, the second game number management process is terminated as is.

[0285] After executing the process of step S1606, a third CZ mode game number lottery process is executed in step S1607, the number of games according to the lottery result is input to the CZ counter in step S1608, and a process of setting the third CZ mode flag is executed in step S1609. That is, in this embodiment, when the AT mode ends, the CZ mode is transitioned to, and the CZ mode to which the transition is triggered by the end of the AT mode is set to the third CZ mode, and the number of games is determined by the lottery process in step S1607. In the lottery process of the third CZ mode game number, the third CZ mode game number table is obtained from the various table storage area 105a, and the number of games in the current third CZ mode is set randomly. As shown in FIG. 36, the third CZ mode game number table is set so that one of 25 games to 30 games is selected, and the selection rate differs depending on the number of games, for example, 30 games are easily selected while 25 games are not easily selected. For example, if 30 games are selected in the third CZ mode game number lottery process, 30 is input to the CZ counter in step S1608.

[0286] After the third CZ mode flag is set in step S1609, in step S1610, a process is executed to set the third CZ mode start command as an output target to the display control device 81. The process on the display control device 81 side that has received the third CZ mode start command will be described in detail later.

[0287] Returning to the explanation of the winning result corresponding process, after executing the game number management process of step S1403 and step S1404, it is determined in step S1405 whether the flag for starting the first AT is set. As described above, the flag for starting the first AT is a flag set in a game in which the second replay winning is possible when a transition to the first AT mode occurs, and more specifically, it is a flag set at the start of a game in which the normal replay B is won in a situation in which the notification flag for the first AT is set. In other words, the flag for starting the first AT is not set based on the winning result. If the flag for starting the first AT is set, the flag for starting the first AT is cleared in step S1406, and the process of setting the first AT flag in the various flag storage area 106d is executed in step S1407. As already explained, when the first AT flag is set, an additional lottery is performed using the additional lottery table for the first AT.

[0288] If it is determined in step S1405 that the first AT start flag is not set, it is determined in step S1408 whether or not the second AT start flag is set. As described above, the second AT start flag is a flag that is set in a game in which the third replay winning is possible when a transition to the second AT mode occurs, and more specifically, it is a flag that is set at the start of a game in which the normal lip C is won in a situation in which the second AT notification flag is set. In other words, the second AT start flag is not set based on the winning result. If the second AT start flag is set, the second AT start flag is cleared in step S1409, and the second AT flag is set in the various flag storage area 106d in step S1410. If it is determined in step S1408 that the second AT start flag is not set, the winning result response process is terminated as it is. As already explained, by setting the second AT flag, an additional lottery is performed using the second AT additional lottery table.

[0289] After executing the process of step S1407 or step S1410, a process of inputting 50 to the AT counter is executed in step S1411. As already explained, the AT counter is a counter corresponding to the number of remaining games in the AT mode, and in this embodiment, 50 games is set as the initial number of games in both the first AT mode and the second AT mode. Note that the initial number of games may be different between the first AT mode and the second AT mode, or may be determined by lottery. In this case, the initial number of games may be more likely to be in the second AT mode than in the first AT mode.

[0290] In step S1412, a process for clearing the AT mode winning flag is executed, and in step S1413, a process for setting the AT mode flag is executed. Then, in step S1414, a process for setting the AT start command as an output target to the display control device 81 is executed, and then this winning result corresponding process is terminated. The process on the display control device 81 side that received the AT start command will be explained in detail later.

[0291] <Management of advantageous areas> Next, the first section display process and the second section display process for controlling the eighth display segment N8 as a section indicator, transitioning to an advantageous section, and terminating the advantageous section will be described.

[0292] <Segment display 1st process> First, the first section display process will be described with reference to Fig. 46. The first section display process is a process carried out in step S314 in the lottery process (Fig. 19), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41, and a lottery for switching the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.

[0293] In step S1701, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates when the advantageous section is a specific section where at least the notification conditions for the push order notification to occur are met. When a negative determination is made in step S1701 and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S1702.

[0294] In step S1702, it is determined whether or not the advantageous zone flag is set in the various flag storage area 106d. If the advantageous zone flag is not set, in step S1703, a process of incrementing the normal counter provided in the various counter area 106e by 1 is executed. The normal counter is a counter that allows the CPU 102 to grasp the number of games that have started as a normal zone rather than an advantageous zone.

[0295] After executing the process of step S1703, it is determined in step S1704 whether or not the advantageous zone winning game flag is set. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, a process is executed in step S1705 to clear the advantageous zone winning game flag. Then, a process is executed in step S1706 to set the advantageous zone flag.

[0296] In step S1707, a process is performed to count the number of games in the advantageous zone, more specifically, to start measuring the advantageous zone game number AG in the various counter areas 106e. As described above, the advantageous zone game number AG corresponds to a grasping means for grasping the number of games executed in the advantageous zone. Then, in step S1708, a process for advantageous zone transition games is executed.

[0297] In the processing for the advantageous zone transition game, as shown in the flowchart of FIG. 47, a first CZ mode game number lottery process is executed in step S1801, the number of games according to the lottery result is input to the CZ counter in step S1802, and the process of setting the first CZ mode flag is executed in step S1803. That is, in this embodiment, the CZ mode is set upon transition to the advantageous zone, and the first CZ mode is set when the advantageous zone transition is triggered, and the number of games is determined by the lottery process in step S1801. In the lottery process for the first CZ mode game number, the first CZ mode game number table is obtained from the various table storage area 105a, and the number of games in the current first CZ mode is set randomly. As shown in FIG. 36, the first CZ mode game number table is set so that one of 8 games to 10 games is selected, and the selection rate differs depending on the number of games, such that 8 games and 9 games are easily selected, while 10 games are not easily selected. For example, if 10 games are selected in the first CZ mode game number lottery process, 10 is input to the CZ counter in step S1802.

[0298] After the first CZ mode flag is set in step S1803, in step S1804, a process is executed to set the first CZ mode start command as an output target to the display control device 81. The process on the display control device 81 side that has received the first CZ mode start command will be described in detail later.

[0299] In the following step S1805, a ceiling game number lottery process is executed. In the ceiling game number lottery process, a ceiling game number table is obtained from the various table storage area 105a, and the current ceiling game number is randomly determined. In the ceiling game number table, a number of games that is likely to be selected (e.g., 341, 682) and a number of games that is unlikely to be selected or not selected are set within a range not exceeding the maximum ceiling game number (999 games in this embodiment). In addition, in the ceiling game number table, the minimum number of games is set to 100 games, and the ceiling game is set not to be reached during the first CZ mode set at the time of the transition to the advantageous zone (more specifically, during the premonition mode when the AT mode transition is won during the first CZ mode).

[0300] In step S1806, a process is executed to input the ceiling game number to the ceiling counter based on the processing result of step S1805. After that, the advantageous zone shift game process is terminated.

[0301] Returning to the explanation of the section display first process, after executing the advantageous section transition game process in step S1708, or if it is determined in step S1702 that the advantageous section flag is set, it is determined in step S1709 whether any of the CZ mode flags or AT mode flags are set. As already explained, in this embodiment, in the AT mode or CZ mode, a push order notification can be performed when the push order bell is won, and a situation in which any of these flags is set can be said to be a situation in which the display start condition of the section indicator is satisfied. If any of the flags is set, in step S1710, the display of the section indicator is started by lighting the eighth display segment N8.

[0302] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1711, processing is executed to continue the display during the favorable section. Specifically, in step S1711, processing is executed to continue the situation in which the eighth display segment N8 is lit. In other words, processing to end the display of the section indicator is not executed in this section display first processing.

[0303] If it is determined in step S1704 that neither the advantageous zone flag nor the advantageous zone winning game flag is set, or if the advantageous zone flag or the advantageous zone winning game flag is set but the CZ mode flag or the AT mode flag is not set and the mode is normal, the process proceeds to step S1712. In step S1712, a process of adding 1 to the first role ratio counter provided in the various counter area 106e is executed. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.

[0304] In addition, after the display start process of the section indicator is executed in step S1710, and after the display continuation process of step S1711 is executed, the process proceeds to step S1713. In step S1713, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. The role ratio second counter is a counter for counting the number of games that can generate a push order notification, that is, the number of games in a specific section.

[0305] After executing the process of step S1712 or step S1713, a role ratio calculation process is executed in step S1714. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process for calculating the ratio of the number of games in which a push order notification may occur to the total number of games. Then, in step S1715, a process is executed to display the calculation result of step S1714 on the role ratio monitor 77.

[0306] As shown in FIG. 5, the role ratio monitor 77 has a plurality of 7-segment display units each consisting of seven display segments. Specifically, the role ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68, and by controlling the on / off of these individual light sources, it is possible to light only one arbitrary display segment and to light an arbitrary combination of display segments. As a result, the role ratio monitor 77 is configured to display a predetermined symbol (including alphabets and numbers) individually, and in particular, the role ratio monitor 77 is capable of displaying a five-digit number.

[0307] In step S1715, the result of the calculation process in step S1714 is output to the role ratio monitor 77, and the display of each display section 77a to 77e in the role ratio monitor 77 is controlled so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and up to four decimal places, such as "0.5012", is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S1715 is executed, the first section display process is terminated.

[0308] In addition, the display control of the role ratio monitor 77 may be performed after performing a process of rounding off the number to the fifth decimal place in the calculation process of step S1714. In addition, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. In addition, it is preferable to configure the decimal point to be displayed by printing or the like between the first display unit 77a and the second display unit 77b.

[0309] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 48. As already described, the second section display process is a process that is performed in step S416 of the reel control process, and is performed after medal payout (payout determination process) and transition of the game state based on the winning result (winning result response process) at the end of one game.

[0310] In step S1901, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S1902, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the advantageous zone game count AG. After executing the process in step S1902, in step S1903, an update process is executed for the advantageous zone increase / decrease coin count MY (MY counter) provided in the various counter area 106e.

[0311] In the MY update process of step S1903, provided that the result of the current game is not a re-play win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.

[0312] After executing the MY update process in step S1903, in step S1904, a remaining number management process is executed, and in the following step S1905, a remaining number management process is executed. The remaining number management process is a process for managing whether or not the advantageous zone reaches the upper limit number of games (1500 games) with the current remaining number of games based on the remaining number of games in the AT mode, etc. In the remaining number management process, for example, it is grasped whether or not the total of the advantageous zone game number AG (the number of games consumed in the advantageous zone), the AT counter (the remaining number of games in the AT mode), the CZ counter (the remaining number of games in the CZ mode), and the premonition counter (the remaining number of games in the premonition mode) is greater than the upper limit number of games in the advantageous zone. Then, if it is in such a situation, a first excess flag is set in the various flag storage area 106d as a flag for identifying that situation. In addition, the remaining number management process is a process for managing whether or not the advantageous zone reaches the upper limit number of increase (2400 coins) with the current remaining number of games based on the remaining number of games in the AT mode, etc. In the remaining payout number management process, for example, it is determined whether the sum of the expected increase calculated from the AT counter and the average increase per game during the AT mode and the current advantageous zone increase / decrease number MY is greater than the increase / decrease number in the advantageous zone. If it is, a second excess flag is set in the various flag storage area 106d as a flag for identifying the situation.

[0313] In the next step S1906, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins in the advantageous zone increased or decreased MY has reached the upper limit of 2400 or more. If any of these conditions for forced termination are met, in step S1907, the number of games in the advantageous zone AG and the number of coins in the advantageous zone increased or decreased MY are cleared to 0. In the next step S1908, a process is performed to end the display of the eighth display segment N8 as a zone indicator. Then, in step S1909, a process is performed to initialize parameters and information such as various flags and counters in the advantageous zone, and in step S1910, a process is performed to clear the normal counter, and then the second zone display process is terminated.

[0314] More specifically, the initialization process for the information for the advantageous zone in step S1909 is a process for resetting the flags and counters set at the time of transition to the current advantageous zone and the flags and counters set during the current advantageous zone to their initial values. For example, if the advantageous zone flag, the AT mode winning flag, the AT mode flag, various CZ mode flags, etc. are not cleared but are set, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the premonition counter for the premonition mode, the counter for the number of continued games in the CZ mode, etc. are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables or parameters that affect the performance related to the push order notification with respect to the advantageous zone as an advantageous state using the push order notification, and is a process for clearing the RAM for such variables or parameters.

[0315] If it is determined in step S1906 that the number of games in the advantageous zone AG has not reached the upper limit value and the number of increases or decreases in the advantageous zone MY has not reached the upper limit increase number, proceed to step S1911 and determine whether the CZ end game flag is set or not.

[0316] Here, in this embodiment, in various CZ modes, when the AT mode transition lottery is won, the CZ mode flag is cleared when the AT mode win flag is set (steps S808 to S810). The CZ end game flag is a flag that is set when the number of remaining games in the CZ mode (CZ counter) becomes 0 while the CZ mode flag is set. Therefore, when the CZ end game flag is set, it means that the CZ mode has ended without winning the AT mode transition lottery.

[0317] If the CZ mode end game flag is set in step S1911, it is determined in step S1912 whether the second CZ mode flag or the third CZ mode flag is set.

[0318] If the second CZ mode flag or the third CZ mode flag is set in step S1912, and the second CZ mode, which is set as a result of winning the CZ mode transition lottery during the favorable zone, or the third CZ mode, which is set as a result of the end of the AT mode, ends without winning the AT mode transition lottery, the process proceeds to step S1907, and processing for the end of the favorable zone is executed. On the other hand, if the first CZ mode flag, not the second CZ mode flag or the third CZ mode flag, is set in step S1912, and the first CZ mode, which is set as a result of the transition to the favorable zone, ends without winning the AT mode transition lottery, the process proceeds to step S1913, the first CZ mode flag is cleared, and then the second process for displaying this zone is terminated.

[0319] That is, if the second CZ mode or the third CZ mode ends without winning the AT mode transition lottery, the advantageous period ends, whereas if the first CZ mode ends without winning the AT mode transition lottery, the advantageous period continues without ending. Note that the second CZ mode flag and the third CZ mode flag are cleared during the processing for the end of the advantageous period (step S1909).

[0320] <Advantageous areas and display modes> The relationship between advantageous zones and display modes will be explained with reference to Figure 49.

[0321] As already explained, in the slot machine 10, there are set an advantageous zone where push order notification may occur and a normal zone where push order notification does not occur, and a situation where the advantageous zone flag is set is an advantageous zone, and a situation where the advantageous zone flag is not set is a normal zone. The advantageous zone flag is a flag set in the various flag storage area 106d of the RAM 106, and for example, when the setting value of the slot machine 10 is changed (changing the winning probability), the initialization process of the RAM 106 is performed and the advantageous zone flag is also cleared. In other words, when the setting value is changed and the power is turned on, the game starts from the normal zone. In the normal zone, the display mode is set to the normal mode where push order notification does not occur.

[0322] In the normal zone, if the lottery for shifting to the favorable zone is won, a shift to the favorable zone occurs. More specifically, if the lottery for shifting to the favorable zone is won, the favorable zone winning game flag is set, and the favorable zone flag is set on the condition that the favorable zone winning game flag is set in the zone display first process. Then, in the process for setting the favorable zone flag, a process for shifting to the favorable zone game is executed, and in the process for shifting to the favorable zone game, a process for setting the display mode to the first CZ mode is executed. In addition, in the shifting to the favorable zone, a ceiling game number (maximum 999 games) is set.

[0323] The first CZ mode is set to have a continuous game count of 8 to 10 games, and is set to have a high probability of winning the lottery to switch to the AT mode during the first CZ mode. When the lottery to switch to the AT mode is won in the first CZ mode, the transition to the AT mode occurs mainly via the premonition mode. On the other hand, if the first CZ mode ends without winning the lottery to switch to the AT mode, the display mode transitions to the normal mode. However, in this case, the advantageous zone does not end.

[0324] When the display mode is normal mode in the advantageous zone, the AT mode transition lottery is executed together with the CZ mode transition lottery. If the CZ mode transition lottery is won in the normal mode, the game will transition to the second CZ mode.

[0325] In the second CZ mode, the number of continuing games is set to 8 to 15 games, and in the second CZ mode, as in the first CZ mode, the lottery for transition to the AT mode is set to be won with a high probability. When the lottery for transition to the AT mode is won in the second CZ mode, the transition to the AT mode occurs mainly via the premonition mode. On the other hand, if the second CZ mode ends without winning the lottery for transition to the AT mode, the display mode transitions to the normal mode, and further, the advantageous zone ends and transitions to the normal zone.

[0326] In the AT mode, when the push order bell is won, a push order notification corresponding to the 1st to 6th minor roles occurs, and it is a mode where many medals can be expected to increase. When the AT mode is switched to and the push order notification occurs, it becomes possible to win the 1st to 6th minor roles when each push order bell is won, and the net increase in coins per game during the AT mode is about 8.04 coins. In the AT mode, the initial number of games is 50 games, and the remaining number of games is increased by winning the additional lottery. In addition, the probability of winning the additional lottery is set higher in the 2nd AT mode than in the 1st AT mode. When the number of remaining games in the AT mode becomes 0, the AT mode ends and the 3rd CZ mode is set.

[0327] The number of continuing games in the third CZ mode is set to 25 to 30 games, and the third CZ mode is set to have a high probability of winning the lottery for transition to the AT mode, as in the first and second CZ modes. If the lottery for transition to the AT mode is won in the third CZ mode, transition to the AT mode occurs. On the other hand, if the third CZ mode ends without winning the lottery for transition to the AT mode, the display mode transitions to the normal mode, and then the advantageous zone ends and transitions to the normal zone.

[0328] As already explained, in the CZ mode, an AT mode transition lottery is executed using the CZ AT mode transition lottery table in each game, and the CZ AT mode transition lottery table is set to be easier to win than the normal AT mode transition lottery table. In addition, the CZ AT mode transition lottery table is configured to use the point value acquired in each game in the CZ mode to determine whether the AT mode transition lottery is successful. In this way, the longer the number of games set in the CZ mode, the easier it is to win the AT mode transition lottery. In other words, the second CZ mode is easier to win the AT mode transition lottery than the first CZ mode, and the third CZ mode is easier to win the AT mode transition lottery than the second CZ mode.

[0329] In this case, although the first CZ mode is less likely to win the AT mode transition lottery than the second CZ mode or the third CZ mode, if the AT mode transition lottery is not won during the second CZ mode or the third CZ mode, the advantageous period ends, whereas if the AT mode transition lottery is not won during the first CZ mode, the advantageous period does not end. Therefore, from the standpoint of the continuity of the advantageous period, the first CZ mode is more advantageous for the player than the second CZ mode or the third CZ mode.

[0330] <About the push order indicator and section indicator and game progress> The relationship between the start and end of the advantageous zone and the display of the eighth display segment N8 as a zone indicator will be explained with reference to FIG.

[0331] In the slot machine 10, as shown in FIG. 50, in the normal zone, which is not the advantageous zone, the eighth display segment N8 as the zone indicator is turned off (not lit). In this normal zone, the push order notification is not performed. In other words, the advantageous zone has the performance related to the instruction function such as the push order notification, whereas the normal zone does not have the instruction function.

[0332] In the normal zone, for example, when the player wins the lottery for moving to the advantageous zone by winning the seventh minor role (watermelon), the player moves to the advantageous zone in the game in which the game result that triggered the winning is established, and the game is used as the starting game to measure the number of games played in the advantageous zone (counting the number of advantageous zone games AG). As described above, the first CZ mode is set at the time of the advantageous zone transition, and a push order notification may occur in the first CZ mode, so that the eighth display segment N8 lights up in the advantageous zone transition game (first CZ mode transition game), assuming that the start condition for displaying the zone indicator is established. More specifically, the eighth display segment N8 lights up at the start of the advantageous zone transition game (first CZ mode transition game) (when the start lever 41 is operated).

[0333] After that, while the eighth display segment N8 is lit, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on the push order information. In the push order notification, the push order information starts to be displayed when the start lever 41 is operated in the game, and ends when the third reel stop ON operation is performed in the game (the timing when the stop switch 42 to 44 corresponding to the last reel is pressed). If the game is not the last game of the advantageous zone, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends when the third reel stop ON operation is performed, and the display of the advantageous zone by the eighth display segment N8 continues. Then, when a push order role is won again in the next game or later, the push order information corresponding to the push order role is displayed by the first display segment N1 to the seventh display segment N7.

[0334] When the conditions for ending the advantageous zone are met, the advantageous zone ends and transitions to the normal zone. In addition to the number of continued games or the number of medal increases reaching the upper limit, the conditions for ending the advantageous zone in this embodiment also include the end of the second CZ mode or the third CZ mode without winning the AT mode transition lottery. When the advantageous zone ends, the eighth display segment N8 goes out when medal payout ends (by the second zone display process, which is the process after the payout determination process). If medal payout is not performed in the final game, the eighth display segment N8 goes out when the third reel stop OFF operation is performed (when the pressing operation of the stop switches 42 to 44 corresponding to the final reel is completed).

[0335] As described above, a push order notification can occur by moving to an advantageous zone, and the move to the advantageous zone (movement to a specific zone) and the end of the advantageous zone are clearly notified by the eighth display segment N8. In other words, by checking whether the eighth display segment N8 as a zone indicator is lit or not, it is possible to clearly grasp that at least the situation is one in which the benefit of the push order notification can be enjoyed (specific zone, zone of substantial increase). In this way, for example, the manager of the game hall can clearly confirm whether an increase in medals has occurred by enjoying the benefit of the push order notification in the advantageous zone, or whether fraudulent acts are being committed that cause an increase in medals by fraudulently enjoying the benefit of the push order notification even when the zone is not advantageous.

[0336] On the other hand, in the advantageous zone, if the second CZ mode or the third CZ mode ends without winning the AT mode transition lottery, not only the second CZ mode or the third CZ mode but also the advantageous zone ends. When the advantageous zone ends, the eighth display segment N8 as the zone indicator goes out, so that the player can clearly understand that the advantageous zone has ended. In other words, when the eighth display segment N8 goes out, the player can clearly understand that the AT mode transition lottery was not won in the second CZ mode or the third CZ mode.

[0337] Then, there is a high possibility that the game will be ended based on the turning off of the eighth display segment N8. In addition, a gaming machine with the eighth display segment N8 turned off is also a sign that the player did not win the AT mode transition lottery in the previous second CZ mode or third CZ mode, so for example, it is difficult to pick up the winning of the transition lottery of the predecessor. In any case, the turning off of the eighth display segment N8 can be one of the causes of a decrease in the operation rate of the gaming machine. Therefore, the slot machine 10 has a characteristic configuration that eliminates the decrease in the operation rate caused by the turning off of the eighth display segment N8. The configuration will be described below.

[0338] <Performance setting processing> Next, the performance setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 51. The performance setting process is initiated by the CPU 181 at a predetermined cycle (for example, every 2 msec).

[0339] In the performance setting process, first, in step S2001, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step S2002, a process is executed to store the received command in RAM 183. A command storage area is provided in RAM 183, and the command storage area is configured as a ring buffer capable of storing a plurality of commands individually and capable of reading out previously stored commands.

[0340] When the negative determination is made in step S2001, or after the process of step S2002 is executed, in step S2003, it is determined whether or not it is the timing before the start of the game. The timing before the start of the game is a state in which a bet operation such as the operation of the first credit insertion switch 56 or the second credit insertion switch 57 or the operation of the medal insertion slot 45 is performed, or a process for setting a re-play state can be performed. In such a timing before the start of the game, a process for setting an effect corresponding to a bet command from the main control device 101 is mainly performed. The bet command is a command output from the main control device 101 based on the bet operation, and is a command set in the bet process in step S204 of the normal process. In step S2004, a bet effect setting process is executed for setting an effect based on the current bet operation based on the bet command.

[0341] When the negative decision is made in step S2003, or after the process of step S2004 is executed, in step S2005, it is determined whether or not it is the start timing of the game after the bet. The start timing of the game is a state in which the operation of the start lever 41 is valid, and at such a start timing of the game, a process for setting an effect corresponding to a start command from the main control device 101 is executed. The start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S311 of the lottery process, a premonition command set in the lottery result response process (FIG. 30) or the first section display process (FIG. 46), a first AT winning immediate notification command, a second AT winning immediate notification command, a second CZ mode start command, an add-on command, a push order notification command, a first CZ mode start command, and the like. In step S2006, a start effect setting process is executed based on these start commands.

[0342] If a negative decision is made in step S2005, or after the process of step S2006 is executed, in step S2007, it is determined whether each of the reels 32L, 32M, and 32R is spinning. If each of the reels 32L, 32M, and 32R is spinning, a process for setting an effect corresponding to each stop operation command from the main control device 101 is executed. Each stop operation command is a command output from the main control device 101 based on the stop operation of each of the reels 32L, 32M, and 32R, and is a stop command command set in step S405 of the reel control process (FIG. 22). In step S2008, each stop operation effect setting process is executed to set an effect based on the current stop operation based on each of the stop operation commands.

[0343] If the negative decision is made in step S2007, or after the process of step S2008 is executed, in step S2009, it is determined whether all the reels 32L, 32M, and 32R have stopped. If all the reels 32L, 32M, and 32R have stopped, a process for setting an effect corresponding to the all-stop command from the main control device 101 is executed. The all-stop command is a command output from the main control device 101 based on the fact that all the reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step S417 of the reel control process (FIG. 22), as well as the AT start command, CZ end command, first AT winning notification command, second AT winning notification command, AT end command, and third CZ mode start command set in the winning result response process (FIG. 43). In step S2010, a all-stop effect setting process is executed based on these all-stop commands.

[0344] If a negative decision is made in step S2009, or after the process of step S2010 has been executed, other processes are executed in step S2011, and then the effect setting process is terminated. In step S2011, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various effects set in the above-mentioned effect setting processes are executed at the corresponding timing. Also, in step S2011, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors (such as effect switch detection sensors) connected without going through the main control device 101, settings for error notification, etc.

[0345] Below, the start time performance setting process and the full stop time performance setting process will be explained, and then the bet time performance setting process will be explained.

[0346] <Start-up performance setting process> The start-time performance setting process in step S2006 will be described with reference to the flowchart in FIG.

[0347] In step S2101, it is determined whether the lottery result of the game to be started this time is a push order role win based on the received lottery result command. If the push order role wins, it is determined in step S2102 whether a push order notification command has been received. If a push order notification command has been received, it is determined in step S2103 whether the lottery result of the current game is normal lip B. When the push order notification command is set in a game that is normal lip B, it means that the game is the start game of the first AT mode, and in this case, in step S2104, a setting process is executed to perform a push order notification performance corresponding to the second replay win.

[0348] If a negative judgment is made in step S2103, it is judged in step S2105 whether the lottery result of this game is normal lip C. When the push order notification command is set in a game that is normal lip C, it means that it is the start game of the second AT mode, and in this case, in step S2106, a setting process is executed to perform a push order notification performance corresponding to the third replay winning.

[0349] If a negative judgment is made in step S2105, it means that the lottery result for this game is a push order bell win, and in this case, in step S2107, settings are executed so that push order notification performances corresponding to the 1st to 6th small prize wins are performed on the auxiliary display unit 65 and speaker 64.

[0350] When a negative decision is made in step S2101 or step S2102, or after any of the processes in steps S2104, S2106, and S2107 is executed, the process proceeds to step S2108. In step S2108, it is determined whether or not the current state is a waiting period as a specific period before the wait time has elapsed. As described above, if the wait time has not elapsed between the start of rotation of each of the reels 32L, 32M, and 32R at the start of a game and the start of rotation of each of the reels 32L, 32M, and 32R at the start of the next game, the start of rotation of each of the reels 32L, 32M, and 32R is made to wait, and in this embodiment, the display control device 81 side, like the main control device 101, is also capable of determining whether or not the wait time has elapsed by a timer counter or the like. When it is determined in step S2108 that the wait period has not elapsed, the process executes a process of turning on the wait display unit 78 in step S2109, and then returns to step S2108. If the wait display unit 78 is already turned on in step S2109, that state is maintained.

[0351] If it is determined in step S2108 that the wait period has elapsed, the process proceeds to step S2110, where the process of turning off the wait display unit 78 is executed. If the wait display unit 78 is already in the off state, that state is maintained. After that, the process of setting the effects at the start of rotation of each of the reels 32L, 32M, and 32R is executed in steps S2111 to S2122. That is, the push order notification effects executed in steps S2101 to S2107 are executed based on the operation of the start lever 41 even before the wait period has elapsed, while the various start effects set in steps S2111 to S2122 are not executed unless the wait period has elapsed even if the start lever 41 is operated, and are executed when each of the reels 32L, 32M, and 32R starts rotating.

[0352] For the sake of simplicity, in the above description, if it is determined in step S2108 that the wait period has not elapsed, the process of step S2109 is executed and then the process waits until the wait period has elapsed. However, the start-time performance setting process may be terminated. In this way, it is possible to eliminate the inconvenience of the start-time performance setting process not being terminated until the wait period has elapsed. This also applies to other loop processes.

[0353] As a process for setting the performance executed when each reel 32L, 32M, 32R starts to rotate, first, in step S2111, it is determined whether or not the lottery result of the current game is a win for a specific role. A specific role is a lottery result called a rare role that is unlikely to appear (is unlikely to win) as a lottery result of each game, and in this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as the specific roles. As shown in FIG. 33 and FIG. 34, in the AT mode shift lottery triggered by these lottery results, it is set to be more likely to win the AT mode shift than a lottery result other than the specific role. If the lottery result of the current game is a win for a specific role, in step S2112, a process for informing of a specific role is executed. In the process for informing of a specific role, a setting is executed so that a specific role notification that the lottery result of the current game is one of the above-mentioned specific roles is performed on the auxiliary display unit 65 or the speaker 64. As a specific role notification, for example, as shown in FIG. 55(b), a presentation is set up in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44.

[0354] If a negative decision is made in step S2111, or after the process of step S2112 is executed, the process proceeds to step S2113. In step S2113, it is determined whether or not an add-on command has been received. If an add-on command has been received, a setting process for an add-on effect is executed in step S2114. In the setting process for an add-on effect, an add-on effect is executed in which the number of added games is displayed on the auxiliary display unit 65 as a notification corresponding to the addition of the number of remaining games in the AT mode. Note that the mode of the add-on effect is not limited to a mode performed in the game in which the add-on has been performed, and may include, for example, a mode in which the number of added games is notified after a predetermined number of games, triggered by the game in which the add-on has been performed, or may include a mode in which a so-called post-add-on effect is executed in a situation in which the number of remaining games in the AT mode becomes a predetermined number (for example, one game remaining).

[0355] If the negative decision is made in step S2113, or after the process of step S2114 is executed, it is determined in step S2115 whether the first AT winning immediate notification command or the second AT winning immediate notification command has been received. The first AT winning immediate notification command and the second AT winning immediate notification command are commands output from the main control device 101 when the AT mode shift lottery is won and when the immediate notification lottery is won. If these commands are received, settings are executed in step S2116 so that the corresponding AT winning immediate notification performance is performed on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 54(a), the AT winning immediate notification performance displays a character such as "AT confirmed!!" on the auxiliary display unit 65 and outputs a corresponding sound effect from the speaker 64. In addition, in the AT winning immediate notification performance, it is clearly indicated whether the first AT or the second AT has been won based on the received immediate notification command. For example, when the first AT mode is won and when the second AT mode is won, the background color of the auxiliary display unit 65 in the AT win immediate notification performance may be made different, so that the player can clearly understand which AT mode has been won. It is also possible to use the auxiliary display unit 65 or the speaker 64 to suggest that the first AT or the second AT has been won, without clearly indicating whether the first AT or the second AT has been won. In this way, it is possible to avoid eliminating the gameplay of looking forward to which AT has been won after the AT win immediate notification performance until the AT start game.

[0356] If a negative decision is made in step S2115, or after the process of step S2116 is executed, in step S2117, it is determined whether or not a premonition command has been received. As already explained, the premonition command is a command that is output in the AT lottery process (FIG. 29) on the main control device 101 side when the AT mode transition lottery is won but the immediate notification lottery is not won (step S1105: NO), and includes information that the AT mode win flag has been set, as well as information on the number of games from the game in question (the game in which the AT mode win flag has been set) to the game in which the AT win notification performance should be performed (the value of the premonition counter). If a premonition command has been received, in step S2118, a premonition performance setting process is executed.

[0357] In the premonition effect setting process, a process is performed to set a continuous effect that can be executed continuously across multiple games as a premonition effect. In the continuous effect in this embodiment, the result of the AT mode transition lottery is notified in the final game, and the continuous effect set in the premonition effect setting process is set so that the AT mode winning notification is executed in the final game of the continuous effect.

[0358] In the premonition effect setting process, if the display mode that is selected in the AT mode transition lottery is not the first CZ mode, but the second CZ mode, the third CZ mode, or the normal mode, the continuous effect is set so that the result of the AT mode transition lottery (the AT mode winning notification) is announced after the number of games corresponding to the number of premonition games included in the premonition command. As already explained, the second CZ mode continues for 8 to 15 games, and 13 to 15 games are set as the number of premonition games when the AT mode transition lottery is won, so the number of games from the transition to the second CZ mode until the result of the AT mode transition lottery is announced (the AT mode winning notification) is anywhere from 13 to 30 games. In this embodiment, when the second CZ mode is entered, a continuous performance is set to start, and when the AT mode shift lottery is won in the second CZ mode, the result of the AT mode shift lottery (AT mode win notification) is announced in the 13th to 30th games of the continuous performance started when the second CZ mode is entered. The third CZ mode continues for 25 to 30 games, and the number of remaining games in the third CZ mode is set as the number of premonition games when the AT mode shift lottery is won. In other words, the number of games from the transition to the third CZ mode until the result of the AT mode shift lottery (AT mode win notification) is announced is anywhere from 25 to 30 games. In this embodiment, the continuous performance is set to start even when transitioning to the third CZ mode, and if the AT mode transition lottery is won in the third CZ mode, the result of the AT mode transition lottery (AT mode winning notification) will be announced between the 25th and 30th games of the continuous performance that started when transitioning to the third CZ mode.

[0359] On the other hand, if the display mode that has been selected in the AT mode transition lottery is the first CZ mode, it is determined whether or not the continuous performance has already started, and if the continuous performance has not started, the continuous performance is set so that the result of the AT mode transition lottery (the winning notification of the AT mode) is announced after the number of games corresponding to the number of premonition games included in the premonition command. Since the first CZ mode is performed over 8 to 10 games, and the number of premonition games is set to 5 games when the AT mode transition lottery is won in the first CZ mode, the number of games from the transition to the first CZ mode until the result of the AT mode transition lottery is announced (the winning notification of the AT mode) is anywhere from 5 to 15 games. Also, if the display mode that has been selected in the AT mode transition lottery is the first CZ mode and the continuous performance has already started, a process is performed to set the remaining number of games of the continuous performance to the current premonition game number. As described above, when the second CZ mode is entered, the continuous performance is set to start, and further, in this embodiment, when the second CZ mode does not win the AT mode shift lottery, the continuous performance is set to be continued. Therefore, when the continuous performance is already started when the AT mode shift lottery is won in the first CZ mode, it means that the continuous performance started at the start of the second CZ mode is continued. As described above, since the second CZ mode continues for 8 to 15 games, when the AT mode shift lottery is won in the first CZ mode via the second CZ mode, the number of games from the start of the continuous performance when entering the second CZ mode to the announcement of the result of the AT mode shift lottery (the announcement of the winning or losing of the AT mode shift lottery) is made is anywhere from 13 to 30 games, excluding the number of games in the normal section. In other words, if the AT mode transition lottery is won in the first CZ mode via the second CZ mode, then if the normal period is considered to be one game, the result of the AT mode transition lottery (AT mode winning notification) will be announced between the 14th and 31st games of the continuous performance that began when the second CZ mode was transitioned to.

[0360] In this case, particularly when the result of the AT mode transition lottery is notified (AT mode winning notification) in the continuous performance started at the transition to the second CZ mode, if the first CZ mode is not used, the result of the AT mode transition lottery is notified (AT mode winning notification) in the 13th to 30th games of the continuous performance, and if the first CZ mode is used, the result of the AT mode transition lottery is notified (AT mode winning notification) in the 14th to 31st games of the continuous performance. Therefore, when the result of the AT mode transition lottery is notified (AT mode winning notification) in the 13th to 30th games of the continuous performance started at the transition to the second CZ mode, it becomes difficult to determine whether the first CZ mode has been used, that is, whether the advantageous zone has once ended, from the number of games of the continuous performance. Although detailed explanation is omitted, in this embodiment, the number of games of the continuous performance in which the result of the AT mode shift lottery is a non-win is set according to the number of games in which such an AT mode winning notification is performed. Therefore, for example, when a continuous performance starts in the second CZ mode, it becomes difficult to determine whether or not the advantageous zone has ended during the continuous performance from the content and number of games of the continuous performance, and it becomes difficult to end the game when the advantageous zone ends.

[0361] Returning to the explanation of the start-time performance setting process, if a negative judgment is made in step S2117, or after the process of step S2118 is executed, the process proceeds to step S2119. In step S2119, it is judged whether or not the first CZ mode start command or the second CZ mode start command has been received. If any of the CZ mode start commands has been received, the process executes the setting process for starting the CZ mode in step S2120. If the first CZ mode start command has been received, if the continuous performance is not continuing, a new performance for the first CZ mode is started, and if the continuous performance is continuing, the continuous performance is continued. Also, as described above, in this embodiment, the continuous performance is started when the second CZ mode starts, and if the second CZ mode start command has been received, the process for starting the setting process for starting the CZ mode is set so that a continuous performance for a number of games longer than the total number of the continued games in the second CZ mode and the continued games in the first CZ mode that may be executed thereafter is started. This makes it possible to create a situation in which the continuous performance continues when the first CZ mode starts (when the advantageous zone transitions) even if the CZ mode ends without winning the AT mode transition lottery.

[0362] When a negative determination is made in step S2119, or after the process of step S2120 is executed, a continuous performance setting process is executed in step S2121. The continuous performance setting process is a process for setting the performance of each game of the continuous performance that can continue across multiple games when notifying the result of the AT mode shift lottery as described above, and for setting the continuous performance when the AT mode shift lottery is not won.

[0363] Then, in step S2122, other start-time performance setting processes are executed, and then this start-time performance setting process is terminated. In step S2122, for example, a performance suggesting a lottery result is set in response to the start of the game, and a process is performed to turn off the lamp around the start lever 41 to notify that the operation has been accepted.

[0364] <Performance setting process when all stops> Next, the all-stop effect setting process of step S2010 will be described with reference to Fig. 53. As already described, the all-stop effect setting process is a process for setting effects when a newly received command is a all-stop command such as a winning result command, an AT start command, a CZ end command, a first AT winning notification command, a second AT winning notification command, an AT end command, or a third CZ mode start command.

[0365] In step S2201, it is determined whether the first AT winning notification command or the second AT winning notification command has been received. The first AT winning notification command or the second AT winning notification command is a command output from the main control device 101 side when the AT mode winning flag is set and the premonition counter becomes 0. If these AT winning notification commands have been received, the process proceeds to step S2202, and settings are executed so that the corresponding AT winning notification performance is performed on the auxiliary display unit 65 or the speaker 64 as a performance when the player bets on the next game. The AT winning notification performance is a performance after the notification that the AT mode transition lottery has been won in the final game of the consecutive performance set as described above. For example, when the consecutive performance is set as a battle performance in which an ally character and an enemy character battle, a performance in which the ally character wins in the battle performance may be executed in the final game of the consecutive performance, and then a performance in which the ally character is happy when the player bets on the next game may be set as the AT winning notification performance. The AT winning notification effect set here is executed as a betting effect for the next game when a bet operation is performed, such as operating the first credit insertion switch 56 or the second credit insertion switch 57, or inserting a medal into the medal insertion slot 45.

[0366] If it is determined in step S2201 that the AT winning notification command has not been received, the process proceeds to step S2203. In step S2203, it is determined whether or not the AT start command has been received. The case where the AT start command has been received means that the push order notification effect for the second replay or the third replay is being performed at the start of the game. In this case, in step S2204, a setting is executed so that the AT start effect is performed on the auxiliary display unit 65 and the speaker 64. For example, as shown in FIG. 54(b), the AT start effect displays a character such as "AT start!!" together with a replay pattern for starting corresponding to the type of AT mode to be started this time on the auxiliary display unit 65 (diagonal alignment of "BAR" patterns corresponding to the second replay in the first AT mode (FIG. 14(a)), etc., and bottom alignment of "white 7" patterns corresponding to the third replay in the second AT mode (FIG. 14(c)), etc.), and also outputs a corresponding sound effect from the speaker 64.

[0367] If the AT start command has not been received in step S2203, it is determined in step S2205 whether or not the AT end command has been received. If the AT end command has been received, in step S2206, settings are executed so that the AT end performance is performed on the auxiliary display unit 65 and the speaker 64. For example, as shown in Fig. 55(a), the AT end performance displays the number of continued games in the current AT mode and the number of medals acquired in the current AT mode on the auxiliary display unit 65.

[0368] If the AT end command is not received in step S2205, it is determined in step S2207 whether or not the third CZ mode start command is received. If the third CZ mode start command is received, in step S2208, the third CZ mode performance start process is executed. In the third CZ mode performance start process, it is set so that continuous performance is started over the number of continued games (25 games to 30 games) of the current third CZ mode.

[0369] If it is determined in step S2207 that the third CZ mode start command has not been received, it is determined in step S2209 whether or not a CZ mode end command has been received. If the CZ end command has been received, in step S2210, a performance setting process for CZ end is executed. In the performance setting process for CZ end, if the CZ mode to be ended this time is the second CZ mode, the continuous performance being executed is set to continue. Also, if the CZ mode to be ended this time is the first CZ mode, if the first CZ mode is the first CZ mode via the second CZ mode, that is, if the performance in the first CZ mode is performed by taking over the continuous performance of the second CZ mode, the continuous performance is ended as it is, and if the first CZ mode is the first CZ mode not via the second CZ mode, the continuous performance set in the first CZ mode is set to continue. And, if the CZ mode to be ended this time is the third CZ mode, the continuous performance set in the third CZ mode is set to end as it is.

[0370] If the CZ mode end command is not received in step S2209, or after any of steps S2202, S2204, S2206, S2208, and S2210 is executed, in step S2211, a process is executed to temporarily store information on the game result of the current game (lottery result and information on whether or not there is a win) and information on the number of bets in the current game. Then, in step S2212, other all-stop performance setting processes are executed, and then this all-stop performance setting process is terminated. In step S2212, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, a sound effect corresponding to the payout number of the winning combination is controlled to be emitted from the speaker 64, and a sound effect corresponding to the automatic bet during replay is controlled to be emitted from the speaker 64.

[0371] In this embodiment, in a game in which a player moves from a normal zone to a favorable zone through a favorable zone transition lottery, and a transition to the AT mode occurs by winning the AT mode transition lottery in the favorable zone, and a player can expect to win many medals, the transition to the AT mode is mainly made to occur through the CZ mode, and the subsequent content of the continuous performance set in the CZ mode is prevented from being predicted by the end of the favorable zone. In this case, the AT mode transition lottery is not limited to the CZ mode, and is executed according to the lottery results of each game, and it is set so that if the lottery result of each game is a specific role as a so-called rare role, the AT mode transition is likely to be won, and if the result is otherwise, the AT mode transition is unlikely to be won.

[0372] As already explained, the specific combinations in this embodiment are Chance Eye A to Chance Eye C, Cherry A to Cherry C, and watermelon, among which watermelon is a so-called small combination result in which medals are paid out by winning, while Chance Eye A to Chance Eye C and Cherry A to Cherry C are results in which the replay result winning is established. By setting the specific combination using the replay result in this way, it is possible to diversify the specific combinations simply by increasing the types of replay results, and it is also possible to set the specific combination while suppressing the influence on the payout rate if the replay result does not increase or decrease medals. Furthermore, like normal replay A to C, while basically establishing the first replay result winning, it is also possible to establish the second replay result winning or the third replay result winning at a predetermined timing (at the start of the AT mode), and to use it in the game by changing the winning result or the stop output without changing the privilege to be given depending on the operation order of the stop switches 42 to 44. In addition, for example, it is possible to improve the appearance rate of specific roles by using the RT state, which increases the probability of winning in the replay result, and creating specific roles, etc. using the replay result has a great advantage in terms of increasing the interest in the game.

[0373] However, if the specific combination is composed of the small combination result and the replay result as described above, when it is a small combination result, the player's own bet is required in the next game, whereas when it is a replay result, the bet is not required by the process of automatically inserting virtual medals, and the progress mode of the game will be significantly different. Therefore, when a winning of a specific combination due to a replay result is established, it may strongly give the player a sense of discomfort due to the difference from the small combination result, etc., which may become an obstacle to the smooth progress of the game and may also reduce the player's motivation to play due to such a sense of discomfort.

[0374] Therefore, in this embodiment, when a winning of a result composed of a replay result among such specific combinations is established, the notification mode is devised. Hereinafter, the notification mode in the case of a replay result will be described. In the following description, the first replay result is also referred to as the normal replay result, and the replay result other than the first replay result is also referred to as the specific replay result.

[0375] <BET Display Unit and Bet Display Unit> As shown in FIG. 1, on the game panel 25, a bet display unit 34 is provided to the left of the display windows 26L, 26M, 26R, and a BET display unit 75 is provided in the lower left of the display windows 26L, 26M, 26R.

[0376] As shown in FIG. 56, the BET display unit 75 has a first BET display unit 75a, a second BET display unit 75b, and a third BET display unit 75c. Any of the display units 75a to 75c can be switched between a lit state (or a blinking state) and an unlit state, and the number of bets is notified by the BET display units 75a to 75c in the lit state. For example, when the first BET display unit 75a and the second BET display unit 75b of the BET display unit 75 are in the lit state and the third BET display unit 75c is in the unlit state, it means that 2 bets are made, and when all the BET display units 75a to 75c are in the lit state, it means that 3 bets are made.

[0377] 1, the bet display unit 34 also has a first bet display unit 34a, a second bet display unit 34b, and a third bet display unit 34c, and each of the bet display units 34a to 34c is configured to be switchable between a lit state (or a flashing state) and an unlit state. The bet number is notified by the bet display units 34a to 34c that are lit, similar to the above-mentioned BET display unit 75.

[0378] However, as shown in Fig. 16, the BET display unit 75 is connected to the main control device 101, and the bet display unit 34 is connected to the display control device 81, and while the BET display unit 75 is controlled by the CPU 102 on the main control device 101 side, the bet display unit 34 is controlled by the CPU 181 on the display control device 81 side, which is a difference. Also, as shown in Fig. 1, the bet display unit 34 is set to have a larger area that transmits light when the display units 34, 75 are turned on in the game panel 25 than the BET display unit 75, and is set so that the bet display unit 34 is more likely to attract the player's attention (is easier to grasp) than the BET display unit 75. In addition, the bet display unit 34 may be configured to be more likely to attract the player's attention (be easier for the player to understand) than the BET display unit 75, and may be configured to have a higher brightness or light output when lit, the bet display unit 34 may be configured to be composed of an operable device, or the number of bets displayed by the bet display unit 34 may be displayed on the auxiliary display unit 65.

[0379] Further, as shown in FIG. 1, the game state display unit 76 is a display unit smaller than the bet display unit 34 and the first credit input switch 56, similar to the BET display unit 75. As shown in FIGS. 16 and 56, it has a replay state display unit 76a, a startable state display unit 76b, and an acceptable state display unit 76c, and each of the display units 76a to 76c is configured to be switchable between a lit state and an extinguished state. The replay state display unit 76a is for notifying that the next game can be executed with the same number of bets as the number of bets in the current game and is set to the replay state. When set to the replay state, it is in the lit state, and when the game set to the replay state ends, it is in the extinguished state. The startable state display unit 76b is for notifying that the game has entered the startable state where the start operation of the game can be accepted. When set to the start state, it is in the lit state, and when the start operation is accepted in the startable state, it is in the extinguished state. The acceptable state display unit 76c is for notifying that the medal can be inserted from the medal insertion port 45 and is in the acceptable state. When in the acceptable state, it is in the lit state, and when the insertion of the medal is not accepted, it is in the extinguished state. More specifically, regarding the acceptable state display unit 76c, it is in the lit state when the medal passage switching solenoid 46a that guides the medal inserted from the medal insertion port 45 to the storage passage 47 side is energized, and is in the extinguished state when the medal passage switching solenoid 46a that guides the medal to the discharge passage 48 side is de-energized.

[0380] <BET Processing> Next, the BET processing performed in step S204 in the normal processing will be described with reference to the flowchart of FIG. 57.

[0381] In step S2301, it is determined whether the game result of the previous game was a replay result winning. This process can be determined based on the information of the previous game stored in the medal payout process in step S214. If it is the next game after any replay result winning is established, in step S2302, it is determined whether the winning replay result is the first replay result as a normal replay result. The normal replay result winning can be won when normal replay A to normal replay C are won, and when normal replay A to normal replay C are won, the normal replay result winning is basically established unless the right reel 32R is stopped first (FIG. 39). If it is the next game after the game after the normal replay winning is established, in step S2303, a process of setting a normal replay flag in the various flag storage area 106d is executed. On the other hand, if it is the game following the game in which a replay result other than the first replay result has been achieved as the specific replay result, a process of setting a specific replay flag in the various flags storage area 106d is executed in step S2304.

[0382] The processes in steps S2301 to S2304 may be performed in the medal payout process or the medal payout determination process.

[0383] After executing the process of step S2303 or step S2304, the process proceeds to step S2305, where the number of bets in the previous game is obtained from the BET counter provided in the various counter area 106e, and the value of the BET counter is temporarily stored in a register, etc. The BET counter is a counter that allows the CPU 102 to obtain the number of bets that have been bet.

[0384] If a negative decision is made in step S2301, or after the process of step S2305 is executed, the BET counter is cleared in step S2506. Then, in step S2307, a process is executed to grasp the prescribed number of coins for the current game. As already explained, the prescribed number is the number of coins betted to make the game possible, and in any of the BB states, the prescribed number is set to 3 coins, and in normal game states other than the BB state, the prescribed number is set to 2 coins and 3 coins.

[0385] In the next step S2308, the process of turning on the acceptable state display unit is executed. Then, in step S2309, it is determined whether or not the normal re-play flag or the specific re-play flag is set and it is the next game in which any re-play result winning is established, and if it is the next game in which a re-play result winning is established, in step S2310, a re-play setting process is executed.

[0386] <Replay setting process> In the re-play setting process, as shown in the flow chart of FIG. 58, first, in step S2401, a process is executed to turn on the re-play state display unit. In the following step S2402, a process is executed to turn off all the BET display units. Then, in step S2403, it is determined whether or not the specific re-play flag is set. If it is not set and it is the next game in which a normal re-play result winning is established, in step S2404, a process is executed to set a normal BET command as an output target to the display control device 81. The normal BET command is a command for controlling the bet display unit 34 on the display control device 81 side.

[0387] After the normal BET command is set, the process proceeds to step S2405. Steps S2405 to S2410 are processes for automatically inserting virtual medals based on the normal replay result winning. That is, in step S2405, a process for adding 1 to the BET counter is executed, and in step S2406, a process for turning on (or blinking) the BET display section corresponding to the BET counter of the current increment is executed. Specifically, as a result of the process in step S2405, if the BET counter is 1, the first BET display section 75a is turned on, if the BET counter is 2, the second BET display section 75b is turned on, and if the BET counter is 3, the third BET display section 75c is turned on. Then, in step S2407, a process for setting the replay BET command as an output target to the display control device 81 is executed. The replay BET command is a command for turning on the bet display unit 34 on the display control device 81 side in conjunction with the lighting process of the BET display unit 75 in step S2406.

[0388] In the next step S2408, a process of inputting 134 to a BET timer provided in the various counter area 106e is executed. The BET timer is a counter for defining the interval at which virtual medals are automatically inserted, and the BET timer is decremented by 1 each time the timer interrupt process is started, and the value input in step S2408 becomes 0 after about 0.2 sec.

[0389] In step S2409, the BET timer is reset to 0, and it is determined whether or not approximately 0.2 seconds have elapsed since the processing of step S2408 was executed, and if not, the process waits until the time has elapsed. If approximately 0.2 seconds have elapsed and a positive determination is made in step S2409, it is determined in step S2410 whether or not the value of the BET counter is equal to the number of bets in the previous game temporarily stored in step S2305. If the number of bets in the previous game has not been reached, the process returns to step S2405 and executes the process of automatically inserting virtual medals again. If the value of the BET counter has reached the number of bets in the previous game, a positive determination is made in step S2410, and the process proceeds to step S2411.

[0390] In step S2411, a process is executed to set a bet end command as an output target to the display control device 81. The bet end command is a command for making the display control device 81 know that a series of bets has ended, and includes information on the current number of bets. In the following step S2412, a process is executed to set a start possible flag in the various flags storage area 106d. The start possible flag is a flag for the CPU 102 to know that a start operation of the start lever 41 has become acceptable. In other words, if the start possible flag is not set, even if the start operation of the start lever 41 is performed, it is not accepted. Also, as already described, a wait period is set in the slot machine 10, and the start possible flag is set as one that can be set before the wait period has elapsed. In other words, even if the start possible flag is set and the start operation of the start lever 41 is acceptable and the start operation of the start lever 41 is performed, the start operation is accepted, while the spin start control of each of the reels 32L, 32M, and 32R can be put on hold until the wait period has elapsed.

[0391] After executing the process of step S2412, in step S2413, the start possible state display section 76b is turned on, and then the re-play setting process is terminated. By turning on the start possible state display section 76b, the player can grasp that the start operation of the start lever 41 is now acceptable.

[0392] On the other hand, if the specific re-play flag is set in step S2403 and it is the next game in which a specific re-play result win is established, the process proceeds to step S2414. In step S2414, a process is executed to set a specific BET command as an output target to the display control device 81. The specific BET command is a command for controlling the bet display unit 34 on the display control device 81 side.

[0393] In the next step S2415, a process of inputting the number of bets in the previous game into the BET counter is executed. Then, in step S2416, a process of turning on the BET display units 75a to 75c corresponding to the value input into the BET counter is executed. That is, when 1 is input into the BET counter in step S2415, only the first BET display unit 75a is turned on, when 2 is input into the BET counter, the first BET display unit 75a and the second BET display unit 75b are turned on while the third BET display unit 75c remains turned off, and when 3 is input into the BET counter, all the BET display units 75a to 75c are turned on.

[0394] After executing the processing of step S2416, the process proceeds to step S2411, where the process of setting the bet end command and the start possible flag is executed, the process of turning on the start possible state display unit 76b is executed, and then this re-play setting process is terminated.

[0395] In other words, the process of automatically inserting a virtual medal based on a winning replay result is set to be completed in a shorter time when the virtual medal is automatically inserted based on a winning specific replay result than when the virtual medal is automatically inserted based on a winning normal replay result.

[0396] Returning to the explanation of the BET process, if none of the re-play flags are set in step S2309, or after the re-play setting process is executed in step S2310, the process proceeds to step S2311. The processes in steps S2311 to S2319 are for setting bets and credits by inserting medals into the medal insertion slot 45 or by operating the credit insertion switches 56 and 57.

[0397] That is, in step S2311, it is determined whether the value of the credit counter provided in the various counter area 106e is the upper limit (50). The credit counter corresponds to the credit displayed on the credit display unit 60, and corresponds to the virtual game medium storage means possessed by the CPU 102. If the credit counter has not reached the upper limit, in step S2312, the medal passage switching solenoid 46a is set to an excited state so that medals inserted from the medal insertion slot 45 are guided to the storage passage 47 side. On the other hand, if the credit counter is at the upper limit, in step S2313, the medal passage switching solenoid 46a is set to a non-excited state so that medals inserted from the medal insertion slot 45 are guided to the discharge passage 48 side.

[0398] After executing the process of step S2312 or step S2313, the process proceeds to step S2314. The processes of steps S2314 to S2319 are performed when a bet operation such as inserting a medal into the medal insertion slot 45, operating the first credit insertion switch 56, or operating the second credit insertion switch 57 is performed.

[0399] That is, in step S2314, it is determined whether or not a medal has been inserted through the medal insertion port 45. In this embodiment, an inserted medal detection sensor 45a is provided upstream (toward the medal insertion port 45) of the selector 46 in which the medal passage switching solenoid 46a is provided in the passage through which the medal inserted through the medal insertion port 45 passes, and the CPU 102 can determine that a medal has been inserted based on the detection result of the inserted medal detection sensor 45a. If a medal has been inserted, medal insertion response processing is executed in step S2315.

[0400] If no medals have been inserted, the process proceeds to step S2316, where it is determined whether or not the first credit insertion switch 56 has been operated based on the detection result of the first credit insertion detection sensor 56a. If the first credit insertion switch 56 has been operated, a first operation response process is executed in step S2317.

[0401] If the first credit insertion switch 56 has not been operated, in step S2318, it is determined whether or not the second credit insertion switch 57 has been operated based on the detection result of the second credit insertion detection sensor 57a. If the second credit insertion switch 57 has been operated, in step S2319, a second operation response process is executed.

[0402] After executing any one of the processes in steps S2315, S2317, and S2319, or after a negative judgment is made in step S2318, it is determined in step S2320 whether or not the start possible flag is set. If it is not set, the process returns to step S2311. If the start possible flag is set, the BET processing is terminated.

[0403] The medal insertion response process, the first operation response process, and the second operation response process will be described below.

[0404] <Medal insertion processing> As shown in the flowchart of FIG. 59, the medal insertion processing first judges whether or not the specific replay flag is set. If the specific replay flag is not set and the specific replay result has not been won in the previous game, in step S2502, it judges whether or not the normal replay flag is set. If the normal replay flag is not set and the normal replay result has not been won in the previous game, that is, if the current state is not set to the replay state, it proceeds to step S2503 and judges whether or not the BET counter has reached the specified number. As described above, the specified number of the current game is grasped in step S2307. In addition, in any BB state, 3 coins is set as the specified number, and in states other than the BB state, 2 coins and 3 coins are set as the specified number, and in step S2503, if the BET counter is 3 in the BB state, it is judged that the larger of the specified numbers of 2 coins and 3 coins has been reached in states other than the BB state. That is, in a state other than the BB state, if the BET counter is 3, an affirmative determination is made.

[0405] If the result of the determination in step S2503 is negative, the process of incrementing the BET counter by 1 is executed in step S2504. In other words, when the prescribed number of coins is set to 2 and 3, it is possible to change from a state in which a game with the prescribed number of coins of 2 (2 bet game) can be started to a state in which a game with the prescribed number of coins of 3 (3 bet game) can be started by inserting one more coin.

[0406] In the next step S2505, it is determined whether the BET counter has reached a specified number due to the current medal insertion. If the specified number has been reached, it is determined in step S2506 whether the start possible flag has been set. If the start possible flag has not been set, a process is executed in step S2507 to set the start possible flag, and a process is executed in step S2508 to turn on the start possible state display unit 76b.

[0407] If it is determined in step S2505 that the BET counter has not reached the specified number, if the start possible flag is set in step S2506, or after the process of lighting the start possible state display unit 76b is executed in step S2508, the process of setting the inserted BET command as an output target to the display control device 81 is executed in step S2509, and then this medal insertion corresponding process is terminated. The inserted BET command is a command for making the display control device 81 understand that a bet has been set by inserting this medal.

[0408] If it is determined in step S2502 that the specific replay flag is not set but the normal replay flag is set, if it is determined in step S2503 that the BET counter has reached the specified number and the BET counter is 3 during the BB state, or if the BET counter is 3 during a state other than the BB state, the process proceeds to step S2510. In step S2510, it is determined whether the credit counter is 50. If the credit counter is not 50, a process is executed in step S2511 to increment the credit counter by 1, and a process is executed in step S2512 to set the input increase command as an output target to the display control device 81. Then, in step S2513, it is determined whether the credit counter has reached 50 based on the result of the process in step S2511, and if it has reached 50, a process is executed in step S2514 to de-energize the medal passage switching solenoid 46a, and a process is executed in step S2515 to turn off the acceptable state display unit 76c, and then this medal input response process is terminated. If an affirmative judgment is made in step S2510, or if a negative judgment is made in step S2513, the medal insertion processing is terminated.

[0409] On the other hand, if the specific re-play flag is set in step S2501 and a specific re-play result win has been achieved in the previous game, the process proceeds to step S2516, where a process is executed to set a specific input command as an output target to the display control device 81. The specific input command is a command for making the display control device 81 understand that a medal has been inserted in a re-play state set based on the specific re-play result win. After executing the process of step S2516, the process proceeds to step S2510, where a process for increasing credits is executed on the condition that the credit counter has not reached 50.

[0410] That is, in this embodiment, even in a situation where the replay state is set, it is possible to increase the credit counter by inserting a medal, and in particular, in a replay state set based on a specific replay result win, a specific insertion command is output by inserting a medal. The process on the display control device 81 side when the specific insertion command is received will be described in detail later.

[0411] <First operation response process> In the first operation response process, which is the process when the first credit insertion switch 56 is operated, as shown in the flowchart of Fig. 60, in step S2601 it is determined whether or not the specific re-play flag is set, and in step S2602 it is determined whether or not the normal re-play flag is set. If the specific re-play flag is not set, the normal re-play flag is set, and a winning result in the normal re-play was achieved in the previous game, no bet is made by operating the first credit insertion switch 56, so the first operation response process ends as it is. If neither the specific re-play flag nor the normal re-play flag is set, the process proceeds to step S2603.

[0412] In step S2603, it is determined whether the credit counter is 1 or more and one or more virtual medals are stored. If the credit counter is less than 1 and no virtual medals are stored, no bet is made even if the first credit insertion switch 56 is operated, and the first operation response process is terminated. If the credit counter is 1 or more, the process proceeds to step S2604, and it is determined whether the current BET counter is a specific number. As already explained, the specific number is the number of coins bet when the first credit insertion switch 56 is operated among the specified number, and in the BB state, the specific number is set to 3 coins, in the non-internal state other than the BB state before the BB win, the specific number is set to 2 coins, and in the internal state other than the BB state after the BB win, the specific number is set to 3 coins (see FIG. 24). If the current BET counter is equivalent to the specific number, no new bet is made even if the first credit insertion switch 56 is operated, and the first operation response process is terminated.

[0413] If the BET counter is not the specific number, in step S2605, a process is executed to set the normal first operation command as the output target to the display control device 81. The normal first operation command is a command for making the display control device 81 understand that the first credit insertion switch 56 has been operated in a state other than the replay state and in which the credit counter is 1 or more.

[0414] In the following step S2606, a process of decrementing the credit counter by 1 is executed based on the current operation of the first credit insertion switch 56. Then, in step S2607, a process of incrementing the BET counter by 1 is executed, and in step S2608, a process of turning on the corresponding BET display units 75a to 75c is executed.

[0415] In the next step S2609, it is determined whether the BET counter has reached a specific number by the process of step S2606. If not, the process proceeds to step S2610, where it is determined whether the credit counter is 1 or more. If the credit counter is 1 or more and further betting is possible by the current operation of the first credit insertion switch 56, the process of inputting 67 to the BET timer is executed in step S2611. As described above, the BET timer is a counter for defining the interval at which virtual medals are automatically inserted, and the value input in step S2611 becomes 0 after about 0.1 sec. In other words, when virtual medals are inserted by operating the first credit insertion switch 56, the virtual medals are inserted at intervals shorter than the interval (about 0.2 sec) when virtual medals are automatically inserted in the replay setting process.

[0416] In step S2612, the BET timer becomes 0, and it is determined whether or not about 0.1 sec has elapsed since the processing of step S2611 was executed, and if not, the process waits until the time has elapsed. If about 0.1 sec has elapsed and the determination is YES in step S2612, the process executes a process of setting a consecutive bet command as an output target to the display control device 81 in step S2613, and then returns to step S2606. The consecutive bet command is a command for making the display control device 81 understand that multiple bets are made by operating the first credit insertion switch 56, and the timing of the bets. In this case, the processes of steps S2606 to S2613 are repeated until the BET counter reaches a specific number (step S2609: YES) or the credit counter becomes 0 (step S2610: NO).

[0417] If the BET counter reaches the specific number in step S2609, the process proceeds to step S2614. In step S2614, a process is executed to set a bet end command as an output target to the display control device 81. As described above, the bet end command is a command for making the display control device 81 know that a series of bets has ended. Then, in step S2615, a process is executed to set a start possible flag, and in step S2616, a process is executed to turn on the start possible state display section 76b, and then the first operation response process is terminated.

[0418] If it is determined in step S2610 that the credit counter has reached 0, the process proceeds to step S2617, where the above bet end command is set as an output target to the display control device 81, and then the first operation response process is terminated.

[0419] When it is determined in step S2601 that the specific re-play flag is set, the process executes a process of setting the specific first operation command as an output target to the display control device 81 in step S2618, and then ends this first operation response process. That is, in the re-play state set based on the establishment of a specific re-play result winning, when the first credit insertion switch 56 is operated, a bet is not placed, but the output setting of the specific first operation command is performed. The process on the display control device 81 side when the specific first operation command is received will be described in detail later.

[0420] <Second operation response process> In the second operation response process, which is the process when the second credit insertion switch 57 is operated, as shown in the flowchart of Fig. 61, in step S2701 it is determined whether or not the specific re-play flag is set, and in step S2702 it is determined whether or not the normal re-play flag is set. If the specific re-play flag is not set, the normal re-play flag is set, and a normal re-play result win has been achieved in the previous game, no bet is made by operating the second credit insertion switch 57, so the second operation response process ends as it is. If neither the specific re-play flag nor the normal re-play flag is set, the process proceeds to step S2703.

[0421] In step S2703, it is determined whether the credit counter is equal to or greater than 1 and one or more virtual medals are stored. If the credit counter is less than 1 and no virtual medals are stored, no bet is made even if the second credit insertion switch 57 is operated, and the second operation response process is terminated.

[0422] If the credit counter is 1 or more, in step S2704, it is determined whether the BET counter is at a specified number. If it is not at the specified number, the process proceeds to step S2705, and a process is executed to set a normal second operation command as an output target to the display control device 81. The normal second operation command is a command for making the display control device 81 understand that the second credit insertion switch 57 has been operated in a situation other than the replay state.

[0423] In the following step S2706, a process of incrementing the BET counter by 1 is executed, and in step S2707, a process of decrementing the credit counter by 1 is executed. Then, in step S2708, a process of turning on the corresponding BET display portions 75a to 75c is executed.

[0424] In the next step S2709, it is determined whether the BET counter has reached the specified number by the process of step S2706, and if it has reached the specified number, a process is executed to set the start possible flag in step S2710, and a process is executed to turn on the start possible state display section 76b in step S2711, and then the second operation response process is terminated. On the other hand, if it is determined in step S2709 that the BET counter has not reached the specified ...

Claims

[Claim 1] A plurality of rotating bodies having a plurality of patterns applied thereto in a circumferential direction; A display unit that allows some of the patterns on each of the rotating bodies to be viewed; A start operation means for performing a start operation for starting the rotation of each of the rotating bodies; A stop operation means for performing a stop operation to stop the rotation of each of the rotating bodies; a drive control means for starting rotation of each of the rotating bodies when the start operation means is operated and for stopping the rotation of each of the rotating bodies when the stop operation means is operated; a bet operation means for performing a bet operation for setting the game value as a bet amount for a game; a bet amount setting means for setting a bet amount for a game based on the bet amount operation; a lottery means for holding a lottery to award a bonus to a player according to the bet amount set by the bet amount setting means, based on an operation of the start operation means; a granting means for granting a benefit corresponding to a result of the lottery by the lottery means as a game value; A storage means capable of storing the game value awarded by the awarding means; a settlement operation means for performing a settlement operation of the game value stored in the storage means; A means for switching the notification mode of the specific notification means from a first notification mode to a second notification mode when the bet number operation is performed; Equipped with During the settlement of the game value based on the settlement operation, the notification mode of the specific notification means can be switched from the first notification mode to the second notification mode, and even after the notification mode of the specific notification means is switched to the second notification mode, the settlement of the game value that was being executed before the switching is continued; A configuration capable of executing a predetermined notification corresponding to the settlement of the gaming value based on the settlement operation, A gaming machine characterized in that it is configured to be able to start the rotation of each of the rotating bodies when the start operation means is operated while the specified notification is being made.