Game machine

The gaming machine optimizes game progression and entertainment value by introducing specific states with enhanced player advantages and interactive features, addressing the limitations of existing gaming machines.

JP2025076739AActive Publication Date: 2025-05-16SANYO BUSSAN KK
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Patent Information

Application Number
JP2023188544
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2025-05-16
Estimated Expiration
2043-11-02

AI Technical Summary

Technical Problem

Existing gaming machines lack optimization in game progression and entertainment value, necessitating improvements to enhance player engagement.

Method used

The gaming machine incorporates specific states with enhanced player advantages, transition determinations, and performance mechanisms to optimize game progression and increase entertainment value, including features like bonus states, reel control processes, and display presentations.

Benefits of technology

The implementation enhances game optimization and entertainment value by providing more engaging gameplay experiences through varied states and interactive elements.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can implement at least one of making a game progress favorable or improving the amusement of a game.SOLUTION: In a slot machine 10, when a start lever 41 is operated, a lottery of a game is performed, and when a drawing corresponding to a game lottery result is stopped at each of reels 32L, 32M, 32R, a game value corresponding to the result is granted, and a performance according to its game contents is performed on an auxiliary display part 65 or the like. Moreover, in the slot machine 10, the type of a normal bonus state includes a BIG state and a REG state. A first pseudo precursory mode which encourages an expectation for a transition to the normal bonus state can be performed in a circumstance of no satisfaction of a transition condition for the normal bonus state. If the transition condition for the normal bonus state is satisfied during the first pseudo precursory mode, when a performance for the BIG state is performed during the first pseudo precursory mode, the winning of the normal bonus state is set as the BIG state.SELECTED DRAWING: Figure 228
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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 game progress and increase the entertainment value of the game, and in this regard, there is still room for improvement.

[0006] It should be noted that these circumstances are not limited to the gaming machines exemplified above, but also apply to other gaming machines.

[0007] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of at least one of optimizing the progress of the game or increasing the enjoyment of the game. [Means for solving the problem]

[0008] The present invention relates to The game state includes a predetermined state and a specific state, The specific state includes a first specific state and a second specific state, A means for making the specific state more advantageous to a player than the predetermined state; A means for making the first specific state more advantageous to a player than the second specific state; a specific determination means capable of executing a transition determination as to whether to transition to the specific state from the predetermined state; a specific transition means for transitioning to the specific state when a result of the specific determination by the specific determination means becomes a specific result corresponding to transitioning to the specific state; a first specific performance means capable of executing a first specific performance corresponding to the specific state being the first specific state when the specific state is transitioned to the specific state in a situation before the result of the specific determination becomes the specific result; A means for changing the specific state corresponding to the specific result to the first specific state when the result of the transition determination becomes the specific result after the first specific performance is executed; The present invention is characterized in that it is provided with: Effect of the Invention

[0009] According to the present invention, it is possible to at least either optimize the progress of a game or increase interest in the game. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 is a front view of a slot machine according to the first 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. 13 is a diagram for explaining a device for detecting inserted medals. [Figure 7] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 8] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Figure 9] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 10] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 11] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 12] FIG. 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. 13 is a diagram for explaining an example of a winning mode. [Figure 16] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 17] 2 is a block diagram showing an electrical configuration of the display control device; [Figure 18] 13 is a flowchart showing timer interrupt processing by the main control device. [Figure 19] 4 is a flowchart showing main processing by a main control device. [Figure 20] 13 is a flowchart showing a normal process. [Figure 21] 13 is a flowchart showing a lottery process. [Figure 22]FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when three bets are made. [Diagram 23] FIG. 13 is a diagram showing an example of a lottery table for a normal gaming state when two bets are made. [Figure 24] 13 is a flowchart showing a reel control process. [Diagram 25] 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 26] 13 is a flowchart showing a payout determination process. [Figure 27] 13 is a flowchart showing a medal payout process. [Figure 28] 13 is a flowchart showing bonus state processing. [Figure 29] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Diagram 30] FIG. 2 is an explanatory diagram showing the transition relationship between states. [Diagram 31] 13 is a flowchart showing a lottery result handling process. [Diagram 32] 13 is a flowchart showing the lottery process for transition to advantageous zones. [Diagram 33] FIG. 13 is a diagram showing an example of various transition lottery tables. [Diagram 34] 13 is a flowchart showing the AT lottery processing. [Diagram 35] 13 is a flowchart showing the AT addition processing. [Diagram 36] A figure showing an example of an add-on lottery table. [Figure 37] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Figure 38] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Figure 39] 13A is a flowchart showing lottery result command processing, and FIG. 13B is an explanatory diagram for explaining the relationship between the lottery result command and the push order notification command. [Diagram 40] 13 is a flowchart showing a winning result response process. [Diagram 41]13 is a flowchart showing a process for a precursor mode. [Diagram 42] FIG. 13A is a flowchart showing a continuation rate setting process, and FIG. 13B is a diagram showing an example of a selection rate of the continuation rate of the CZ mode. [Diagram 43] 13 is a flowchart showing a CZ mode process. [Diagram 44] 13 is a flowchart showing a process for an AT mode. [Diagram 45] 13 is a flowchart showing a first section display process. [Diagram 46] 13 is a flowchart showing a second section display process. [Figure 47] 13 is a flowchart showing a display main process by the sub-control device. [Figure 48] 13 is a flowchart showing a performance setting process. [Figure 49] 13 is a flowchart showing a bet time effect setting process. [Figure 50] 13 is a flowchart showing a performance setting process at the time of start operation. [Figure 51] 13 is a flowchart showing the rotation start effect setting process. [Figure 52] 13 is a flowchart showing a process for setting effects when stopping is possible. [Diagram 53] 13 is a flowchart showing a stop time performance setting process. [Figure 54] 13 is a flowchart showing the process of setting the performance when winning. [Figure 55] 13 is a flowchart showing the performance setting process at the start of payout. [Figure 56] 13 is a flowchart showing the process of setting the performance at the end of payout. [Figure 57] 13 is a flowchart showing an error notification setting process. [Figure 58] 13 is a flowchart showing a first acquisition display update process. [Figure 59] 13 is a flowchart showing a second acquisition display update process. [Figure 60] 13 is a flowchart showing the number of purchases update process. [Figure 61] 13 is a flowchart showing a remaining number display update process. [Figure 62] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 63] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 64] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 65] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 66] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 67] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 68] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 69] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 70] 13 is a flowchart showing a command determination process. [Figure 71] 13 is a diagram for explaining the relationship between the command counter and the game progress status. FIG. [Figure 72] 13 is a flowchart showing a bet time determination process. [Figure 73] 13 is a flowchart showing a start operation determination process. [Figure 74] 13 is a flowchart showing a rotation start determination process. [Figure 75] 13 is a flowchart showing a process for determining when stopping is possible; [Figure 76] 10 is a flowchart showing a stop time determination process. [Figure 77] 13 is a flowchart showing the winning determination process. [Figure 78] 13 is a flowchart showing a dispensing start time determination process. [Figure 79] 13 is a flowchart showing a dispensing end determination process. [Figure 80] 13 is a flowchart showing an error determination process. [Figure 81]A diagram showing the relationship between game progress commands and presentation contents. [Figure 82] A diagram showing the relationship between game progress commands and presentation contents. [Figure 83] A diagram showing the relationship between game progress commands and presentation contents. [Figure 84] A diagram showing the relationship between game progress commands and presentation contents. [Figure 85] A diagram showing the relationship between game progress commands and presentation contents. [Figure 86] A diagram showing the relationship between game progress commands and presentation contents. [Figure 87] A diagram showing the relationship between game progress commands and presentation contents. [Figure 88] A diagram showing the relationship between game progress commands and presentation contents. [Figure 89] A diagram showing the relationship between game progress commands and presentation contents. [Figure 90] FIG. 13 is a diagram for explaining an overview of an error notification for a connection abnormality at start-up. [Figure 91] 11 is a timing chart for explaining a situation in which an error notification for a connection abnormality is performed. [Figure 92] 11 is a timing chart for explaining the configuration for synchronizing the game progress state and the circumstances in which synchronization abnormalities are identified. [Figure 93] 13 is a flowchart showing a display information correction process. [Figure 94] This is a diagram to explain how the number of acquired coins, the number of coins used, and the remaining number are updated. [Figure 95] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 96] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 97] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 98] A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 99]A diagram to explain the relationship between push order notification effects and synchronization abnormalities. [Figure 100] 13A is a flowchart showing a part of a display main process, and FIG. 13B is a flowchart showing a timer management process in the first modification. [Figure 101] FIG. 13 is a diagram for explaining the relationship between a connection abnormality and an external output. [Figure 102] In the second modification, (a) is a diagram for explaining a power switch on the sub-control device side, and (b) is a flowchart showing a part of a display main process. [Figure 103] 11 is a timing chart for explaining how an error notification is made for a connection abnormality at start-up. [Figure 104] 13 is a flowchart showing a door open detection process in Modification 3. [Figure 105] 13 is a flowchart showing an error notification setting process. [Figure 106] 13 is a flowchart showing an error determination process. [Figure 107] 13 is a flowchart showing a process during door opening. [Figure 108] 11 is a timing chart for explaining the relationship between the opening and closing of the front door and the notification of an error due to a connection abnormality. [Fig. 109] 13 is a diagram for explaining the relationship between an error notification and a connection abnormality in Modification 4. FIG. [Figure 110] 13 is a flowchart showing a command determination process in Modification 5. [Figure 111] FIG. 13 is a diagram for explaining a setting command among game progress commands. [Figure 112] 10 is a flowchart showing a stop time determination process. [Figure 113] In the sixth modification, (a) is a diagram for explaining a sub-game progress state in a stop waiting state, and (b) is a flowchart showing a stop time determination process. [Fig. 114] 23 is a flowchart showing a start operation determination process in Modification 7. [Figure 115]13 is a flowchart showing the winning determination process. [Fig. 116] 13 is a flowchart showing processing for game progression. [Fig. 117] 13 is a diagram for explaining the relationship between the game progress status and the progress trigger. FIG. [Fig. 118] 20 is a flowchart showing a game progress process in Modification Example 8. [Figure 119] FIG. 11 is a diagram for explaining an overview of a first delay error notification. [Figure 120] FIG. 11 is a diagram for explaining an overview of a second delay error notification. [Figure 121] FIG. 23 is a diagram for explaining the processing and presentation content when a synchronization abnormality is identified in Modification Example 9. [Figure 122] 23 is a flowchart showing a second command determination process in Modification 10. [Figure 123] 13A is a diagram for explaining the relationship between the state command counter and the state progression command, and FIG. 13B is a flowchart showing the corresponding performance setting process. [Figure 124] 23 is a flowchart showing a command determination process in the eleventh modification example. [Fig. 125] 16 is a diagram for explaining the processing and presentation content when a synchronization abnormality is identified in Modification Example 12. FIG. [Fig. 126] 23 is a flowchart showing a stop time performance setting process in Modification 13. [Figure 127] 13 is a timing chart for explaining how the winning effects are preset. [Figure 128] In Modification 14, (a) is a flow chart showing a process for setting a re-play start effect, and (b) is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 129] 23 is a flowchart showing a reel control process in Modification Example 15. [Fig. 130] 13 is a flowchart showing a stop time performance setting process. [Fig. 131] 13 is a flowchart showing the processing for the winning presentation. [Fig. 132] 13 is a timing chart for explaining the relationship between the stopped symbols and the pre-settings of the winning effects. [Fig. 133] 23 is a flowchart showing the process for presetting payment appearances in the sixteenth modification example. [Fig. 134] FIG. 21 is a diagram for explaining the presentation contents of a game in which a connection abnormality occurs, and the operation mode, presentation contents, winning results, etc. of a game in which a connection abnormality is resolved in Variation 17. [Fig. 135] A diagram to explain the presentation content of the game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of the game in which a connection abnormality is resolved. [Fig. 136] A diagram to explain the presentation content of the game in which a connection abnormality occurs, and the operation mode, presentation content, winning results, etc. of the game in which a connection abnormality is resolved. [Fig. 137] 23 is a flowchart showing the winning effect setting process in variant example 18. [Fig. 138] 23 is a flowchart showing a part of the stop time performance setting process in Modification Example 19. [Fig. 139] 13 is a timing chart for explaining the relationship between the stopped symbols and the settings of the winning effects. [Fig. 140] A flowchart showing the AT performance setting processing in the 2a embodiment. [Fig. 141] A flowchart showing the additional notification performance setting process. [Fig. 142] A figure showing an example of a later-addition lottery table. [Fig. 143] A figure showing an example of an execution timing table for the additional notification performance. [Fig. 144] A flowchart showing the additional notification performance execution process. [Fig. 145] This is an overview diagram to explain how the remaining number display is updated when an additional notification effect is performed. [Fig. 146] 10A is a flowchart showing the process for setting the remaining number display for additional additions, and FIG. 10B is a diagram showing the relationship between the trigger for executing and the trigger for ending the additional addition notification performance. [Fig. 147] A flowchart showing the process of executing the remaining number display for top-up. [Fig. 148] 13 is a flowchart showing an AT process. [Figure 149] A figure showing an example of a lottery table for executing the later-loading notification performance. [Fig. 150] 13 is a flowchart showing the rear-loading notification performance setting process. [Fig. 151] 13 is a flowchart showing a process of updating a remaining number display. [Fig. 152] 13 is a flowchart showing an initialization process for currently executing performance information. [Fig. 153] 13 is a diagram for explaining how the remaining number display and the like are updated when no connection abnormality occurs. FIG. [Fig. 154] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of a remaining number display, etc. (Case 1). [Fig. 155] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of a remaining number display, etc. (Case 2). [Fig. 156] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of a remaining number display or the like (Case 3). [Fig. 157] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of a remaining number display or the like (Case 4). [Fig. 158] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 5). [Fig. 159] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 6). [Fig. 160] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 7). [Fig. 161] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 8). [Fig. 162] FIG. 13 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 9). [Fig. 163]FIG. 11 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 10). [Fig. 164] FIG. 11 is a diagram for explaining the relationship between a connection abnormality or synchronization abnormality and updating of the remaining number display, etc. (Case 11). [Fig. 165] 1A is a diagram for explaining the manner of correction in response to a deviation in remaining number information, and FIG. 1B is a diagram for explaining the relationship between the situation in which a deviation in remaining number information is identified and the manner of correction. [Fig. 166] 13 is a flowchart showing a process of updating a remaining number display in the first modification. [Fig. 167] A flowchart showing the additional notification performance setting process. [Fig. 168] 13 is a flowchart showing a part of the additional notification performance setting process in the modified example 2. [Fig. 169] FIG. 13 is a diagram for explaining the relationship between the lottery result of the current game and the deviation to be corrected this time. [Fig. 170] 13 is a flowchart showing a remaining number display update process in Modification 3. [Fig. 171] 13A and 13B are diagrams for explaining how a correction is performed in a mode according to a situation in which a deviation is identified. [Fig. 172] 13 is a flowchart showing a remaining number display update process in Modification 4. [Fig. 173] 13A and 13B are diagrams for explaining how correction is performed in a mode according to a specified deviation. [Fig. 174] 13 is a flowchart showing a remaining number display update process in Modification 5. [Fig. 175] 23 is a flowchart showing a process of updating the remaining number display in the sixth modification. [Fig. 176] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 177] 23 is a flowchart showing a process of updating the remaining number display in the seventh modification. [Fig. 178] FIG. 13A is a diagram for explaining the relationship between the notification mode of a specific notification and a set value, and FIG. 13B is a diagram showing an example of a display presentation on the auxiliary display unit. [Fig. 179] 23 is a flowchart showing a process of updating the remaining number display in Modification 8. [Fig. 180] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 181] 1A is a timing chart for explaining the relationship between the first special notification and various displays, and FIG. 1B is a diagram showing an example of a display presentation on the auxiliary display unit. [Fig. 182] FIG. 13A is a flowchart showing a part of the process of updating the remaining number display in the ninth modification, and FIG. 13B is a diagram showing an example of a display effect on the auxiliary display unit. [Fig. 183] 23 is a flowchart showing an AT mode process in Modification 10. [Fig. 184] 13A is a flowchart showing a part of the process of updating the remaining number display, and FIGS. 13B and 13C are timing charts for explaining the relationship between the ending and the process of dealing with a discrepancy that has been identified. [Fig. 185] FIG. 23 is a diagram for explaining an example of application of information updated as the game progresses and events that occur based on the updated information in variant example 11. [Fig. 186] 13 is a flowchart showing a process for CZ in the third a embodiment. [Fig. 187] A diagram explaining the performance data for the CZ mode performance. [Fig. 188] A diagram explaining the performance data for the premonition mode performance. [Fig. 189] 13 is a flowchart showing a process for setting effects for a premonition battle. [Fig. 190] A flowchart showing CZ performance setting processing. [Fig. 191] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 192] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 193] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 194]This is a diagram to explain the presentation during CZ mode when no connection abnormalities or the like occur. [Fig. 195] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 1). [Fig. 196] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 2). [Figure 197] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 3). [Figure 198] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 4). [Figure 199] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 5). [Figure 200] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 6). [Figure 201] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 7). [Fig. 202] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 8). [Fig. 203] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 9). [Fig. 204] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 10). [Fig. 205] A diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. (Case 11). [Fig. 206] A flowchart showing a part of the CZ performance setting process in variant example 1. [Fig. 207] 13 is a flowchart showing a part of a lottery result response process in Modification 2. [Fig. 208]13 is a flowchart showing a first section display process. [Fig. 209] 13 is a flowchart showing a second section display process. [Fig. 210] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities, CZ mode effects, and updates to data displays, etc. [Fig. 211] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities, CZ mode effects, and updates to data displays, etc. [Fig. 212] 13 is a flowchart showing a first section display process in Modification 3. [Fig. 213] A flowchart showing a part of the CZ performance setting process in variant example 4. [Fig. 214] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 215] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 216] 13 is a flowchart showing a part of a lottery result response process in Modification 5. [Fig. 217] 13 is a flowchart showing a part of the AT lottery processing. [Fig. 218] 13 is a flowchart showing a CZ management process. [Fig. 219] 13 is a flowchart showing processing for each CZ game. [Fig. 220] 13 is a flowchart showing a CZ mode process. [Fig. 221] A flowchart showing CZ performance setting processing. [Fig. 222] A diagram explaining the performance data for the CZ mode performance. [Fig. 223] 13 is a flowchart showing a CZ process. [Fig. 224] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. [Fig. 225] This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. [Fig. 226]This is a diagram to explain the relationship between connection abnormalities, synchronization abnormalities and updates of effects for CZ mode, etc. [Fig. 227] 13A to 13C are diagrams illustrating examples of application of presentation states and game states. [Fig. 228] FIG. 4B is a front view of the slot machine according to the embodiment. [Fig. 229] 1 is an oblique view of the slot machine with the front door closed. [Fig. 230] 1 is an oblique view of the slot machine with the front door open. [Fig. 231] 1 is a perspective view of the slot machine with the inner door open. [Fig. 232] FIG. 4 is an enlarged top view of the medal unit. [Fig. 233] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Fig. 234] 1 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. [Fig. 235] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 236] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 237] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 238] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Fig. 239] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 240] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 241] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 242] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 243] FIG. 13 is a diagram for explaining an example of a winning mode. [Fig. 244] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Fig. 245] FIG. 2 is a block diagram showing an electrical configuration of the sub-control device. [Fig. 246] 4 is a flowchart showing main processing by a main control device. [Fig. 247] 13 is a flowchart showing timer interrupt processing by the main control device. [Fig. 248] 13 is a flowchart showing a normal process. [Fig. 249] 13 is a flowchart showing a lottery process. [Fig. 250] FIG. 13 is a diagram showing an example of a lottery table for a non-internal winning state. [Fig. 251] FIG. 13 is a diagram showing an example of a lottery table for an internal winning state. [Fig. 252] FIG. 13 is a diagram showing an example of a lottery table for a bonus state. [Fig. 253] FIG. 13 is a diagram for explaining the RT state. [Fig. 254] 13 is a flowchart showing a reel control process. [Figure 255] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 256] 13 is a flowchart showing bonus state processing. [Fig. 257] A diagram to explain normal zones and advantageous zones. [Fig. 258] 13 is a flowchart showing advantageous zone processing. [Fig. 259] A flowchart showing processing for favorable zones at the start. [Fig. 260] A flowchart showing processing for favorable zones at the end. [Fig. 261] 13 is a flowchart showing a lottery result handling process. [Fig. 262] 13 is a flowchart showing the favorable zone transition processing. [Fig. 263] FIG. 13 is a diagram showing an example of various transition lottery tables. [Fig. 264] FIG. 2 is a diagram for explaining an overview of an indication monitor and a section display. [Fig. 265] An explanatory diagram showing an overview of the push order notification presentation performed on the auxiliary display unit. [Fig. 266] 13 is a flowchart showing a push order notification process. [Fig. 267] 13 is a flowchart showing a winning result response process. [Fig. 268] 13 is a flowchart showing a performance setting process by the sub-control device. [Fig. 269] 13 is a flowchart showing a performance setting process at the time of start operation. [Fig. 270] 13 is a flowchart showing a performance setting process at the time of a stop operation. [Fig. 271] 13 is a flowchart showing the process of setting the performance when winning. [Fig. 272] 13 is a flowchart showing a normal process at the start. [Fig. 273] A flowchart showing normal processing when a prize is won. [Fig. 274] 13 is a flowchart showing a normal mode process at the start. [Fig. 275] A figure showing an example of a game number table for the first premonition mode and the pseudo first premonition mode. [Fig. 276] 13 is a flowchart showing a CZ transfer process. [Fig. 277] A figure showing an example of a ceiling win count table for CZ mode. [Fig. 278] A figure showing an example of a game number table for the second premonition mode and the pseudo second premonition mode. [Fig. 279] 13 is a flowchart showing a first precursor mode process at the start. [Fig. 280] 13 is a flowchart showing the second precursor mode processing at the start. [Fig. 281] 13 is a flowchart showing the start pseudo first precursor mode processing. [Fig. 282] A flowchart showing normal mode processing when a prize is won. [Fig. 283] 13 is a flowchart showing the first premonition mode processing when a prize is won. [Fig. 284] FIG. 13 is a diagram showing an example of a high-probability transition level table. [Fig. 285]13 is a flowchart showing the second premonition mode processing when a prize is won. [Fig. 286] 13 is a flowchart showing the pseudo first premonition mode processing when winning. [Fig. 287] 13 is a flowchart showing normal processing for effects when a start operation is performed. [Fig. 288] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 289] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 290] 13 is a flowchart showing a normal mode process at the time of a start operation. [Fig. 291] FIG. 13A is a diagram showing an example of a display presentation on the auxiliary display unit, FIG. 13B is a diagram showing an outline of a first consecutive character, and FIG. 13C is a diagram showing an outline of a second consecutive character. [Fig. 292] A diagram showing an overview of the first precursor mode and the pseudo first precursor mode. [Fig. 293] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 294] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 295] 13 is a flowchart showing a process for a first precursor mode at the time of a start operation. [Fig. 296] A figure showing an example of a presentation scenario table for the first premonition mode for the REG state. [Fig. 297] A figure showing an example of a presentation scenario table for the first premonition mode for the BIG state. [Figure 298] 13 is a flowchart showing processing for a pseudo first precursor mode at the time of a start operation. [Figure 299] A figure showing an example of a presentation scenario table for the pseudo first premonition mode for the REG state. [Figure 300] A figure showing an example of a presentation scenario table for the pseudo first premonition mode for the BIG state. [Fig. 301] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 302] A figure showing an example of a production scenario table for the second premonition mode. [Fig. 303] A figure showing an example of a production scenario table for the pseudo second premonition mode. [Fig. 304] 13 is a flowchart showing the processing for the second precursor mode at the time of the start operation. [Fig. 305] 13 is a flowchart showing processing for a pseudo second precursor mode at the time of a start operation. [Fig. 306] 13 is a flowchart showing normal processing for effects when a stop operation is performed. [Fig. 307] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 308] 13 is a flowchart showing a second precursor mode process during a stop operation. [Fig. 309] 13 is a flowchart showing processing for a pseudo second precursor mode during a stop operation. [Fig. 310] A flowchart showing normal processing for winning effects. [Fig. 311] A flowchart showing the processing for normal mode when a prize is won. [Fig. 312] 13 is a flowchart showing the processing for the first premonition mode when a prize is won. [Fig. 313] A flowchart showing the processing for the pseudo first premonition mode when winning. [Fig. 314] A flowchart showing the processing for the second premonition mode when a prize is won. [Fig. 315] A flowchart showing the processing for the pseudo second premonition mode when winning. [Fig. 316] 11 is a timing chart for explaining the relationship between the first precursor mode and the pseudo first precursor mode. [Fig. 317] 11 is a timing chart for explaining the relationship between the first precursor mode and the second precursor mode. [Fig. 318] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 319] 13 is a flowchart showing a start CZ process. [Fig. 320] A flowchart showing the processing for CZ when a prize is won. [Fig. 321]13 is a flowchart showing a process for pre-stop reel effect. [Fig. 322] A flowchart showing reel control processing before stopping during CZ. [Figure 323] 13 is a flowchart showing an invalid counter process; [Fig. 324] 13 is a flowchart showing a process for reel effect at the time of stop. [Fig. 325] A flowchart showing reel control processing when stopped during CZ. [Fig. 326] A flowchart showing the processing for the performance CZ when the start operation is performed. [Fig. 327] A flowchart showing the processing for the performance CZ when a stop operation is performed. [Fig. 328] A flowchart showing processing for the winning CZ effect. [Fig. 329] This is a timing chart to explain how the winning effect is performed during the CZ. [Fig. 330] 11 is a timing chart for explaining how the CZ state is suspended. [Fig. 331] 13 is a flowchart showing a bonus end process when not transitioning to RUSH. [Fig. 332] FIG. 13 shows an example of a ceiling game number table. [Figure 333] 13 is a flowchart showing a consecutive win process at the start of a game. [Fig. 334] 13 is a flowchart showing a normal consecutive win mode process at the start of the game. [Figure 335] FIG. 13 is a diagram showing an example of various transition lottery tables. [Fig. 336] A figure showing an example of the number of games in the third premonition mode. [Fig. 337] This is a flowchart showing the processing for CZ transition during consecutive wins. [Figure 338] 13 is a flowchart showing a third CZ counter setting process. [Figure 339] 13 is a flowchart showing the processing of the third premonition mode of consecutive wins at the start of a game. [Fig. 340]13 is a flowchart showing the processing for consecutive wins when a prize is won. [Fig. 341] 13 is a flowchart showing the normal mode processing for consecutive wins when a prize is won. [Fig. 342] A flowchart showing the processing of the third premonition mode for consecutive wins when a prize is won. [Figure 343] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 344] 13 is a flowchart showing the processing for consecutive win effects when a start operation is performed. [Figure 345] 13 is a flowchart showing the processing for the third precursor mode at the time of the start operation. [Fig. 346] A figure showing an example of a production scenario table for the third premonition mode. [Figure 347] 13 is a flowchart showing processing for the pseudo third precursor mode at the time of a start operation. [Fig. 348] A figure showing an example of a production scenario table for the pseudo third premonition mode. [Figure 349] A flowchart showing the processing for consecutive winning effects when a prize is won. [Fig. 350] 13 is a flowchart showing the processing for the third premonition mode when a prize is won. [Fig. 351] A flowchart showing the processing for the pseudo third premonition mode when winning. [Fig. 352] This is a diagram to explain the difference between each state and when a countable role is won. [Figure 353] This is a timing chart to explain the relationship between winning countable roles and CZ mode. [Fig. 354] FIG. 13 is a diagram showing an example of an effect using reels. [Figure 355] 13 is a flowchart showing a specific control process. [Figure 356] FIG. 13 is a diagram for explaining control groups of lottery results. [Figure 357] FIG. 13 is a diagram for explaining lottery conditions. [Figure 358] FIG. 13A is a diagram showing an example of a specific control selection table, and FIG. 13B is a diagram showing an example of an execution reel selection table. [Figure 359] 13 is a flowchart showing a reel specific control process. [Figure 360] FIG. 11 is a diagram for explaining how specific control is performed. [Fig. 361] 13 is a flowchart showing processing for specific control performance upon start operation. [Fig. 362] A figure showing an example of a control preview performance lottery table. [Figure 363] A figure showing an example of a normal preview performance table. [Figure 364] 13 is a flowchart showing processing for specific control performance during a stop operation. [Figure 365] This is a diagram to explain the game situation predicted from a combination of control groups, control preview effects, and specific controls. [Fig. 366] 10 is a timing chart for explaining how specific control is performed. [Figure 367] 10 is a timing chart for explaining how specific control is performed. [Figure 368] 13 is a flowchart showing a reel specific control process in Modification 1. [Figure 369] 13 is a flowchart showing a specific control process. [Figure 370] 13 is a flowchart showing a control lock counter process in the second modification. [Fig. 371] FIG. 11 is a diagram for explaining how specific control is performed. [Fig. 372] 13 is a flowchart showing a reel specific control process in Modification 3. [Fig. 373] 13 is a flowchart showing a reel specific control process in Modification 4. [Fig. 374] 13 is a flowchart showing a reel specific control process in Modification 5. [Figure 375] 23 is a flowchart showing a reel specific control process in Modification 6. [Figure 376]13A is a flowchart showing a process for a specific control presentation during a stop operation, and FIG. 13B is a diagram showing an example of a display presentation on an auxiliary display unit. [Figure 377] 23 is a flowchart showing a reel specific control process in Modification 7. [Figure 378] 13 is a flowchart showing the start pseudo first precursor mode processing. [Figure 379] FIG. 23 is a diagram showing an example of a game number lottery table for the second premonition mode in Modification Example 8. [Figure 380] 23 is a flowchart showing the processing for the winning CZ in variant example 9. [Figure 381] 13 is a flowchart showing a bonus end process when not transitioning to RUSH. [Figure 382] 11 is a timing chart for explaining the relationship between the first precursor mode and the second precursor mode. [Figure 383] 23 is a flowchart showing the processing for the winning CZ in variant example 10. [Figure 384] A flowchart showing processing for the winning CZ effect. [Figure 385] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 386] 13 is a flowchart showing the processing for the winning CZ in variant example 11. [Figure 387] 13 is a flowchart showing a bonus end process when not transitioning to RUSH. [Figure 388] A flowchart showing processing for the winning CZ effect. [Figure 389] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 390] 13 is a timing chart for explaining the transition to a reserved CZ state. [Figure 391] 23 is a flowchart showing a second CZ counter setting process in the twelfth modification example. [Figure 392] 13 is a flowchart showing a third CZ counter setting process. [Figure 393]In variant example 13, (a) is a flowchart showing the second CZ counter setting process, and (b) is a diagram for explaining the relationship between the ceiling number of wins for CZ and the ceiling number of games for the normal bonus state. [Figure 394] A flowchart showing the processing for the winning CZ in variant example 14. [Figure 395] 13 is a flowchart showing the process of setting premonition effects. [Figure 396] A flowchart showing specific control processing when transitioning to an advantageous zone in variant example 15. [Figure 397] A figure for explaining an overview of the normal bonus state in the 5b embodiment. [Figure 398] 13 is a flowchart showing the processing for a normal bonus at the start. [Figure 399] 11A to 11C are diagrams showing examples of various lottery tables. [Figure 400] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 401] This is a diagram to explain how the designated symbol push order notification effect is performed when a RUSH wins. [Fig. 402] 13 is a flowchart showing one game consecutive processing. [Fig. 403] 13 is an explanatory diagram showing the relationship between the operation sequence of the stop switches and the winning patterns that are achieved. FIG. [Fig. 404] This is a diagram to explain how the designation push order notification effect for one consecutive game is performed. [Fig. 405] FIG. 13 is a diagram showing an example of a one-game consecutive lottery table. [Fig. 406] 13 is a flowchart showing the processing for a normal bonus when a prize is won. [Fig. 407] 13 is a flowchart showing a high probability stock process. [Fig. 408] 11A to 11C are diagrams showing examples of various lottery tables. [Fig. 409] 13 is a flowchart showing a high probability transition process. [Fig. 410]13 is a flowchart showing a bonus game number management process. [Fig. 411] 13 is a flowchart showing a RUSH transition process. [Fig. 412] 13 is a flowchart showing the process when a RUSH win occurs. [Fig. 413] 13 is a flowchart showing the processing for the normal bonus presentation at the time of the start operation. [Fig. 414] 13 is a flowchart showing a process for reel effect at the start. [Fig. 415] 13 is a flowchart showing a reel control process at the start of a normal bonus. [Fig. 416] 13 is a flowchart showing a bonus start game control process. [Fig. 417] 13 is a diagram for explaining how a normal bonus start effect is performed. FIG. [Fig. 418] 13 is a diagram for explaining how a normal bonus start effect is performed. FIG. [Fig. 419] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 420] FIG. 13 is a diagram for explaining how a presentation for a two-choice state is performed. [Fig. 421] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 422] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 423] 13 is a flowchart showing the RUSH win / loss control process. [Fig. 424] 13 is a flowchart showing the processing for the RUSH win / lose presentation. [Fig. 425] 13 is a diagram for explaining how a reel lock effect is performed. FIG. [Fig. 426] This is a diagram to explain how the RUSH winning pattern push order notification effect is performed. [Fig. 427] This is a diagram to explain the RUSH winning symbol push order notification effects, stock images, and RUSH winning effects. [Fig. 428] FIG. 13 is a diagram showing an example of an image data table. [Fig. 429] 13 is a flowchart showing the processing for normal bonus winning effects. [Fig. 430] FIG. 13 is a diagram for explaining how the one-game consecutive win presentation is carried out. [Fig. 431] 13 is a flowchart showing a process for producing a reel effect when the reels are all stopped. [Fig. 432] 13 is a flowchart showing a two-option transition process. [Fig. 433] FIG. 13 is a diagram showing an example of a lottery table for a two-option transition lottery. [Fig. 434] 13 is a flowchart showing a two-choice process at the start. [Fig. 435] FIG. 13 is a diagram showing an example of a lottery table for a two-option navigation lottery. [Fig. 436] 13 is a flowchart showing a reel control process when stopped during two selections. [Fig. 437] 13 is a flowchart showing the two-choice processing when a prize is won. [Fig. 438] 13 is a flowchart showing the processing for selecting two options when a start operation is performed. [Fig. 439] 13 is a flowchart showing a process for selecting one of two effects when a stop operation is performed. [Fig. 440] 13 is a flowchart showing the processing for the two-choice winning effect. [Fig. 441] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 442] FIG. 13 is a diagram for explaining the presentation when two options are selected. [Figure 443] FIG. 13 is a diagram for explaining the presentation when there are not two choices. [Figure 444] FIG. 13 is a diagram for explaining the presentation when there are not two choices. [Figure 445] 13 is a flowchart showing a process at full stop for two options. [Fig. 446] 13 is a timing chart for explaining how the one game consecutive presentation is performed. [Figure 447] 13 is a timing chart for explaining how the one game consecutive presentation is performed. [Figure 448]This is a timing chart to explain how the RUSH winning symbol-specified push order notification effect is performed. [Figure 449] This is a timing chart to explain how the RUSH winning symbol-specified push order notification effect is performed. [Fig. 450] 1 is a timing chart for explaining how a two-choice game is played. [Fig. 451] 1 is a timing chart for explaining how a two-choice game is played. [Fig. 452] 1 is a timing chart for explaining how a two-choice game is played. [Fig. 453] 13 is a timing chart for explaining how the RUSH winning effect and the update effect are performed. [Fig. 454] 1 is a timing chart for explaining how a two-choice game is played. [Fig. 455] FIG. 13 is a diagram for explaining an overview of the RUSH state and the RUSH bonus state. [Fig. 456] 13 is a flowchart showing a RUSH setting process. [Fig. 457] FIG. 4 is a diagram showing examples of various tables. [Fig. 458] 13 is a flowchart showing a start-time RUSH process. [Fig. 459] FIG. 4 is a diagram showing examples of various tables. [Fig. 460] 13 is a flowchart showing the processing for the winning RUSH. [Fig. 461] 13 is a flowchart showing processing for the RUSH performance upon start operation. [Fig. 462] 13 is a flowchart showing a RUSH start reel control process. [Fig. 463] 13 is a flowchart showing a freeze notification effect process. [Fig. 464] 13 is a flowchart showing a chance-up effect setting process. [Fig. 465] 13 is a flowchart showing a process of setting a sense of incongruity. [Fig. 466] 13 is a flowchart showing the processing for the RUSH performance when a stop operation is performed. [Fig. 467] 13 is a flowchart showing the processing for the winning performance RUSH. [Fig. 468] FIG. 13 is a diagram for explaining the presentation of the RUSH state. [Fig. 469] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 470] 13 is a diagram for explaining how the reel lock effect is performed in the RUSH state. FIG. [Fig. 471] 13 is a diagram for explaining how the reel lock effect is performed in the RUSH state. FIG. [Fig. 472] A diagram to explain the relationship between the V announcement performance and the pre-performance for confirmation. [Fig. 473] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 474] 13 is a flowchart showing a start RUSH bonus process. [Fig. 475] FIG. 4 is a diagram showing examples of various tables. [Fig. 476] 13 is a flowchart showing a RUSH bonus process upon winning. [Fig. 477] 13 is a flowchart showing the processing for the start operation RUSH bonus performance. [Fig. 478] 13 is a flowchart showing the processing for the winning performance RUSH bonus. [Fig. 479] 13 is a diagram for explaining the bonus end effect and the RUSH end effect. FIG. [Fig. 480] 13 is a flowchart showing processing for a performance switch. [Figure 481] 13 is a flowchart showing a bet acceptance process. [Figure 482] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 483] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 484] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Figure 485]FIG. 13 is a diagram for explaining customization of the presentation mode. [Figure 486] 13 is a diagram for explaining customization of reel lock effects. FIG. [Figure 487] 13 is a diagram for explaining the winning trigger and presentation content of the RUSH bonus state. [Figure 488] 13 is a flowchart showing an adjustment process at the end of RUSH. [Figure 489] 13 is a flowchart showing a sub-side RUSH end adjustment process. [Fig. 490] 13 is a flowchart showing a setting process when transitioning to a pullback state. [Figure 491] 13 is a flowchart showing a start-time return process. [Fig. 492] A flowchart showing the process for returning the winning ball when the player wins a prize. [Figure 493] 13 is a flowchart showing a process for pulling back the performance when a start operation is performed. [Figure 494] A flowchart showing the process for returning the winning performance. [Fig. 495] 11A to 11C are diagrams illustrating an example of a display presentation on an auxiliary display unit. [Fig. 496] 13 is a flowchart showing a start-time ending process. [Figure 497] 13 is a flowchart showing the ending processing when a prize is won. [Figure 498] 13 is a flowchart showing the processing for an ending presentation at the time of a start operation. [Figure 499] A flowchart showing the processing for the winning performance ending. [Figure 500] FIG. 13 is a diagram for explaining an ending presentation. [Fig. 501] 13A is a diagram for explaining each effect customization, and FIG. 13B is a diagram for explaining each ending effect. [Figure 502] 13 is a flowchart showing an adjustment process at the end of RUSH in the first modification. [Figure 503] 13 is a flowchart showing a setting process when transitioning to a pullback state. [Figure 504] A flowchart showing the process for returning the winning ball when the player wins a prize. [Figure 505] 13 is a flowchart showing a process for pulling back the performance when a start operation is performed. [Figure 506] FIG. 13 is a diagram for explaining the relationship between the number of RUSH bonuses managed on the main control device side and the number of RUSH bonuses managed on the sub control device side in the second modified example. [Figure 507] 13 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub control device. FIG. [Figure 508] 13 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub control device. FIG. [Figure 509] 13 is a diagram for explaining the relationship between the number of RUSH bonuses managed by the main control device and the number of RUSH bonuses managed by the sub control device. FIG. [Fig. 510] 13 is a flowchart showing a winning RUSH bonus process in Modification 3. [Figure 511] FIG. 13A is a diagram showing a part of a flowchart for the processing for the start RUSH, and FIG. 13B is a diagram showing a part of a flowchart for the processing for the winning RUSH. [Figure 512] A flowchart showing processing for favorable zones at the start. [Figure 513] 13 is a flowchart showing a setting process at the time of transition to a RUSH state. [Figure 514] 13 is a flowchart showing a RUSH setting process in Modification 4. [Figure 515] FIG. 13A is a diagram showing a part of a flowchart for the processing for the start RUSH, and FIG. 13B is a diagram showing a part of a flowchart for the processing for the winning RUSH. [Fig. 516] 13 is a flowchart showing a setting process at the time of transition to a RUSH state. [Figure 517] FIG. 1 is a diagram for explaining an overview of the game. [Figure 518]FIG. 13A is a diagram showing a part of a flowchart of a lottery result response process in Modification 5, and FIG. 13B is a diagram showing a part of a flowchart of a winning result response process. [Fig. 519] 13 is a flowchart showing a process for a direct hit. [Fig. 520] A flowchart showing processing for favorable zones at the start. [Fig. 521] 13 is a flowchart showing a setting process when transitioning to a direct hit RUSH state. [Figure 522] FIG. 1 is a diagram for explaining an overview of the game. [Figure 523] 13A to 13C are diagrams for explaining whether or not the freeze limit flag and the custom counter are initialized at each opportunity in the sixth modification example. [Figure 524] In the seventh modification, (a) is a diagram for explaining an internal RAM, and (b) is a diagram for explaining whether or not a freeze limit flag and a custom counter are initialized at each opportunity. [Figure 525] 13 is a flowchart showing a lottery result handling process. [Fig. 526] In Modification 8, (a) is a flowchart showing the process for a first BB tenpai game, and (b) is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 527] 13 is a flowchart showing a bet acceptance process. [Figure 528] 13 is a flowchart showing a process for a performance switch in the ninth modified example. [Figure 529] (a) is a flowchart showing the process of switching the game history display, (b) and (c) are figures showing an example of the display presentation on the auxiliary display unit, and (d) is a figure for explaining the display switching. [Fig. 530] 10 is a timing chart for explaining switching of each display. [Fig. 531] FIG. 23 is a diagram showing an example of a display presentation on an auxiliary display unit in Modification Example 10. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] <Embodiment 1a> 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.

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] Here, the structure of the reel unit 31 will be briefly described.

[0017] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by giving a drive signal (hereinafter also referred to as excitation pulse) of, for example, 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, a reel index sensor is installed on each of the reels 32L, 32M, and 32R in the reel unit 31 to detect that the reel has rotated once. Whenever the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, and 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.

[0018] 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.

[0019] Next, the symbols displayed on each of the reels 32L, 32M, and 32R will be described.

[0020] FIG. 7 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 7, 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.

[0021] 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. 7, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.

[0022] 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.

[0023] 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. 8, 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.

[0024] 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.

[0025] 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.

[0026] 9 to 11 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when the winning symbol combinations are obtained.

[0027] The small prize winnings that result in medal payouts include the 1st small prize winning to the 32nd small prize winning.

[0028] 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 12 medals are paid out in a 2-bet game.

[0029] As shown in Figure 12(a), when the symbol corresponding to the first small win stops on the pay line ML, the "bell" symbols stop in a line L4 that slopes downward to the right. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.

[0030] 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 12 medals are paid out in a 2-bet game.

[0031] As shown in Fig. 12(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.

[0032] 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 12 medals are paid out in a 2-bet game.

[0033] As shown in Fig. 12(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.

[0034] 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 12 medals are paid out in a 2-bet game.

[0035] As shown in Fig. 12(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.

[0036] 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 12 medals are paid out in a 2-bet game.

[0037] As shown in Fig. 12(e), when the symbol corresponding to the 5th small win stops on the pay line ML, the "bell" symbols stop in line on 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.

[0038] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, the 6th small win is achieved. When the 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.

[0039] As shown in Fig. 12(f), when the symbol corresponding to the 6th small win stops on the activated line ML, the "bell" symbol stops (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 above-mentioned 1st to 5th small wins has been achieved due to the difference in the stopping position of the "bell" symbol.

[0040] 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.

[0041] As shown in Fig. 13(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.

[0042] 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.

[0043] As shown in Fig. 13(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.

[0044] 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 9 and 10, 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.

[0045] 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 type of privilege (game value) granted according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls," and the ratio of the number of paid out medals (out balls) to the number of inserted (bet) medals may also be referred to as "out ball rate."

[0046] The winning combinations that can be awarded with a replay bonus (play value) that allows a player to play the next game without inserting a medal include the 1st replay winning combination to the 12th replay winning combination. As shown in FIG. 11, winning symbol combinations are set for the 1st replay winning combination to the 12th replay winning combination.

[0047] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7", "white 7", "white shell" or "young man" symbols on the right reel 32R stop on the pay line ML. As shown in FIG. 13(c), when the symbols corresponding to the first replay win stop on the pay line ML, the "replay" symbols stop in line on the center line L2. Therefore, the player can easily understand that the replay win corresponding to the replay has been achieved.

[0048] The second replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the active line ML. When the symbol corresponding to the second replay win stops on the active line ML, the "white 7" symbols stop in a line on the center line L2, as shown in Figure 14(e).

[0049] The third replay wins when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the third replay win stop on the active line ML, as shown in Figure 14(f), the "white 7" symbol stops on the middle row of the left reel 32L and the middle row of the middle reel 32M, and the "red 7" symbol stops on the middle row of the right reel 32R.

[0050] The fourth and fifth replays are adjustment replays in the case where multiple replays overlap and result in a win.

[0051] In the sixth replay, a win is established 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. 13(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 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.

[0052] In the seventh replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 13(e), when the symbols corresponding to the seventh replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop 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.

[0053] 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. 14(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.

[0054] In the ninth 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 activated line ML. As shown in FIG. 14(b), when the symbol corresponding to the ninth replay win stops on the activated 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.

[0055] 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 Fig. 14(c) and Fig. 14(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, and a stop operation is performed aiming for the "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.

[0056] The state transition winnings which only result in a transition of the game state include the 1st BB winning and the 2nd BB winning.

[0057] When the "replay" symbol on the left reel 32L, the "bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the active line ML, the first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. When the symbols corresponding to the first BB win stop on the active line ML, as shown in FIG. 15(a), the "BAR" symbols stop in a line slanting to the right L5, or as shown in FIG. 15(b), the "red 7" symbol, the "red 7" symbol, and the "BAR" symbol stop on the active line L5 in order from the left.

[0058] When the "red shell" 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 2nd BB win is achieved. When the 2nd BB win is achieved, the game state transitions to the 2nd BB state. When the symbols corresponding to the 2nd BB win stop on the active line ML, as shown in FIG. 15(c), the "white 7" symbols stop in a line on the lower line L3, or as shown in FIG. 15(d), the "white 7", "white 7", and "red 7" symbols stop on the lower line L3 in order from the left.

[0059] 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.

[0060] 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.

[0061] The stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 16), respectively, and the stop detection sensors 42a-44a are connected to a main control device 101, which will be described later. The main control device 101 determines that the stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when the stop switches 42-44 are not operated, the stop detection sensors 42a-44a output a detection signal of a LOW signal, and when the stop switches 42-44 are operated, the detection signal switches from a LOW signal to a HI signal. The main control device 101 determines that the stop switches 42-44 have been operated by determining 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.

[0062] 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.

[0063] Stop lamps 42b to 44b are built into the stop switches 42 to 44, respectively. Light from the stop lamps 42b to 44b is partially transmitted through the operation surfaces of the stop switches 42 to 44, and the light of the stop lamps 42b to 44b is visible through the stop switches 42 to 44. When the operation of the stop switches 42 to 44 is valid, the stop lamps 42b to 44b are controlled to be turned on, and when the operation of the stop switches 42 to 44 is invalid, the corresponding stop lamps 42b to 44b are controlled to be turned off.

[0064] 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.

[0065] A medal inserted through a medal insertion port 45 is guided to either a storage passage 47 or a discharge passage 48 by a selector 46 serving as a passage switching means provided on the rear surface of the front door 12 .

[0066] Here, the selector 46 will be described with reference to Fig. 6. Fig. 6 is an explanatory diagram for explaining the internal structure of the selector 46. Note that the two-dot chain line in the figure indicates the passage path of the medals for easy understanding.

[0067] The selector 46 is formed with a guide passage 84 for guiding medals inserted through the medal insertion port 45 to the storage passage 47. The guide passage 84 is formed in a curved shape that draws an arc from the upper end of the figure to the lower right, so that medals can pass in a single file. More specifically, the selector body constituting the selector 46 is provided with a protrusion 46b that protrudes toward the front side of the figure, and the guide passage 84 is formed with the protrusion 84a constituting the bottom. Medals that reach the guide passage 84 flow downstream by rolling on the protrusion 46b.

[0068] The selector 46 is provided with a passage switching piece 85 for discharging medals on the upstream side of the guide passage 84 to the discharge passage 48. The passage switching piece 85 is provided on the upstream side of the guide passage 84 so as to be able to appear and disappear within the guide passage 84. The passage switching piece 85 is connected to the medal passage switching solenoid 46a, and when the medal passage switching solenoid 46a is not excited, the passage switching piece 85 protrudes into the guide passage 84. In this case, medals on the upstream side of the guide passage 84 hit the protruding passage switching piece 85, ride up the protrusion 46b, and fall downward, and are guided to the discharge passage 48. The medals guided to the discharge passage 48 are guided to the medal tray 50 from the medal discharge port 49 provided at the front lower part of the front door 12, and are returned to the player. On the other hand, when the medal passage switching solenoid 46a is excited, the passage switching piece 85 sinks outside the guide passage 84. As a result, the medals flow along the guide passage 84 and are guided to the storage passage 47. The medals guided to the storage passage 47 are guided to a hopper device 51 housed inside the housing 11.

[0069] Further, on the downstream side of the passage switching piece 85 in the selector 46, an inserted medal detection device 86 is provided for detecting medals passing through the guide passage 84. The inserted medal detection device 86 includes a first inserted medal detection sensor 86a consisting of a photosensor and a second inserted medal detection sensor 86b also consisting of a photosensor, and these inserted medal detection sensors 86a, 86b are arranged in close proximity to each other so as to be aligned in the downstream direction of the guide passage 84 (they are arranged in such close proximity that they simultaneously detect the same medal at least at one time). The passage of medals through the guide passage 84 is detected sequentially by these inserted medal detection sensors 86a, 86b.

[0070] A sensor lever 87 is provided upstream of the passage switching piece 85 in the selector 46. The sensor lever 87 is provided so as to be able to appear and disappear within the guide passage 84, and is biased toward the appearance and disappearance position in the guide passage 84. A medal inserted from the medal insertion port 45 passes through the guide passage 84 while displacing the sensor lever 87 from the appearance and disappearance position to the retracted position. The positional displacement of the sensor lever 87 is detected by a lever detection sensor 88 provided for the sensor lever 87 (provided for a lever interlocking light blocking piece interlocked with the sensor lever 87), and the lever detection sensor 88 is turned ON when the sensor lever 87 is displaced to the retracted position. The position where the sensor lever 87 is provided in the guide passage 84 and the position where the medal is detected by the inserted medal detection device 86 are separated from each other by a distance longer than the diameter of one medal, and the sensor lever 87 displaced to the retracted position by the medal returns to the appearance and disappearance position at least before the medal is detected by the inserted medal detection device 86.

[0071] That is, when a medal is inserted through the medal insertion port 45, the lever detection sensor 88 turns ON, and then the lever detection sensor 88 turns OFF, and the passage of the medal is detected by each inserted medal detection sensor 86a, 86b.

[0072] 4 and 5, 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 a discharge passage 48, and pays out the medals to a medal tray 50 via the discharge passage 48.

[0073] The payout device 53 is provided with a payout medal detection device 95 for detecting medals paid out from the payout device 53. The payout medal detection device 95 includes a first payout medal detection sensor 95a made of a photosensor and a second payout medal detection sensor 95b made of the same photosensor, and these payout medal detection sensors 95a and 95b are arranged in close proximity to each other in the medal payout direction from the payout device 53 (they are in such a close proximity that they simultaneously detect the same medal at least once). The passage of medals paid out from the payout device 53 is sequentially detected by these payout medal detection sensors 95a and 95b.

[0074] Further, a spare tank 54 is provided to the right of the hopper device 51 in order to prevent more than a predetermined amount of medals from being stored in the storage tank 52. Inside the storage tank 52 of the hopper device 51, a guide plate 52a is provided to discharge medals from the storage tank 52 to the spare tank 54. Therefore, if medals are stored above the height at which the guide plate 52a is provided, the medals will be stored in the spare tank 54.

[0075] The reserve tank 54 is provided with a reserve tank sensor 96 for detecting when the medals in the reserve tank 54 reach a certain amount or more. When medals accumulate in the reserve tank 54 to a height equal to or higher than the height at which the reserve tank sensor 96 is provided, the reserve tank sensor 96 turns ON, and it is detected that the reserve tank 54 is full.

[0076] 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.

[0077] A first credit insertion switch 56 is provided below the display windows 26L, 26M, and 26R on the left side 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 specific number is set according to the progress of the game. For example, when the specified number of the game is set to three and the specific specified number is set to three, and 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 two and the specific specified number is set to two, and 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 three or two and the specific specified number is set to three, and 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 three or two and the specific specified number is set to two, and the first credit insertion switch 56 is operated, two virtual medals are inserted on the condition that there are credits. In addition, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal. Each credit insertion switch 56, 57, together with the medal insertion slot 45, constitutes an input means for inputting game media. Also, while the medal insertion slot 45 involves the action of the player directly inserting medals, the credit insertion switches 56, 57 merely involve the action of inserting virtual medals based on stored memory, so they can be said to constitute indirect input means for indirectly inputting game media. Note that in this slot machine 10, no credit insertion switch is provided because one virtual medal is inserted.

[0078] 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 prescribed number of coins out of the prescribed number to play the game.

[0079] 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.

[0080] A settlement switch 59 is provided to the left of the start lever 41. That is, the slot machine 10 has a credit function for storing and storing, as virtual medals, surplus inserted medals up to a predetermined maximum value (equivalent to 50 medals) and medals paid out at the time of winning, and when the settlement switch 59 is operated in a situation where virtual medals are stored and stored, the virtual medals are paid out as real medals from the medal discharge port 49. In this case, when attention is paid to the function of paying out credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually paying out the stored and stored game media.

[0081] 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 number of medals to be paid out display section 61 that displays the number of medals remaining to be paid out until the BB state ends, and a number of medals to be paid out display section 62 that displays the number of medals to be paid out when a prize is won. These display sections 60 to 62 are composed of 7-segment displays, but they can of course be replaced with liquid crystal displays or the like. The number of medals to be paid out display section 62 has a function of displaying the number of medals to be paid out, and also functions as an instruction monitor having a push order indicator that notifies the operation order of the stop switches 42 to 44, and a zone indicator that indicates an advantageous zone that is a zone in which the winning rate of the minor role can be changed by notifying the operation order, and the game can proceed in a situation advantageous to the player. The number of medals to be paid out display section 62 (instruction monitor) will be described in detail later.

[0082] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the left of the credit display unit 60, there are provided a BET display unit 75 as a first display unit for displaying the number of bets on a game set by operating the first credit insertion switch 56 or the second credit insertion switch 57 or inserting medals into the medal insertion slot 45, and a game status display unit 76 showing the current progress of the game. The BET display unit 75 is provided with a first BET display unit 75a, a second BET display unit 75b, and a third BET display unit 75c (FIG. 17), and the number of bets on a game is displayed by switching each of these BET display units 75a to 75c from an unlit state to a lit state. The game status display section 76 is provided with a re-play status display section 76a which indicates that the current game is a game after a re-play winning prize and is in a re-play status, an acceptable status display section 76c which indicates that the game is in an acceptable status (bet waiting status) where a bet operation such as inserting a medal through the medal insertion slot 45 is possible, and a start-ready status display section 76b which indicates that the game is in a start-ready status (start operation waiting status) where the start lever 41 can be operated (Figure 17), and when these display sections 76a to 76c are lit, it indicates that the game is in the corresponding status, and when these display sections 76a to 76c are unlit, it indicates that the game is not in the corresponding status.

[0083] Further, to the left of the display windows 26L, 26M, and 26R in the game panel 25, a bet display section 34 is provided as a second display section for displaying the number of bets on the game. Further, to the right of the display windows 26L, 26M, and 26R in the game panel 25, a wait display section 35 is provided for notifying that the player is in a waiting state (wait state) until the reels 32L, 32M, and 32R start to rotate at the start of the game. The bet display section 34 is provided with a first bet display section 34a, a second bet display section 34b, and a third bet display section 34c, and the number of bets on the game is displayed by switching each of the bet display sections 34a to 34c from an unlit state to a lit state. The wait display section 35 is also switchable between a lit state and an unlit state, and when it is lit, it indicates that the player is in a waiting state, and when it is unlit, it indicates that the player is not in a waiting state.

[0084] 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. A display control device 81 for controlling the auxiliary display unit 65 is provided on the back of the auxiliary display unit 65, and a sub-control device 180 for controlling the display control device 81, the upper lamp 63, and the speaker 64 is provided on the back of the display control device 81.

[0085] 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.

[0086] 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.

[0087] A main control device 101 for controlling the overall game is attached to the cabinet 11 above the reel unit 31 .

[0088] 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.

[0089] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIG. 16 and FIG.

[0090] 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.

[0091] The input side of the main control device 101 includes the reel unit 31 (more specifically, a reel index sensor that detects when each of the reels 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that detect the operation of each of the stop switches 42 to 44, a first inserted medal detection sensor 86a and a second inserted medal detection sensor 86b that detect inserted medals inserted from the medal insertion slot 45, a lever detection sensor 88 that detects the operation of the sensor lever 87 in the selector 46, a first paid-out medal detection sensor 95a and a second paid-out medal detection sensor 96b that detect paid-out medals paid out from the hopper device 51, and a second output medal detection sensor 97a and a second output medal detection sensor 98b that detects input medals inserted from the output medal insertion slot 45. Various sensors are connected, such as a sensor 95b, a reserve tank sensor 96 for detecting when the reserve tank 54 is full, a first credit insertion detection sensor 56a for individually detecting the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a for individually detecting the operation of the second credit insertion switch 57, a settlement detection sensor 59a for detecting the operation of the settlement switch 59, a reset detection sensor 72a for detecting the operation of the reset switch 72, and a setting key detection sensor 73a for detecting when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via an input / output port 104.

[0092] 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.

[0093] 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. This power failure signal is also configured to be supplied to the sub-control device 180.

[0094] 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.

[0095] The output side of the main control device 101 is connected via input / output port 104 to the reel unit 31 (more specifically, the stepping motor for rotating each of the reels 32L, 32M, 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 BET display unit 75, the game status display unit 76, the role ratio monitor 77, the sub-control device 180, and an external centralized terminal board 121 which can transmit information to hall management devices (not shown, such as a hall computer or data display device), etc.

[0096] 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.

[0097] 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 to 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 setting value information storage area 106c for storing setting values.

[0098] 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. 18) 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.

[0099] 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.

[0100] 17, the sub-control device 180 is equipped with a microcomputer centered around a CPU 181, which is an arithmetic processing means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 for securing a working area for temporarily storing various data when executing the control programs stored in the ROM 182.

[0101] The sub-control device 180 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 stop lamps 42b to 44b, the upper lamp 63, the speaker 64, and the display control device 81 connected to the output side. The auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 controls the auxiliary display unit 65 based on information from the sub-control device 180.

[0102] Regarding the connection between the main control device 101 and the sub-control device 180, the main side terminal CN1 at the input / output port 104 of the main control device 101 and the sub side terminal CN2 at the input / output port of the sub-control device 180 are connected via a harness H as a transmission means (connection path). In this case, the connection between the main control device 101 and the sub-control device 180 is completed by inserting the main side socket of the harness H into the main side terminal CN1 and the sub side socket of the harness H into the sub side terminal CN2. In other words, the connection between the main control device 101 and the sub-control device 180 can be canceled by pulling out the harness H from the main side terminal CN1 or the sub side terminal CN2. For example, it is also possible to check the operation (start up) of only the main control device 101 without connecting the main control device 101 and the sub-control device 180.

[0103] The sub-controller 180 is connected to the power supply 91 in the same manner as the main controller 101, and is supplied with driving power from a power supply unit 91a of the power supply 91. The power supply 91 and the sub-controller 180 are connected to each other through a harness (connection path, transmission means) separate from the harness H, and the sub-controller 180 can check the operation (start up) of only the sub-controller 180 without connecting the harness H (without connecting to the main controller 101).

[0104] In this embodiment, the power supply device 91 is connected to the main control device 101 and the sub-control device 180, respectively, and the main control device 101 and the sub-control device 180 are both supplied with driving power from the power supply device 91, but a configuration in which the power supply device 91 is connected to the main control device 101 and the main control device 101 and the sub-control device 180 are connected, while the power supply device 91 is not connected to the sub-control device 180, and the driving power is supplied to the sub-control device 180 via the main control device 101 may also be used. Even in this case, it is preferable that the harness for supplying driving power between the main control device 101 and the sub-control device 180 be different from the harness H described above.

[0105] Based on various commands input from the main control device 101 to the sub-control device 180 via the harness H, the sub-control device 180 drives and controls the bet display unit 34, the wait display unit 35, the first credit lamp 56b, the stop lamps 42b to 44b, the upper lamp 63, the speaker 64, etc., and also controls the display control device 81 to drive and control so that the corresponding display is performed on the auxiliary display unit 65 by outputting various commands input from the main control device 101 to the display control device 81 either directly or after performing analysis processing, etc. In other words, the sub-control device 180 is a sub-board that performs auxiliary control in relation to the main control device 101, which is the main board that manages the game. In other words, by providing a sub-board for sounds, lamps, and displays indirectly related to the game, the burden on the main board is reduced.

[0106] Furthermore, the input side of the sub-control device 180 is connected to a performance switch 66 (more specifically, a performance switch detection sensor that detects the operation of the performance switch 66) which is operated when a performance occurs.

[0107] The various display units 60-62, 75, 76 may be driven and controlled by the sub-controller 180. In addition, all or part of the components 42b-44b, 63-66, 81, 210, 310 connected to the sub-controller 180 may be directly connected to the main controller 101, and the main controller 101 may directly control all or part of these components 42b-44b, 63-66, 81, 210, 310.

[0108] 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, the process related to the progress of the game, that is, the timer interrupt process and the main process will be described.

[0109] FIG. 18 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.

[0110] First, in the register save process shown in step Sa101, the values ​​of all registers in CPU 102 used in normal processing, which will be described later, are saved to a backup area in RAM 106. In step Sa102, 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 Sa103, where power outage processing is executed.

[0111] Here, the power outage process will be outlined.

[0112] 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.

[0113] 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.

[0114] Returning to the explanation of the timer interrupt process, if the power outage flag is not set in step Sa102, various processes from step Sa104 onwards are carried out.

[0115] That is, in step Sa104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of a malfunction. In step Sa105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step Sa106, a stepping motor control process is performed to drive the stepping motors that are reel drive motors for rotating each of the reels 32L, 32M, and 32R. In step Sa107, the states of various sensors (see FIG. 16) such as the stop detection sensors 42a to 44a, the credit insertion detection sensors 56a and 57a, the settlement detection sensor 59a, the reset detection sensor 72a, the setting key detection sensor 73a, the inserted medal detection sensors 86a and 86b, the lever detection sensor 88, the paid medal detection sensors 95a and 95b, and the spare tank sensor 96 connected to the input / output port 104 are read, and a sensor monitoring process is performed to monitor whether the read results are normal or not. In step Sa108, a timer update process is performed to subtract or add the values ​​of each counter and timer. In step Sa109, a counter process is performed to count the number of medals bet and the number of medals paid out, and output the results to the external centralized terminal board 121.

[0116] In step Sa110, a command output process is performed to transmit various commands such as a lottery result command to the sub-control device 180. In step Sa111, a segment data setting process is performed to set segment data to be displayed in the credit display unit 60, the remaining number of coins to be paid display unit 61, and the number of coins to be paid display unit 62. In step Sa112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62 and display corresponding numbers, symbols, etc. In step Sa113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step Sa114, the values ​​of each register saved in the backup area in the previous step Sa101 are restored to the corresponding register in the CPU 102. Thereafter, in step Sa115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0117] Next, the main processing of main control device 101 will be described with reference to the flowchart of Fig. 19. The main processing is started when power is restored from a power outage or when power switch 71 is turned on.

[0118] In step Sa201, as an initialization process for driving, the value of a stack pointer is set in the CPU 102, and an interrupt mode that permits interrupt processing is set, and then various settings are made for registers in the CPU 102, I / O devices, etc.

[0119] When these initialization processes are completed, in step Sa202, it is determined whether the reset switch 72 has been operated, more specifically, whether an ON signal has been received from the reset detection sensor 72a. If the reset switch 72 has been operated at the current power-on (recovery), in step Sa203, a RAM clear process is performed to erase all data stored in the RAM 106.

[0120] If the reset switch 72 is not operated in step Sa202, or after the RAM clear process in step Sa203 is executed, step Sa204 determines whether the setting key is inserted into the setting key insertion hole 73 and turned ON, more specifically, whether an ON signal is received from the setting key detection sensor 73a. If the setting key is turned ON when the power is turned on this time (when restored), the process proceeds to step Sa205 and the RAM clear process is executed. This process is the same as the process in step Sa203 above.

[0121] In the next step Sa206, a winning probability setting process is carried out.

[0122] The outline of the winning probability setting process will be explained. The slot machine 10 is provided with six winning probabilities from "Setting 1" to "Setting 6", and the winning probability setting process is a process for setting which winning probability is used to execute the internal process. In the winning probability setting process, the set value is updated by one each time the reset switch 72 is operated as a predetermined operation. For example, the set value is updated from "Setting 1" to "Setting 2" to "Setting 3" to "Setting 4" to "Setting 5" to "Setting 6" to "Setting 1" each time the reset switch 72 is operated once. Each set value is displayed, for example, on the credit display unit 60, and the display is updated each time the set value is updated. Then, the operation of the start lever 41 with the setting key detection sensor 73a turned OFF is regarded as a set value confirmation operation, and the set value at that time is stored as the current set value in the set value information storage area 106c in the RAM 106, 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 setting value set in the winning probability setting process is stored and held in the setting value information storage area 106c of the RAM 106 until the next winning probability setting process is started.

[0123] After the winning probability setting process is executed, in step Sa207, it is confirmed that the setting process of step Sa206 has been performed normally, and an error determination process is executed to determine whether an error has occurred. In step Sa207, for example, if the setting value set in the winning probability setting process is within the range of 1 to 6, it is determined that no error has occurred, and if the setting value is outside the range of 1 to 6, it is determined that an error (RAM abnormality error) has occurred.

[0124] If it is determined in step Sa204 that the setting key has not been turned ON, or after the process of step Sa207 is performed, a process is executed in step Sa208 to output a start-up command to the sub-control device 180. The start-up command is a command for checking the connection between the main control device 101 and the sub-control device 180 when the slot machine 10 is powered on.

[0125] In the next step Sa209, it is determined whether or not the power failure flag is set. If the power failure flag is not set, normal processing for carrying out main control related to the game is executed in step Sa210.

[0126] On the other hand, if the power failure flag is set in step Sa209, the power restoration process shown in step Sa211 and subsequent steps is performed. The power restoration process is a process for restoring the state of the slot machine 10 to the state before the power was cut off. Therefore, in the power restoration process, it is first necessary to check whether the data in the RAM 106 is normal.

[0127] Therefore, in step Sa211, it is determined whether the RAM judgment value is normal or not. Specifically, the value of the checksum in RAM 106 is checked to confirm whether the value is normal, that is, whether the checksum value taking into account the RAM judgment value is 0. If the checksum value taking into account the RAM judgment value is 0, it is determined that the data in RAM 106 is normal.

[0128] If the RAM judgment value is abnormal in step Sa211, that is, if the checksum value is not 0, it is highly likely that the data in the RAM 106 has been destroyed (a RAM abnormality error has occurred). Therefore, in such a case, an error handling process is executed in step Sa212 to notify the user that a RAM abnormality error has occurred, and then the process loops until a reset operation is performed.

[0129] If it is determined in step Sa211 that the RAM judgment value is normal, the process proceeds to step Sa213, where the value of the stack pointer stored in the backup area is written to the stack pointer of CPU 102, and the state of the stack is restored to the state before the power was cut off. Next, in step Sa214, a power restoration command for notifying execution of power restoration processing is output to sub-control device 180. After that, in step Sa215, a game stop and automatic settlement setting save processing is performed as the gaming state, and in step Sa216, various sensors such as start detection sensor 41a are initialized. After the above processing is completed, in step Sa217, the power outage flag is reset, and the address before the power was cut off is returned to. Specifically, the process returns to the timer interrupt processing described above, and the watchdog timer clear processing (step Sa104) is executed.

[0130] Next, the normal processing executed in step Sa210 of the main processing will be described with reference to the flowchart of FIG.

[0131] First, in step Sa301, an interrupt permission process is performed to permit the next timer interrupt. In step Sa302, a pre-start process is performed to enable a game. In the pre-start process, the game waits until the sub-control device 180 and the like finishes initialization. When the initialization of the sub-control device 180 and the like finishes, the game management process shown in steps Sa303 to Sa312 is performed.

[0132] As part of the game management process, in step Sa303, 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 Sa304, a start waiting process is performed.

[0133] In the start waiting process, it is determined whether any replay winning was achieved in the previous game. If any replay winning was achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert 3 virtual medals is performed, and if a replay winning is achieved in a 2-bet game, a process to automatically insert 2 virtual medals is performed.

[0134] In the automatic insertion process, the virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay winning was achieved in the previous game, the player can play the current game without reducing the number of medals owned and without inserting medals. If no replay winning was achieved, a sensor abnormality confirmation process is performed to check whether or not an abnormality has occurred in the sensor reading result performed in the sensor monitoring process (step Sa107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to put the slot machine 10 into an error state and notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether or not the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a stored medal settlement process is performed to pay out medals in the same number as the credited virtual medals.

[0135] After the medal return process is completed or if the settlement switch 59 has not been operated, a determination is made as to whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a change in the number of bets, etc. is made.

[0136] After the start waiting process is completed, in step Sa305, it is determined whether the number of medals bet reaches the specified number. In this slot machine 10, the specified number in the bonus state (BB state) is set to "3", and the specified number in the game states other than the bonus state is set to "2" and "3". In other words, in the bonus state, a positive determination is made in step Sa305 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 Sa305 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 Sa305. If the number of medals bet does not reach the specified number, the process returns to the start waiting process of step Sa304.

[0137] If the number of bets has reached the specified number, a bet command including information on the number of bets that was determined to be positive in step Sa305 and information on the bet trigger (such as information on whether the bet is due to an automatic insertion process associated with a replay win, or information on whether the bet is based on the player's operation of credit insertion switches 56, 57) is set as an output target to sub-control device 180 as a sub-side control device in step Sa306. The command set here is output to sub-control device 180 in step Sa110 in the timer interrupt process. Upon receiving the bet command, sub-control device 180 executes processing for notification based on a bet operation (for example, notification that a game start condition has been established, or notification of the lottery result in the previous game), and controls speaker 64 and auxiliary display unit 65.

[0138] After executing the process of step Sa306, it is determined in step Sa307 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step Sa304.

[0139] On the other hand, when the start lever 41 is operated, it means that a start command has been issued to start the game, since the game can be started when the start lever 41 is operated under the condition that a prescribed number of medals have been bet. In such a case, in step Sa308, a valid line setting process is performed to set the combination line corresponding to the number of bets as a valid line. That is, only the bent line L6 is set as a valid line. In step Sa309, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. After that, the lottery process in step Sa310, the reel control process in step Sa311, and the medal payout process in step Sa312 are executed in order, and the process returns to step Sa302.

[0140] Next, the lottery process in step Sa310 will be described with reference to the flowchart in FIG.

[0141] In step Sa401, a random number used in determining whether a winning combination has been achieved is acquired. In this slot machine 10, when the start lever 41 is operated, the hardware circuit latches the value of the free-run counter at that time. The free-run counter generates random numbers from 0 to 65535, and the CPU 102 stores the value latched by the hardware circuit in the RAM 106 after confirming the operation of the start lever 41. With this configuration, it is possible to quickly acquire 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 circuit of this slot machine 10 is configured to latch the value of the free-run counter each time the start lever 41 is operated. Note that if the random number acquired in the random number acquisition process is not within the update range (0 to 65535), it is determined that a random number abnormality error has occurred, and information about this is stored, and a process for notifying the occurrence of the random number abnormality error is performed.

[0142] After obtaining the random number, in step Sa402, a lottery table for determining whether the winning combination is a winning combination 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.

[0143] That is, in step Sa402, a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and any bonus state flag is not set, it is determined that the current game state is the normal game state, and a lottery table for the normal game state is selected. If the current game is a 3-bet game, a lottery table for the normal game state for 3-bet games (FIG. 22) is selected, and if the current game is a 2-bet game, a lottery table for the normal game state for 2-bet games (FIG. 23) 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 it is possible to set which winning probability is used to execute the internal processing by inserting a setting key into the setting key insertion hole, turning it ON, and performing a predetermined operation. In step Sa402, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected. As described above, the winning probability setting process is executed by the main process started by the main control device 101 when the power is turned on, and the setting information in the winning probability setting process is stored in the setting value information storage area 106c. In step Sa402, a lottery table is selected based on the stored setting value information.

[0144] In this slot machine 10, if the number of bets set in step Sa402 is a number other than the specified number, the lottery process is forced to result in a loss because there is no corresponding lottery table. However, basically, when a number other than the specified number has been bet, a negative determination is made in step Sa305, and the lottery process is not performed. A case in which the lottery process is performed when a number other than the specified number has been bet is when a positive determination is made in step Sa305 due to the influence of noise or the like, even though a number other than the specified number has been bet.

[0145] The lottery table will be briefly explained. Fig. 22 is a lottery table for normal game state selected in normal game state in a 3-bet game. Fig. 23 is a lottery table for normal game state selected in normal game state in a 2-bet game. Index values ​​IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and a point value PV is set.

[0146] After the lottery table is selected, in step Sa403, the index value IV is set to 1, and in the following step Sa404, a judgment value DV to be used when judging whether the hand is a hit or a miss is set. In this judgment value setting process, the current index value IV and the corresponding point value PV are 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 Sa401 is set as the current judgment value DV, and the current index value IV (1) and the corresponding point value PV are added to this random number value to set the new judgment value DV.

[0147] After that, in step Sa405, 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 Sa406, a process is executed to set the winning flag of the game result corresponding to the index value IV judged positively in step Sa405 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 Sa406. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB winning flag is set in step Sa406, and if the judgment value DV exceeds 65535 when IV=26, the second BB winning flag is set in step Sa406.

[0148] 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 step Sa303 of 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.

[0149] In addition, in step Sa406 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.

[0150] 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.

[0151] 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.

[0152] If the judgment value DV does not exceed 65535 in step Sa405, 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 Sa407, and in the following step Sa408, 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 Sa404, and the judgment of the hand is continued. At this time, in step Sa404, 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 Sa405, the hand is judged to be a win / loss based on the judgment value DV.

[0153] Incidentally, when the winning combination is judged using the lottery table shown in FIG. 22, that is, when playing a 3-bet game in normal game mode, the probability of winning normal lip A (probability of winning when IV=1) is about 1 in 27.3 with setting 1, about 1 in 27.5 with setting 3, and about 1 in 28.3 with setting 6, and the higher the setting value, the harder it is to win. The probability of winning normal lip B (probability of winning when IV=2) and the probability of winning normal lip C (probability of winning when IV=3) are both 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 approximately 1 in 215 regardless of the setting value, and the probability of winning Cherry C (probability of winning when IV=9) is approximately 1 in 13,100 regardless of the setting value, so Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning the common bell (probability of winning when IV=10) is approximately 1 in 504 regardless of the setting value. The probability of winning for Forward Push Bell 1, Forward Push Bell 2, Pinch Push Bell 1, Pinch Push Bell 2, Middle Forward Push Bell 1, Middle Forward Push Bell 2, Middle Reverse Push Bell 1, Middle Reverse Push Bell 2, Reverse Pinch Bell 1, Reverse Pinch Bell 2, Reverse Push Bell 1, Reverse Push Bell 2 (hereinafter collectively referred to as Push Order Bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.4 regardless of the setting value, and the probability of winning for the Push Order Bell is approximately 1 in 1.53 in total.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 winning probability of 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).

[0154] In contrast, when the winning or losing hand is determined using the lottery table shown in FIG. 23, that is, when a 2-bet game is played 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 the 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 the 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 0.78 medals can be expected per game, excluding the increase in the 2nd BB (net increase minus about 0.78 medals).

[0155] After the winning flag is set in step Sa406, or when it is determined in step Sa408 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 Sa409, 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.

[0156] In the following step Sa410, 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 lottery result in steps Sa401 to Sa408, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.

[0157] After executing the process of step Sa410, a lottery result command is set in step Sa411. Here, the lottery result command is a command sent to the sub-control device 180 to make the sub-control device 180 know the result of the winning / losing role determination, and is a type of start operation command sent based on the operation of the start lever 41 (start operation). However, in normal processing, various commands such as the lottery result command are simply set in the ring buffer, and no commands are sent to the sub-control device 180. Commands are sent to the sub-control device 180 in the command output process (step Sa110) of the timer interrupt process described above. The lottery result command process in step Sa411 will be described in detail later.

[0158] Then, in step Sa412, 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 Sa406. 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 winning and the eighth small role winning can be stopped on each of the reels 32L, 32M, and 32R.

[0159] 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 Sa412 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 Sa412 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).

[0160] In the next step Sa413, when multiple stoppable symbol information are set in step Sa412, a priority setting process is executed to set the priority order. For example, when multiple roles among small role, replay, and bonus are won, the following priority order is set. When a small role and a bonus are won, the priority order is set so that the small role win is given priority, and when a 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.

[0161] 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, the seventh small win and the eighth small win is set, the priority order is set so that the seventh small win and the eighth small win are given priority 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, the first replay, the second replay, the third replay and the fourth replay winning are set, the priority order is set so that each replay winning is given priority over the second BB winning.

[0162] 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.

[0163] After executing the process of step Sa413, the section display first process is executed in step Sa414, and then the lottery process is terminated. The section display first process is a process related to the display control of the payout number display unit 62 and the role ratio monitor 77 that function as an instruction monitor, and this process will be described in detail later.

[0164] Next, the reel control process in step Sa311 will be described with reference to the flowchart in FIG.

[0165] In the reel control process, first, in step Sa501, 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 Sa409 and the result of the lottery result response process performed in step Sa410.

[0166] In the next step Sa502, it is confirmed whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started spinning in the previous game, and if not, the process waits until the wait time has elapsed. In this case, a wait command is output to the sub-controller 180, and the wait display unit 35 is turned on. If the wait time has elapsed, a wait elapsed command is output to the sub-controller 180, and the wait display unit 35 is turned off, and then the process proceeds to step Sa503, where a spin start process is executed. 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 immediately start spinning.

[0167] In the spin start process of step Sa503, a motor control initialization process is performed to reset the wait time for the next game and set spin start information in the motor control storage area provided in RAM 106. By performing this process, the stepping motor acceleration process is started in the stepping motor control process (step Sa106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts spinning.

[0168] When the rotation of each of the reels 32L, 32M, and 32R starts in step Sa503, a rotation start command is set in the following step Sa504 as an output target to the sub-control device 180. The sub-control device 180 that has received the rotation start command controls the display control device 81 (auxiliary display unit 65), speaker 64, etc. to output display effects and sound effects associated with the start of rotation of each of the reels 32L, 32M, and 32R.

[0169] In the next step Sa505, ​​the process waits until each of the reels 32L, 32M, and 32R rotates at a constant speed at a predetermined speed. When the rotation speed of each of the reels 32L, 32M, and 32R becomes constant, in step Sa506, a stop possible command is set as an output target for the sub-control device 180. The CPU 181 on the sub-control device 180 side that has received the stop possible command lights up the stop lamps 42b-44b built into each of the stop switches 42-44 to notify the player, etc. that it is now possible to issue a stop command.

[0170] In the following step Sa507, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step Sa508, where it is determined whether the operation was a valid stop operation.

[0171] Here, a supplementary explanation will be given regarding the operation of the stop switches 42-44. The stop switches 42-44 can be moved from an initial position at the front to an operation position at the back. When placed at the initial position, the detection signals from the stop detection sensors 42a-44a are in a LOW state, and when the stop switches 42-44 are operated from the initial position to the operation position, the detection signals from the stop detection sensors 42a-44a are switched to a HI signal. Then, the main control device 101 recognizes that a stop ON operation has been performed, which means that the stop switches 42-44 have been pressed, based on the detection signal switching from a LOW signal to a HI signal.

[0172] In addition, the stop switches 42-44 are biased toward the initial position by a spring or the like. Therefore, when the hand is released from the stop switch 42-44 performing the stop ON operation and the operating force (pressing force) to the operating position is no longer applied, the stop switch 42-44 returns to the initial position by the biasing force of the spring or the like. In this case, the detection signal from the stop detection sensor 42a-44a switches from a HI signal to a LOW signal. Then, based on the detection signal switching from a HI signal to a LOW signal, the main control device 101 recognizes that a stop OFF operation has been performed, which means that the pressing operation of the stop switches 42-44 has ended.

[0173] In the slot machine 10, when a stop ON operation is performed on the stop switches 42-44 corresponding to the reels 32L, 32M, and 32R that are rotating, the slot machine 10 performs stop drive control on the corresponding reels 32L, 32M, and 32R. Then, when a stop ON operation is performed on the stop switches 42-44 corresponding to the other reels 32L, 32M, and 32R that are rotating while the stop ON operation that triggered the stop drive control is being performed, the slot machine 10 starts the stop drive control on the reel that was subsequently stopped ON without waiting until the stop drive control that was started earlier is completed (the reel stops). In other words, the slot machine 10 is configured to be able to execute the stop drive control on the multiple reels 32L, 32M, and 32R in an overlapping manner.

[0174] In this case, the stop drive control can be started without waiting for the end of the stop ON operation that triggered the previously started stop drive control, that is, without waiting for the stop OFF operation to be performed on the stop switch 42-44 on which the stop ON operation was performed, by treating the subsequently executed stop ON operation as valid. In other words, when the stop ON operation is performed on multiple stop switches 42-44, the stop ON operation is each considered as valid and the stop drive control is performed on all of them. In this way, it is possible to improve the operability of the stop operation to stop each of the reels 32L, 32M, and 32R.

[0175] Incidentally, in this embodiment, when the stop ON operation is performed on multiple stop switches 42 to 44 at the same timing, the order of the process for determining that the stop ON operation has been performed and the process for performing the stop drive control is predetermined. Specifically, the process for the left reel 32L is given the highest priority, followed by the process for the center reel 32M, and the process for the right reel 32R is executed last. For example, when the stop ON operations of the stop switches 42, 44 for the left reel 32L and the right reel 32R are performed at exactly the same timing and the timing of switching the detection signal for the main control device 101 from a LOW signal to a HI signal is the same, the main control device 101 is configured to first execute the process for determining that the stop ON operation has been performed on the left reel 32L and the process for the stop drive control associated therewith, and then execute the process for determining that the stop ON operation has been performed on the right reel 32R and the process for the stop drive control associated therewith. In this way, it is possible to execute multiple stop drive controls in an overlapping manner without complicating the process configuration for starting the stop drive controls simultaneously.

[0176] In addition, the priority order of the process for determining that the stop ON operation has been performed and the process for stop drive control in the case where the stop ON operations are performed simultaneously is not limited to the above, and for example, the right reel 32R may be configured to have the highest priority. In addition, in the case where the stop ON operations are performed simultaneously, the process for determining that the stop ON operation has been performed may be executed simultaneously, but a priority order may be set for the process for stop drive control, or a priority order may be set for the process for determining that the stop ON operation has been performed, and as a result, the process for stop drive control may be executed according to the priority order of the process for determining that the stop ON operation has been performed.

[0177] Furthermore, in the case of simultaneous stop ON operations, the process for determining that a stop ON operation has been performed and the process for stop drive control are executed for the priority reel, but the process for determining that a stop ON operation has been performed and the process for stop drive control are not executed for the non-priority reel, or the process for determining that a stop ON operation has been performed and the process for stop drive control are not executed for the non-priority reel (for example, the process for determining that a stop ON operation has been performed is executed, but the process for stop drive control is not executed). In this case, it is preferable to predetermine the simultaneous period when the stop ON operations are performed simultaneously, and for example, it is preferable to predetermine the simultaneous presence or absence of stop on the priority side and the non-priority side when the stop ON operations are performed simultaneously within a predetermined period (0.2 sec), as described above. In addition, the length of the above-mentioned specified period may be configured to differ depending on the game state. For example, the specified period may be shortened under normal circumstances to reduce the number of events in which the non-priority side does not stop, and the specified period may be lengthened in an advantageous state (AT mode or BB state described below) to reduce the disadvantage to the player caused by unintentionally stopping the non-priority side.

[0178] When setting a priority for whether or not to stop when the stop ON operations are performed simultaneously, for example, when the number of symbols on each reel 32L, 32M, 32R is different, such as a "watermelon" symbol (four symbols on the left reel 32L and the center reel 32M, and three symbols on the right reel 32R), the priority of each of the above processes may be set according to the number of symbols (the likelihood of missing out). In this case, by prioritizing the processing of the reel with the greater number of symbols, it is possible to prevent missing out in advance.

[0179] In the following description, the reel control process will be described on the assumption that the stop operations of the stop switches 42 to 44 do not overlap.

[0180] If a valid stop command has not been issued in step Sa508, the process returns to step Sa507 and waits until any of the stop switches 42 to 44 is operated. If a stop command has been issued, the process determines in step Sa509 whether the current stop operation was a stop ON operation.

[0181] If the stop ON operation is performed, in step Sa508, a process of adding 1 to the sequence number counter provided in the various counter area 106e is executed. The sequence number counter is a counter for the CPU 102 to grasp which sequence ON operation the current stop ON operation was. After the start of the rotation of each of the reels 32L, 32M, and 32R, the sequence number counter is 1 when the stop ON operation is performed for the first time, 2 when the stop ON operation is performed for the second time, and 3 when the stop ON operation is performed for the third time. The sequence number counter is cleared to an initial value of 0 when the game starts (step Sa303). Then, in step Sa509, a stop ON command is set as an output target to the sub-control device 180. The stop ON command includes information on the stop switches 42 to 44 (corresponding reels 32L, 32M, and 32R) that are currently stopped, as well as information on the sequence number counter. The sub-control device 180, which receives the stop ON command, controls the display control device 81 (auxiliary display unit 65) and the speaker 64 to perform the effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were currently operated to be turned off.

[0182] Steps Sa512 to Sa519 are stop control processes for stopping the reels that are spinning.

[0183] Specifically, in step Sa512, 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 Sa513, 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 Sa513, 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 Sa514, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that is actually stopped at the base point position. In step Sa515, 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, in step Sa516, a reel stop process is performed to stop the rotation of the reel. After that, in step Sa517, a reel stop command is set as an output target to the sub-control device 180. The reel stop command includes information on the stopped reels 32L, 32M, and 32R. The sub-control device 180 that receives the reel stop command controls the display control device 81 (auxiliary display unit 65) and the speaker 64 to perform a performance of the reel stopping. Then, in step Sa518, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If all of the reels 32L, 32M, and 32R have not stopped, in step Sa519, a second stop information setting process is performed, and the process returns to step Sa507.

[0184] 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 winning flag that has been set 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. 22 and 23), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.

[0185] FIG. 25 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.

[0186] 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.

[0187] 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.

[0188] 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.

[0189] 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.

[0190] 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.

[0191] 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.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] 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.

[0197] 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 a different operation sequence, depending on the operation timing, other small prizes will be won, or none of the small prizes will be won and the winner will be lost. 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.

[0198] Returning to the explanation of the reel control process, if it is determined in step Sa509 that the current stop operation is not a stop ON operation but a stop OFF operation, a process is executed in step Sa520 to set a stop OFF command as an output target to the sub-control device 180. The stop OFF command contains information on the stop switches 42-44 (corresponding reels 32L, 32M, 32R) that were stopped this time. The sub-control device 180 that receives the stop OFF command controls the display control device 81 (auxiliary display unit 65) and speaker 64 to perform an effect that the stop operation of the corresponding reel has been completed (that a stop OFF operation has been performed).

[0199] If it is determined in step Sa518 that all reels 32L, 32M, and 32R are stopped, or after the stop OFF command is set in step Sa520, it is determined in step Sa521 whether all stop switches 42-44 are in the initial position by checking whether the detection signals from the stop detection sensors 42a-44a are all LOW signals. If any of the stop switches 42-44 are not in the initial position, for example, the stop ON operation has been performed and the corresponding reel has stopped, but the stop OFF operation has not yet been performed, the process returns to step Sa507.

[0200] That is, in this slot machine 10, while allowing overlapping of stop drive control due to overlapping stop ON operations, the payout determination and other processing associated with the stopping of all reels 32L, 32M, 32R after step Sa522 is not performed until the stop OFF operations are completed for all stop switches 42 to 44. In this way, it is possible to ensure that the stop operation is performed reliably in each game (each game does not progress while the stop ON operation is continued), and it is possible to optimize the game progress within the range of the premise of the game of the slot machine 10 that each game progresses according to the game operation by the player.

[0201] When all the stop switches 42 to 44 are placed at the initial position, a payout determination process is performed in step Sa522. The payout determination process is a process for setting the number of medals to be paid out, with one of the conditions being that the winning symbol combination is aligned on the winning line. In the payout determination process, a combination of symbols formed on the winning line is derived from the symbol numbers of the symbols stopped on the lower rows of each of the reels 32L, 32M, and 32R, and it is determined whether or not a winning combination is established on the winning line. When a winning combination is established, it is determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. When the winning combination corresponds to the winning flag, a process is performed to set the winning combination and the number of medals corresponding to the winning combination to be paid out. On the other hand, when the winning combination does not correspond to the winning flag, an abnormality occurrence process is performed in which the slot machine 10 is put into an error state and the occurrence of the error is notified. Such an error state is maintained until the reset switch 72 is operated.

[0202] The payout determination process will be specifically described with reference to the flowchart of FIG.

[0203] In step Sa601, a process for grasping the lottery result of the current game is executed. Then, in step Sa602, a process for grasping the symbols (symbol numbers) stopped at the pay positions of each of the reels 32L, 32M, and 32R is executed, and in step Sa603, a process for comparing the combination of symbols stopped with the combination of symbols corresponding to the lottery result of the current game is executed. In the stop information setting process (step Sa412) in the lottery process (FIG. 21), based on the lottery result of the current game, a combination of symbols that will win a prize in the lottery result is set as the stop information of each of the reels 32L, 32M, and 32R, and a combination of symbols that will not win a prize is also set as the stop information of each of the reels 32L, 32M, and 32R. In the comparison process in step Sa603, a comparison is performed to see whether or not the combinations of symbols that will win a prize as well as the combinations of symbols that will not win a prize correspond to the lottery result of the current game.

[0204] Then, in the next step Sa604, it is determined whether the result of the comparison process in step Sa603 is inconsistent, and whether the combination of symbols that are stopped does not correspond to the lottery result of the current game. If the determination in step Sa604 is affirmative, and symbols that are not scheduled to stop are stopped in a valid position, a process is executed in step Sa605 to set a stop error flag in the various flag storage area 106d, and then this payout determination process is terminated. If the stop error flag is set, an error notification is performed on the auxiliary display unit 65 and the speaker 64 as an error response process, and a process to stop the progress of the game is performed.

[0205] If it is determined in step Sa604 that there is no mismatch, the process proceeds to step Sa606. In step Sa606, it is determined whether the combination of symbols that are stopped corresponds to a winning combination in the current game lottery. If it does not correspond to a winning combination, the payout determination process is terminated.

[0206] If it corresponds to a winning, in step Sa607 it is determined whether or not the current winning is a re-play winning. If it is a re-play winning, in step Sa608 it is set to a re-play state and this payout determination process is terminated. By setting it to a re-play state, automatic betting process is performed in the process of waiting for the start of the next game (step Sa304) so ​​that the same number of bets are made as in the game that triggered the current re-play winning.

[0207] If it is determined that the winning is not a replay winning, it is determined in step Sa609 whether the winning is a small winning or not. If it is neither a replay winning nor a small winning, it means that it is a BB winning. In this case, the payout determination process is terminated as it is, and the process for the BB winning is executed in the bonus state process (step Sa523) executed following this payout determination process.

[0208] If it is determined in step Sa609 that any of the small winning combinations has been won, a process is executed in step Sa610 to determine the number of coins to be paid out in association with the winning of the small winning combination. Then, in step Sa2611, a process is executed in which a value corresponding to the determined number of coins to be paid out is input to a payout counter provided in the various counter area 106e, and then this payout determination process is terminated.

[0209] After the payout determination process, in step Sa523, 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 Sa524, 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.

[0210] After the winning result corresponding process is performed, the second section display process is executed in step Sa525. The second section display process is a process related to the display control of the payout number display unit 62 that functions as an instruction monitor, and this process will be described in detail later. After that, in step Sa526, a winning result command is set so that the sub-control device 180 knows the winning combination in the current game, and the reel control process is terminated.

[0211] Next, the medal payout process in step Sa312 will be described with reference to the flowchart in FIG.

[0212] First, in step Sa701, it is determined whether the payout counter is 0. If it is greater than 0, in step Sa702, a process is executed to set a payout start command as an output target to the sub-control device 180. The sub-control device 180, which has received the payout start command, controls the display control device 81 (auxiliary display unit 65) and the speaker 64 so that a medal payout effect is performed.

[0213] In the next step Sa703, it is determined whether the credit counter provided in the various counter area 106e is at the upper limit of 50. If it is not at the upper limit, a process of incrementing the credit counter by 1 is executed in step Sa704, and if it is at the upper limit, a payout drive process is executed in step Sa705 to control the payout device 53 so that one medal is paid out from the payout device 53. The credit counter is a counter by which the CPU 102 counts the number of credits.

[0214] After executing the process of step Sa704 or step Sa705, the payout counter is decremented by 1 in step Sa706. In the following step Sa707, the payout counter becomes 0, and it is determined whether or not the payout based on the winning has been completed. If the payout counter is not 0, the process returns to step Sa703.

[0215] When the payout is completed, in step Sa708, a process is executed to set the payout end command as an output target to the sub-control device 180, and then this medal payout process is terminated. The sub-control device 180, which has received the payout end command, controls the display control device 81 (auxiliary display unit 65) and the speaker 64 so that the medal payout performance being executed is terminated.

[0216] Next, the bonus state process of step Sa523 will be described with reference to the flowchart of FIG.

[0217] First, in step Sa801, it is determined whether the current gaming state is a bonus state, that is, whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of the RAM 106 when transitioning to the first BB state or the second BB state. That is, in step Sa801, 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 Sa802.

[0218] In step Sa802, it is determined whether the first BB hit flag or the second BB hit flag is set and either 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 Sa803.

[0219] In step Sa803, a process of inputting 3 into 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 prescribed 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 into 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 2 or 3, it is permitted to play a two-bet game by operating the second credit insertion switch 57. Note that, if 3 has already been input into the MAX bet counter in step Sa803, that state is maintained.

[0220] 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.

[0221] In the next step Sa804, 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 Sa805, where it is determined whether the first BB win has occurred.

[0222] If the first BB win is established, in step Sa806, a process of inputting "15" 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 "15" to the BB counter in step Sa806, the first BB state is set to end by paying out 15 or more medals. In step Sa807, the first BB win flag is cleared. Then, in step Sa808, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive determination is made in step Sa801. In the following step Sa809, a process of setting the first BB start command as an output target to the sub-control device 180 is executed. The 1st BB start command is a command for making the sub-control device 180 aware that the 1st BB state will start, and upon receiving this 1st BB start command, the sub-control device 180 controls the speaker 64, auxiliary display unit 65, etc. so that a 1st BB start effect corresponding to the start of the 1st BB state is performed. Furthermore, by receiving the 1st BB start command, the sub-control device 180 is able to understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc. so that an effect for the 1st BB state will be performed from the next game.

[0223] After the output setting of the 1st BB start command is performed in step Sa809, the process of setting the specified number of bets to 2 is performed in step Sa810, and the process of inputting 2 to the MAX bet counter is performed in step Sa811, 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 2 coins, and the 1st BB state is performed in a 2-bet game.

[0224] 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.

[0225] A case where it is determined in step Sa805 that the first BB winning has not been achieved is a case where the second BB winning has been achieved. In this case, the process proceeds to step Sa812, and a process of inputting "15" to the BB counter is executed. That is, the second BB state is set to end when 15 or more medals are paid out. Then, a process of clearing the second BB winning flag is executed in step Sa813, and a process of setting the second BB state flag is executed in step Sa814. After that, a process of setting the second BB start command as an output target to the sub-control device 180 is executed in step Sa815. The second BB start command corresponds to the first BB start command, and is a command for making the sub-control device 180 understand that the second BB state is starting. The sub-control device 180 that has received the second BB start command controls the speaker 64, the auxiliary display unit 65, etc. so that a second BB start performance corresponding to the start of the second BB state is performed, and controls the speaker 64, the auxiliary display unit 65, etc. 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.

[0226] After the output setting of the second BB start command is performed in step Sa815, the process of setting the specified number of bets to 2 is executed in step Sa810, and 2 is input to the MAX bet counter in step Sa811, and then this bonus state process is terminated. That is, the specified number of coins for the game is set to 2 not only in the first BB state but also in the second BB state, and the second BB state is performed in a two-bet game.

[0227] If the result of the positive determination in step Sa801 is the first BB state or the second BB state, the process proceeds to step Sa816, and processing in the first BB state or the second BB state is performed. FIG. 29 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state, 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. 29, in the first BB state and the second BB state, it is set so that the normal lip A, the common bell, and the overlapping 1-coin role can be won. The probability of winning the normal lip A (the probability of winning when IV=1) is about 1 in 61.2, the probability of winning the common bell (the probability of winning when IV=10) is about 1 in 5.96, and the probability of winning the overlapping 1-coin role (the probability of winning when IV=24) is about 1 in 1.31. In addition, in the 1st BB state or the 2nd BB state, the probability of getting a losing result, i.e., not winning any role, is approximately 1 in 10.14. In this case, you can expect an increase of approximately 0.00 medals per game (net increase of approximately plus or minus 0.00 medals), and there will be no increase or decrease in medals in the 1st BB state or the 2nd BB state. In other words, although you cannot expect an increase in medals in the 1st BB state or the 2nd BB state, it is possible to progress through the game without losing medals.

[0228] 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 winning of the 1st to 6th minor roles, which are the push order bell in the normal game state and the common bell in the 1st BB state. Comparing the winning rates of these main minor roles, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation order, the winning rate is about 1 in 9.19, whereas in the 1st BB state, the winning rate is about 1 in 5.96, so that the 1st BB state is set to be more likely to win than the normal game state. In addition, in 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 5.96; 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.

[0229] However, as mentioned above, you cannot expect an increase in the number of medals you have even if you complete the 1st BB or 2nd BB state.

[0230] In the bonus state process, in step Sa816, it is determined whether or not any small winning combination has been achieved in this game as a result of the lottery process using the BB state lottery table and the control of each reel. If no winning combination has been achieved, the bonus state process is terminated. If a winning combination has been achieved, in step Sa817, 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 Sa818, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step Sa817. For example, if a common bell is won and the first to sixth small winning combinations are achieved, 12 coins are paid out, so in step Sa817, 12 is subtracted from the BB counter.

[0231] If it is determined in step Sa818 that the number is not 0 or less, the bonus state process is terminated as it is. On the other hand, if it is determined that the number is 0 or less, in step Sa819, a process is performed to clear the BB state flag corresponding to the current BB state. 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 Sa820, the BB end command corresponding to the BB state to be ended this time is set as an output target to the sub-control device 180. 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 sub-control device 180 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.

[0232] After that, in step Sa821, the specified number of bets 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 Sa811 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 or the second credit insertion switch 57, and it is necessary to insert three medals from the medal insertion slot 45 in order to play the 3-bet game.

[0233] 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.

[0234] The normal game state where the first BB hit flag and the second BB hit flag are not set and no BB is hit is called a non-internal state. In this case, as described above, the prescribed bet number (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, when 2 is input to the MAX bet counter as described above and the game is started by operating the first credit insertion switch 56, it becomes a 2-bet game.

[0235] 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.

[0236] If the first or second BB is won but no prize is awarded in the winning game, the internal state is one in which the first or second BB win is carried over (carry-over state). As described above, the specified number of bets (specified number of coins per game) is set to 2 and 3 in the internal state as well, 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.

[0237] 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.

[0238] 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.

[0239] 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.

[0240] The basic flow of the game in which the first credit insertion switch 56 is operated is as follows: first, in the non-internal state, a 2-bet game is played, and the 2 BB is won in the 2-bet game. When the 2 BB is won, the game enters the internal state, 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 won, and the game continues in the internal state in which the 2 BB winning is carried over.

[0241] 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).

[0242] <Lottery result processing> First, the lottery result response process performed in step Sa410 will be described with reference to the flowchart in Fig. 31. 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 occurs based on the lottery result of the game. Note that the AT mode in this embodiment is a number-managed mode that ends when the number of medals set at the time of transition is paid out.

[0243] First, in steps Sa901 to Sa903, a process of determining the number of bets for the game to be started this time is executed. That is, in step Sa901, it is determined whether or not either the first BB state flag or the second BB state flag is set, and it is determined whether or not the game to be started this time is in either of the BB states. If it is not in the BB state, in step Sa902, it is determined whether or not the number of bets is 3. Also, if it is in the BB state, in step Sa903, it is determined whether or not the number of bets is 3. As already explained, in the non-internal state before the first BB or second BB is won, and in the internal state after the first BB or second BB is won, 2 and 3 are set as the specified number, and in the first BB state and the second BB state, 2 is set as the specified number. The processing of steps Sa902 and Sa903 is to determine whether the number of bets for the current game is a specific specified number (specific set number) that is specified (set) in association with the game status, and if it is not the specific specified number, the lottery result response processing is terminated without performing processing for the display mode (processing for the instruction function) from step Sa904 onwards.

[0244] That is, in the non-internal state and internal state, the process for the display mode is executed in the 3 bet game, but the process for the display mode is not executed in the 2 bet game. Also, in the 1st BB state and the 2nd BB state, since the prescribed number is set to 2, the 3 bet game is not executed, and the process for the display mode is not executed in the 1st BB state and the 2nd BB state.

[0245] That is, in this embodiment, if the internal state is a 2-bet game, the lottery for switching to the AT mode after step Sa904 is not performed, which is disadvantageous to the player. By doing this, the internal state is played in a 3-bet game, making it easier to play a normal game with the second BB carried over.

[0246] If the determination is affirmative in step Sa902 or step Sa903, it is determined in step Sa904 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 such notifications may occur and normal zones in which such notifications 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 an advantageous zone occurs, and is cleared when a transition to a normal zone occurs.

[0247] If the advantageous zone flag is not set, it means that the current game is in the normal zone, in which case the advantageous zone transition lottery process is executed in step Sa905, and then the lottery result response process is terminated.

[0248] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 32, the lottery result of the current game is grasped in step Sa1001. Then, in step Sa1002, 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.

[0249] After acquiring the lottery table in step Sa1002, a process of acquiring a random number for the advantageous zone transition lottery is executed in step Sa1003. 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 Sa1003. Then, an advantageous zone transition lottery is executed in step Sa1004, and it is determined in step Sa1005 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 Sa1001 is a trigger role for the transition lottery (not a losing result), it is also possible to omit the processes of steps Sa1002 to Sa1005.

[0250] If it is determined in step Sa1005 that the transition lottery has been won, then in step Sa1006, a process is executed to set an advantageous zone winning game flag in various flag storage area 106d. The advantageous zone winning game flag is a flag that allows CPU 102 to know that the current game is a game in which the transition lottery to the advantageous zone has been won. If a negative determination is made in step Sa1005, or after the process of step Sa1006 has been executed, the advantageous zone transition lottery process is terminated.

[0251] Returning to the explanation of the lottery result corresponding process, if it is determined in step Sa904 that the advantageous section flag is set, the process proceeds to step Sa906. In step Sa906, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when the transition to the AT mode becomes possible. Also, the AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is confirmed, and it is in the situation before the AT mode transition. If neither flag is set in step Sa906, the AT lottery process is executed in step Sa907. On the other hand, if either flag is set in step Sa906, the AT additional process is executed in step Sa908.

[0252] <AT lottery process> The AT lottery process in step Sa907 will be described with reference to the flowchart of FIG. 34.

[0253] In step Sa1101, a process of subtracting 1 from the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific specified number corresponding to the game state, the ceiling counter is subtracted in games where the bet number is a specific specified number corresponding to the game state, and for example, it is not subtracted in 2-bet games.

[0254] After performing subtraction processing of the ceiling counter in step Sa1101, it is determined in step Sa1102 whether or not the ceiling counter has reached 0. If it has not reached 0, processing for AT mode transition lottery is performed in steps Sa1103 to Sa1109.

[0255] That is, in step Sa1103, a process for grasping the lottery result of the current game is executed. Then, in step Sa1104, a process for acquiring a random number for the AT mode transition lottery is executed. For the random number for the AT mode transition lottery, a dedicated counter in the various counter area 106e is used, and the dedicated counter is updated at a predetermined cycle, and in step Sa1104, the latest updated value of the counter is acquired. In the following step Sa1105, it is determined whether or not a CZ mode flag is set in the various flag storage area 106d. In this embodiment, as display modes with different winning probabilities in the AT mode transition lottery, a normal mode and a CZ mode that is easier to win the AT mode transition lottery than the normal mode are set, and the CZ mode flag is a flag for the CPU to grasp that it is the CZ mode.

[0256] Here, an overview of the CZ mode of this embodiment will be described. In the CZ mode of this embodiment, a set of a predetermined number of games (5 in this embodiment) as a unit continuation number can be executed up to a specific number (3 in this embodiment). In each game in the CZ mode, an AT mode transition lottery that is easier to win than in the normal mode is performed as described above, and transition to the AT mode is possible by winning the AT mode transition lottery. In addition, a continuation condition is determined for each set in the CZ mode, and the set is updated when the continuation condition is established, and transition to the AT mode is also possible when the continuation condition is established in a specific number of sets. If the continuation condition of each set is not established and the number of games (5) of the set is consumed without winning the AT mode transition lottery, the CZ mode ends with that set. In other words, in this embodiment, not only does transition to the CZ mode increase the chance of winning the AT mode transition lottery in each game in the CZ mode, but transition to the AT mode is also possible by establishing the continuation condition of each set in the CZ mode, thereby improving the interest during the CZ mode.

[0257] If the CZ mode flag is not set in step Sa1105, a process is executed in step Sa1106 to obtain a normal AT mode transition lottery table from the various table storage area 105a. On the other hand, if the CZ mode flag is set in step Sa1105, a process is executed in step Sa1107 to obtain a CZ AT mode transition lottery table.

[0258] As shown in Fig. 33, the normal AT mode transition lottery table and the CZ AT mode transition lottery table have the winning probability of the AT mode transition lottery set according to the lottery result of the game, and for example, in the AT mode transition lottery triggered by Chance Eye A, the AT mode transition lottery is set to be more likely to be won in the CZ AT mode transition lottery table than in the normal AT mode transition lottery table, with a 1% probability for normal use and a 3% probability for CZ use. Also, for normal lip A, normal lip B, and normal lip C, they are set so that they do not win the AT mode transition lottery in normal use, but can win the AT mode transition lottery in CZ use.

[0259] After acquiring the AT mode shift lottery table in step Sa1106 or step Sa1107, the acquired shift lottery table and the lottery result of the game grasped in step Sa1103 are used to execute the AT mode shift lottery process in step Sa1108. Then, in step Sa1109, it is determined whether or not the AT mode shift has been selected.

[0260] If it is determined in step Sa1109 that the AT mode transition has been won, or if it is determined in step Sa1102 that the ceiling counter is 0, the process proceeds to step Sa1110. In step Sa1110, it is determined whether the CZ mode flag is set, and it is confirmed whether the AT mode transition has been won during the CZ mode. If the AT mode transition has not been won during the CZ mode, a process is executed in step Sa1111 to set the AT mode win flag in the various flag storage area 106d. As a result of this process, a positive determination is made in step Sa906 from the next game.

[0261] In the following steps Sa1112 to Sa1115, a process for setting a premonition mode is performed. The premonition mode is a mode that performs a premonition effect that suggests that the AT mode transition lottery or the CZ mode transition lottery has been won. In this embodiment, if the player wins these transition lotteries, the premonition mode of 0 to 32 games is performed before the winning transition lottery is announced.

[0262] That is, in step Sa1112, a lottery process for the premonition game is executed. In the lottery process for the number of premonition games, the number of premonition games is lottery-selected depending on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc. In this case, the number of premonition games may be made different depending on the lottery result of the game that triggered the win, and for example, a longer number of premonition games may be more likely to be selected when the AT mode transition lottery is won with Cherry A than when the AT mode transition lottery is won with Cherry C. Note that in the lottery process for the premonition game, a lottery random number for the number of premonition games is obtained and the number of premonition games is lottery-selected depending on the type of transition lottery that has been won, the lottery result of the game that triggered the win, etc.

[0263] In the next step Sa1113, a process is executed to input the result of the lottery in step Sa1112 to a premonition counter provided in the various counter area 106e. The premonition counter is a counter that allows the CPU 102 to grasp the number of remaining premonition games, and is a counter that is decremented by one each time a game in the premonition mode is played.

[0264] Then, in step Sa1114, a process is executed to set a premonition flag in the various flag storage area 106d, and in step Sa1115, a process is executed to set the premonition command as an output target to the sub-control device 180, and then this AT lottery process is terminated. The premonition flag is a flag that allows the CPU 102 to know that the premonition mode is in progress, and the premonition command is a command that allows the sub-control device 180 to know that the premonition mode has been set, the number of games in the premonition mode, and which transition lottery has been won. Upon receiving the premonition command, the sub-control device 180 knows the number of games in the premonition mode and the type of transition lottery that has been won, and performs a process to execute the performance during the premonition mode on the auxiliary display unit 65 and the speaker 64.

[0265] If it is determined in step Sa1110 that the AT mode transition lottery during the CZ mode has been won, the process proceeds to step Sa1116. In step Sa1116, a process for setting the AT mode win flag is executed, and in step Sa1117, a process for clearing the CZ mode flag is executed. Then, in step Sa1118, a process for inputting the CZ game counter provided in the various counter area 106e to the premonition counter is executed. The CZ game counter is a counter that allows the CPU 102 to grasp the number of remaining games in each set of the CZ mode, and when transitioning to the CZ mode, a value (5) equivalent to the unit number of continuation games (5 games) of one set of the CZ mode is input, and the counter is decremented by 1 each time a game is played.

[0266] In the next step Sa1119, a process is executed to grasp the number of remaining sets until the number of sets in the CZ mode reaches a specific number from the current number of sets in the CZ mode. For example, if the current set is the first set in the CZ mode, the number of remaining sets until the specific number (3) is 2. Note that a battle counter is provided in the various counter area 106e, and each time the set is updated, the battle counter is incremented by 1, and the number of remaining sets can be grasped by the battle counter.

[0267] In the next step Sa1120, the remaining number of sets grasped in step Sa1119 is multiplied by the unit continuation number of sets (5) to add the value to the premonition counter. In other words, if the AT mode shift lottery is won during the CZ mode, the CZ mode ends in that game, and the number of games in which the maximum number (specific number) of sets continue in that CZ mode is set as the number of games in the premonition mode. In this case, the presentation on the sub-control device 180 side is configured to present a presentation in which the CZ mode continues even in the premonition mode, and by doing so, it is possible to maintain the expectation of establishing the continuation condition of each set in the CZ mode even in a game after the AT mode shift lottery is won during the CZ mode.

[0268] After executing the processing of step Sa1120, the process proceeds to step Sa1114, where the premonition flag is set, and then in step Sa1115, the premonition command output setting is performed, and the AT lottery processing is terminated.

[0269] If it is determined in step Sa1109 that the AT mode transition lottery has not been won, the process proceeds to step Sa1121. In step Sa1121, it is determined whether the CZ mode flag is set. If the CZ mode flag is set, the AT lottery process is terminated as it is. If the CZ mode flag is not set, the CZ mode transition lottery process is executed in step Sa1122. In the CZ mode transition lottery process, a CZ mode transition lottery table is obtained from the various table storage area 105a, and whether or not to transition to CZ mode is determined by lottery using the lottery result of the game grasped in step Sa1103. As shown in FIG. 33, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery differs depending on the lottery result of the game, and more specifically, it is set so that the more likely the lottery result of the game is to win the AT mode transition lottery, the more likely it is to win the CZ mode transition lottery. In other words, even if the lottery result is for a game in which it is easy to win the AT mode transition lottery, if the player does not win the AT mode transition lottery, it is set so that it becomes easier to transition to the CZ mode.

[0270] After executing the CZ mode transition lottery process in step Sa1122, it is determined in step Sa1123 whether or not it is a winning in the CZ mode transition. If it is not a winning, the AT lottery process is terminated as it is. If it is a winning in the CZ mode transition, in step Sa1124, a process of setting a CZ mode winning flag in the various flag storage areas 106d is executed.

[0271] In the subsequent step Sa1125, a lottery process for the preliminary game is executed. Also in this lottery process for the number of preliminary games, the number of preliminary games is lottery-determined based on the type of winning transition lottery, the lottery result of the game that became the winning trigger, etc. In this case, it may be set such that the number of preliminary games can be different between the case of winning in the AT mode transition lottery (step Sa1112) and the case of winning in the CZ mode transition lottery (step Sa1125). For example, it may be made easier to select a longer number of preliminary games in the case of winning in the AT mode transition lottery than in the case of winning in the CZ mode transition lottery. Also, the number of preliminary games may be made different depending on the lottery result of the game that became the winning trigger. For example, it may be made easier to select a longer number of preliminary games when winning in the CZ mode transition lottery with cherry A than when winning in the CZ mode transition lottery with cherry C.

[0272] In the subsequent step Sa1126, a process of inputting the lottery result of step Sa1125 into the preliminary counter is executed. After that, a preliminary flag is set in step Sa1114, and after performing the output setting of the preliminary command in step Sa1115, this AT lottery process is terminated.

[0273] <AT topping-up process> Next, the AT topping-up process executed in step Sa908 will be described with reference to the flowchart of FIG. 35. In the AT topping-up process, a topping-up lottery is performed to top up the number of paid-out coins in the AT mode. If winning in the topping-up lottery, a process of adding (increasing, topping up) the remaining number of paid-out coins in the AT mode is executed.

[0274] First, in step Sa1201, the lottery result of the current game is grasped. Then, in step Sa1202, a process is executed to obtain an additional lottery table from the various table storage area 105a.

[0275] As shown in FIG. 36, the add-on lottery table has the add-on winning rate set according to the type of AT mode and the lottery result of the game. Specifically, in this embodiment, the first AT mode and the second AT mode are set as the types of AT mode, and the add-on winning rate is set to be higher in the second AT mode than in the first AT mode. In this embodiment, the first AT mode and the second AT mode have the same performance at the start of the AT mode and during the AT mode, and are difficult for players to distinguish from each other visually. In other words, when the AT mode is switched to, the fun of predicting whether it is the first AT mode or the second AT mode based on the add-on winning rate is added.

[0276] In either the first AT mode or the second AT mode, normal roles such as normal lip A to normal lip C and push order bells, which are easy to win in the lottery process of each game, are difficult to win the additional prize, while specific roles such as chance eyes A to chance eyes C, cherry A to cherry C, common bell, and watermelon, which are difficult to win in the lottery process of each game, are set to be easier to win the additional prize than normal roles. And, among the specific roles, for example, chance eyes C is easier to win the additional prize than chance eyes A, and cherry C is easier to win the additional prize than cherry A, so that the more difficult the lottery result is to win the additional prize lottery. However, when an additional prize is won based on a result that is difficult to win the additional prize, it is set so that the number of additional prizes is likely to increase, and it is possible to maintain the expectation of the additional prize win even for normal roles along with the unexpectedness of the additional prize win. It is also possible to configure the additional prize not to be won when the lottery result of each game is a normal role.

[0277] After obtaining the add-on lottery table in step Sa1202, a process of obtaining a random number for the add-on lottery is executed in step Sa1203. A dedicated counter in the various counter area 106e is used for the random number for the add-on lottery, and the dedicated counter is updated at a predetermined cycle, and the latest updated value of the counter is obtained in step Sa1203. Next, in step Sa1204, an add-on lottery is executed, and in step Sa1205, it is determined whether or not the add-on lottery has been won. If the add-on lottery has not been won, the AT add-on processing is terminated as is. If the add-on lottery has been won, in step Sa1206, a process of determining the number of add-on coins is executed.

[0278] After the number of coins to be added is selected in step Sa1206, a process is executed in step Sa1207 to add the number of coins to be added to the AT coin counter. The AT coin counter is a counter that allows the CPU 102 to grasp the remaining number of coins to be paid out in the AT mode (the difference in number of coins, the number of coins obtained by subtracting the number of bets from the number of coins paid out). Then, in step Sa1208, a process is executed to set the add-on command as an output target to the sub-control device 180, and then the AT add-on process is terminated. The sub-control device 180 that has received the add-on command executes a process to perform a presentation (add-on notification presentation) corresponding to the establishment of the add-on condition on the auxiliary display unit 65 and the speaker 64.

[0279] In the lottery result response process (FIG. 31), after the process of step Sa907 or step Sa908 is executed, processes for informing the pressing order of the stop switches 42 to 44 are executed in steps Sa909 to Sa914.

[0280] <Outline of push order notification> Prior to the description of the process for pressing order notification executed in steps Sa909 to Sa914, an outline of the pressing order notification executed by the payout number display unit 62, which also functions as an instruction monitor, and the pressing order notification effect executed by the auxiliary display unit 65 will be described. Note that the pressing order notification and the pressing order notification effect can also be called, for example, a pressing order navigation, a sequence notification, or a mode notification. The payout number display unit 62 is connected to the main control device 101, and the pressing order notification is performed by the main control device 101. In contrast, the auxiliary display unit 65 is connected to the sub-control device 180 (display control device 81), and the pressing order notification effect is performed by the sub-control device 180.

[0281] First, the configuration of the payout number display unit 62 will be described with reference to Fig. 37. Fig. 37(a) is a front view of the payout number display unit 62, and Fig. 36(b) is a diagram for explaining the relationship between the display mode and the display contents when the payout number display unit 62 functions as an instruction monitor.

[0282] As shown in FIG. 37(a), the dispensed coin number display unit 62 is provided with 15 display segments Na1-Na8, Nb1-Nb7. Each display segment Na1-Na8, Nb1-Nb7 has an individual light source made of an LED, and by controlling the on / off of each individual light source, it is possible to light up only one display segment or any combination of display segments. As a result, the dispensed coin number display unit 62 displays predetermined symbols including two-digit numbers and alphabets. 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 Na1-Na8, Nb1-Nb7.

[0283] Regarding each display segment Na1-Na8, Nb1-Nb7 in detail, the right first display segment Na1-right seventh display segment Na7, and the left first display segment Nb1-left seventh display segment Nb7 are all linear display segments, and these right first display segment Na1-right seventh display segment Na7, and left first display segment Nb1-left seventh display segment Nb7 are arranged to display at least the numbers "0"-"9". In addition, the right eighth display segment Na8 is a circular display segment, and is arranged horizontally in the lower right part of the area in which the right first display segment Na1-right seventh display segment Na7 are provided. Therefore, the payout number display unit 62 can display at least "00"-"99", "AA"-"ZZ", "00."-"99.", "AA."-"ZZ.", and ".". Two-digit symbols consisting of a combination of numbers and letters may also be displayed.

[0284] In addition, as long as the dispensed number display unit 62 can display a plurality of patterns of symbols individually, the shapes and arrangements of the display segments Na1 to Na8, Nb1 to Nb7 are arbitrary. In addition, it is not essential that the colors displayed in the display segments Na1 to Na8, Nb1 to Nb7 are the same, and the colors displayed in the display segments Na1 to Na8, Nb1 to Nb7 can be changed as appropriate. In addition, it is not essential to control the lighting or extinguishing of the display segments Na1 to Na8, Nb1 to Nb7 by controlling the on / off of the light source, and the segment display may be configured with a single backlight and liquid crystal display as long as the display control can be performed individually for each of the display segments Na1 to Na8, Nb1 to Nb7. Furthermore, instead of applying a segment display to each display area, the symbols may be displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, and a dot matrix.

[0285] The display segments Na1-Na7, Nb1-Nb7 display the number of coins to be paid out by displaying two-digit numbers as described above, and are also used to inform the operation sequence of the push order combination. For example, as shown in Fig. 37(b), when the operation sequence of each stop switch 42-44 is "left" → "middle" → "right" to achieve a winning mode advantageous to the player, the right sixth display segment Na6 and the right seventh display segment Na7, the left first display segment Nb1, the left second display segment Nb2, and the left fourth display segment Nb4 to the left seventh display segment Nb7 are lit up to display "01". In addition, when the operation sequence of the stop switches 42-44 is "right" → "left" → "center" to achieve a winning mode advantageous to the player, the first right display segment Na1 to the third right display segment Na3, the fifth right display segment Na5, and the sixth right display segment Na6, the first left display segment Nb1, the second left display segment Nb2, and the fourth left display segment Nb4 to the seventh left display segment Nb7 are lit up to display "05." In other words, the numbers (symbols) displayed on the display segments Na1-Na7, Nb1-Nb7 correspond one-to-one to the operation sequence of the stop switches 42-44, and the player can win a winning mode advantageous to the player by stopping the stop switches 42-44 based on the numbers (symbols) displayed on the display segments Na1-Na7, Nb1-Nb7.

[0286] The right eighth display segment Na8 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 a push order notification may occur. Also, it is turned off when the AT mode ends and the game transitions from the advantageous zone to the normal zone.

[0287] In other words, an advantageous zone (specific game 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, and the right eighth display segment Na8 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.

[0288] As already explained, the payout number display unit 62 having the right first display segment Na1 to the right seventh display segment Na7, the left first display segment Nb1 to the left seventh display segment Nb7, which also function as a push order indicator, and the right eighth display segment Na8 as a section indicator, is disposed on the gaming panel 25. That is, the payout number display unit 62, which functions as an instruction monitor, is disposed above the stop switches 42 to 44, etc., which are 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, etc. are provided. Therefore, it can be said that the right eighth display segment Na8 is prevented from being hidden by the hand operating the stop switches 42 to 44, etc., 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 suppressed because the payout number display unit 62, which is easily watched by the player who is playing the game to win medals, is configured to display as a push order indicator or a section indicator.

[0289] Furthermore, in the payout number display unit 62, the brightness of the corresponding LED is determined so that the right eighth display segment Na8 in particular is brighter than the brightness of the surrounding display units (for example, the backlight of the gaming panel 25) (more specifically, twice as bright as the surrounding display units). Therefore, even if the right eighth display segment Na8 and the surrounding display units are both controlled to emit light (when they are in a lit state), the right eighth display segment Na8 stands out. The illuminance of the corresponding LED is also determined so that the right eighth display segment Na8 has a higher illuminance toward the front of the gaming machine than the surrounding display units (more specifically, twice as bright as the surrounding display units). This configuration also improves the visibility of the right eighth display segment Na8, and prevents the right eighth display segment Na8 from being overlooked when it is in a lit state.

[0290] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 38. Here, the push order notification effect on the auxiliary display unit 65 will be described with an example in which the push order role is won when the operation order to be notified this time is center → right → left.

[0291] As shown in FIG. 38(a), in the auxiliary display unit 65, of the three parallel button displays corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. Also, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3 to indicate that the stop switch to be operated next is the right stop switch 44 and the stop switch to be operated last is the left stop switch 42.

[0292] 38(b), when the player operates the middle stop switch 43, the center button display corresponding to the middle stop switch 43 disappears and the right button display corresponding to the right stop switch 44 is enlarged in the auxiliary display unit 65. This enables the player to confirm that the operation of the middle stop switch 43 has been completed and that the next stop switch to be operated is the right stop switch 44.

[0293] When the player operates the right stop switch 44, as shown in Figure 38 (c), the right button display corresponding to the right stop switch 44 disappears 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.

[0294] Regarding the timing of the push order notification, the push order notification by the auxiliary display unit 65 is set to be executed together with the operation of the start lever 41, and the push order notification is executed at a timing before the operation of the stop switches 42-44 becomes effective after the rotation of each of the reels 32L, 32M, and 32R starts, so that the operation of the stop switches 42-44 can be desired after recognizing the operation sequence of the stop switches 42-44, and the game can be progressed at a good tempo. On the other hand, the push order notification by the payout number display unit 62 is set to be executed after the rotation of each of the reels 32L, 32M, and 32R starts after the start lever 41 is operated, and if the operation timing of the start lever 41 is before the wait period has elapsed, the push order notification by the payout number display unit 62 may start after the push order notification by the auxiliary display unit 65.

[0295] Here, in the slot machine 10, the normal replays A to C are set so that the replays to be won differ depending on the operation order of the stop switches 42 to 44. For example, by instructing the operation order when starting the AT mode or when executing the additional performance during the AT mode, the second replay win or the third replay win may be achieved instead of the first replay win. However, when the normal replays A to C are won, the bonus given to the player is the same replay regardless of which replay win is achieved. Therefore, when the normal replays A to C are set so that the winning result differs depending on the operation order, and the bonus given to the player is the same regardless of which result is won, the operation order is notified by the push order notification performance on the auxiliary display unit 65, but the push order notification by the payout number display unit 62 is not performed. By doing this, it is possible to minimize the opportunities for the main control unit 101 to notify the push order, reducing the processing load on the main control unit 101 which manages the game lottery and the awarding of bonuses, and preventing inconveniences caused by an increase in the processing load or the occurrence of errors as the game progresses.

[0296] Therefore, as described above, it is set so that the push order notification by the number of payout coins display unit 62 may start after the push order notification performance by the auxiliary display unit 65, and the push order notification performance by the auxiliary display unit 65 and the push order notification by the number of payout coins display unit 62 are not started at the same time. Therefore, for example, when the push order notification performance is performed by the auxiliary display unit 65 when normal rips A to C are won, it is possible to avoid the player realizing that normal rips A to C have been won and not the push order bell has been won because the push order notification is not being performed by the number of payout coins display unit 62.

[0297] The process for notifying the push order in steps Sa909 to Sa914 will now be described.

[0298] That is, in step Sa909, it is determined whether or not the lottery result of this game is a push order bell win. If the push order bell win is not a win, the lottery result response process is terminated as it is. If the push order bell win is a win, in step Sa910, it is determined whether or not the AT mode flag is set. If the AT mode flag is set, in step Sa911, a process is executed to grasp the type of the push order bell this time. Specifically, it is determined whether the push order bell is a forward push bell 1, 2, a sandwiched push bell 1, 2, a middle forward push bell 1, 2, a middle reverse push bell 1, 2, a reverse sandwiched bell 1, 2, or a reverse push bell 1, 2. Then, in step Sa912, a process is executed to grasp the operation order of the stop switches 42 to 44 that will result in the first small prize winning to the sixth small prize winning based on the result grasped in step Sa911.

[0299] After executing the process of step Sa912, in step Sa913, the push order information corresponding to the operation order grasped in step Sa912 is stored in the various flag storage area 106d of the RAM 106. More specifically, if the bells are forward push bells 1 and 2, the forward push flag is set to push order 1A in the various flag storage area 106d, if the pinch push bells are 1 and 2, the pinch push flag is set to push order 2A in the various flag storage area 106d, if the middle forward push bells are 1 and 2, the middle forward push flag is set to push order 3A in the various flag storage area 106d, if the middle reverse push bells are 1 and 2, the middle reverse push flag is set to push order 4A in the various flag storage area 106d, if the reverse pinch bells are 1 and 2, the reverse pinch flag is set to push order 5A in the various flag storage area 106d, and if the reverse push bells are 1 and 2, the reverse push flag is set to push order 6A in the various flag storage area 106d.

[0300] Then, in step Sa914, a process is executed to set the push order notification command corresponding to the push order information set in step Sa913 as an output target to the sub-control device 180, and then this lottery result response process is terminated. Specifically, if the push order flag is set as the push order information, a push order command is set, if the pinch push flag is set as the push order information, a pinch push command is set, if the middle push order flag is set as the push order information, a middle push order command is set, if the middle reverse push flag is set as the push order information, a middle reverse push command is set, if the reverse pinch push flag is set as the push order information, a reverse pinch push command is set, and if the reverse push flag is set as the push order information, a reverse push command is set. The sub-control device 180, which receives these push order notification commands, controls the auxiliary display unit 65 and speaker 64 so that push order notification effects corresponding to forward push operations through reverse push operations (push order notification effects corresponding to the first small win through the sixth small win) are performed.

[0301] In this way, in this embodiment, if the game that wins the push order bell among the operation mode roles is in AT mode, a push order notification command including operation order information is output to the sub-control device 180, and the push order notification performance is performed by the auxiliary display unit 65. On the other hand, if the game that wins the push order bell is not in AT mode, the push order notification command including operation order information that enables the first small role winning to the sixth small role winning is not output to the sub-control device 180, and therefore the push order notification performance is not performed by the auxiliary display unit 65.

[0302] Furthermore, in this embodiment, in the lottery result command processing of step Sa411 in the lottery processing (Figure 21), in a game in which the push order bell is won, information regarding which of the push order bell results (IV11-22) has been won is not output to the sub-control device 180.

[0303] Specifically, as shown in the flowchart of FIG. 39(a), in step Sa1301, it is determined whether the current game is won with index value IV=11-22 and any of the push order bells are won. If the push order bell is not won, in step Sa1302, a process is executed to set the lottery result command corresponding to each winning result as an output target to the sub-control device 180, and then this lottery result command setting process is terminated. That is, in step Sa1302, for example, if the win occurs with index value IV=1, a lottery result command indicating normal lip A is set, and if the win occurs with index value I=7, a lottery result command indicating cherry A is set.

[0304] In contrast, if it is determined in step Sa1301 that one of the push order bells has been won, a process is executed in step Sa1303 to set the lottery result command indicating the push order bell group as an output target to the sub-control device 180, and then this lottery result command setting process is terminated. The lottery result command indicating the push order bell group includes information that one of the push order bells has been won, but is set so as not to include information about which push order bell has been won, that is, for example, information about winning the forward push bell 1 (information about winning with IV=11) or information about winning the middle reverse push bell 2 (information about winning with IV=18).

[0305] That is, as shown in FIG. 39(b), in this embodiment, the information that the push order bell has been won is output to the sub-control device 180 as a lottery result command indicating the push order bell group, regardless of whether the AT mode is in progress or not. Then, in the AT mode, the push order notification command corresponding to the first small role winning to the sixth small role winning is output together, so that the push order notification performance can be executed by the sub-control device 180. On the other hand, when the AT mode is not in progress, the push order notification command corresponding to the first small role winning to the sixth small role winning is not output to the sub-control device 180, and as described above, only the lottery result command indicating the push order bell group is output, so that the sub-control device 180 cannot grasp the operation sequence of the stop switches 42 to 44 that can establish the first small role winning to the sixth small role winning when the push order bell is won, even though the AT mode is not in progress. In this way, it is possible to prevent fraudulent acts such as illegally analyzing the commands output from the main control device 101 to the sub-control device 180 or the sub-control device 180 in order to obtain the benefits of the AT mode even when the AT mode is not in effect (the benefit of being able to achieve the first to sixth small wins when the push order bell is won).

[0306] As described above, the sub-controller 180 receives the push order bell group command and the push order notification command including the operation order information output from the main controller 101 based on the operation of the start lever 41, and executes the push order notification effect by the auxiliary display unit 65 based on these commands. On the other hand, the main controller 101 executes the push order notification when the rotation of each of the reels 32L, 32M, and 32R starts. Therefore, particularly when the start lever 41 is operated before the wait period has elapsed, the push order notification effect on the sub-controller 180 side starts first, and then the push order notification on the main controller 101 side is performed. In this way, the player's eyes can be directed to the push order notification effect that starts first, and the attention of the auxiliary display unit 65 that performs various effects can be appropriately increased. Also, for example, if a push order notification effect is performed in a game other than a push order bell winning game, or if a push order bell winning game is performed in a way that makes it seem as if a different lottery result (for example, various cherries as rare roles) is obtained, the effect will be obvious by checking the push order notification on the main control device 101 (it will be possible to determine that the game is not a push order bell winning game or that it is a push order bell winning game). However, if the push order notification on the main control device 101 is set to be performed later as described above, it will be possible to expect favorable effects when performing the above-mentioned effects.

[0307] <Winning Result Processing> Next, the winning result corresponding process performed in step Sa524 in the reel control process will be described with reference to the flowchart in Fig. 40. In the winning result corresponding process, a process for starting or ending the AT mode is performed according to the game result.

[0308] First, in step Sa1401, it is determined whether or not either the first BB state flag or the second BB state flag is set, and it is determined whether or not the game to be started this time is in either of the BB states. If it is not in the BB state, it is determined in step Sa1402 whether or not the number of bets is 3. If it is in the BB state, it is determined in step Sa1403 whether or not the number of bets is 3. That is, the processing of steps Sa1401 to Sa1403 corresponds to the processing of steps Sa901 to Sa903 described above, and is processing for determining whether or not it is a specific specified number that is specified in association with the gaming state. If it is not the specific specified number, the winning result corresponding processing is terminated without performing the processing for the display mode (processing for the instruction function) from step Sa1404 onwards.

[0309] If the result of the judgment in step Sa1402 or step Sa1403 is positive and the number of bets is equal to the specific prescribed number, the process proceeds to step Sa1404. In step Sa1404, it is judged whether or not the premonition flag is set. When the premonition flag is set, it means that after the AT mode transition lottery or the CZ mode transition lottery has been won, the fact that the transition lottery has been won has not yet been notified. In this case, in step Sa1405, the premonition mode processing is executed, and then the winning result response processing is terminated.

[0310] On the other hand, if the premonition flag is not set in step Sa1404, it is determined whether the CZ mode flag is set in step Sa1406. If the CZ mode flag is set and the game is in CZ mode, the CZ mode process is executed in step Sa1407, and then the winning result process is terminated.

[0311] If the CZ mode flag is not set in step Sa1406, it is determined whether the AT mode flag is set in step Sa1408. If the AT mode flag is set and the game is in AT mode, AT mode processing is executed in step Sa1409, and the winning result processing is terminated. If the determination in step Sa1408 is negative, the winning result processing is terminated.

[0312] The processing for the premonition mode, the processing for the CZ mode, and the processing for the AT mode will be explained below.

[0313] <Processing for Premonition Mode> In the process for the premonition mode, as shown in FIG. 41, a process of subtracting 1 from the premonition counter is executed in step Sa1501. Then, in step Sa1502, it is determined whether the premonition counter has become 0. If it is not 0, a process of setting the premonition game number command as an output target to the sub-control device 180 is executed in step Sa1503, and then the process for the premonition mode is terminated. The premonition game number command includes information on the current premonition counter, and the sub-control device 180 can grasp the remaining number of games in the premonition mode by the premonition command received at the start of the premonition mode, and further, can grasp the remaining number of games in the premonition mode by the premonition game number command. In this way, for example, when the premonition game number is rewritten, such as when the player wins the AT mode transition lottery in the middle of the premonition mode of the CZ mode, the sub-control device 180 can accurately grasp the remaining number of games.

[0314] If the precursor counter is 0 in step Sa1502, the processor 1504 executes a process of clearing the precursor flag.

[0315] In the next step Sa1505, by determining whether the AT mode winning flag is set, it is understood whether the present premonition mode was transitioned based on winning the AT mode transition lottery. If the AT mode winning flag is not set and the present premonition mode is based on winning the CZ mode transition lottery, the process proceeds to step Sa1506. In step Sa1506, a process of clearing the CZ mode winning flag is executed. Then, in step Sa1507, a CZ mode flag is set, and in step Sa1508, a process of inputting 5 as a predetermined number to the CZ game counter provided in the various counter area 106e is executed. The CZ game counter is a counter for the CPU 102 to grasp the number of remaining games in one set of the CZ mode, and is a counter that is decremented by 1 each time one game is played in the CZ mode. Then, in step Sa1509, a continuation rate setting process is executed. As described above, the CZ mode in this embodiment is configured so that the continuation condition is judged for each set, and transition to the AT mode is possible if the continuation condition is met in a specific number of sets, and the continuation rate setting process is a process for setting the continuation rate used in the continuation judgment to meet the continuation condition when each set is updated.

[0316] As shown in Fig. 42(a), the continuation rate setting process first executes a process of adding 1 to the CZ number counter provided in the various counter area 106e in step Sa1601. The CZ number counter is a counter for the CPU 102 to grasp the number of transitions to the CZ mode during one favorable period, and is a counter that is cleared to 0 at the end of the favorable period.

[0317] In the next step Sa1602, a process of acquiring a continuation rate table from the various table storage area 105a is executed. As shown in FIG. 42(b), the continuation rate table is set so that the continuation rate (50% to 80%) selected can vary depending on the number of transitions to the CZ mode during one advantageous period, and is set so that the more the number of transitions to the CZ mode, the more likely a high continuation rate is to be selected. In this way, even if a transition to the AT mode cannot be caused in the CZ mode, it becomes easier to transition to the AT mode by repeating the number of CZ mode transitions, which can encourage the player to continue playing.

[0318] In the next step Sa1603, a continuation rate lottery process is executed. Then, in step Sa1604, the continuation rate of each set of the current CZ mode is set by inputting the processing result of step Sa1603 into the continuation rate counter of the various counter area 106e. After that, in step Sa1605, a process is executed to set the continuation rate command as an output target to the sub-control device 180, and then this continuation rate setting process is terminated. The sub-control device 180 that receives the continuation rate command controls the auxiliary display unit 65 and the speaker 64 to perform a suggestion effect suggesting the continuation rate of the current CZ mode at the start of the CZ mode or during the CZ mode.

[0319] Returning to the explanation of the premonition mode process (FIG. 41), after the continuation rate setting process is executed in step Sa1509, the process of adding 1 to the battle counter provided in the various counter area 106e is executed in step Sa1510. The battle counter is a counter that allows the CPU 102 to grasp which set the current set is in this CZ mode. Then, in step Sa1511, the process of setting the CZ start command as an output target to the sub-control device 180 is executed, and then the premonition mode process is terminated. The sub-control device 180 that has received the CZ start command controls the auxiliary display unit 65 and the speaker 64 to notify the user that the CZ mode transition lottery has been won, and to notify the user that the CZ mode will start.

[0320] If the AT mode winning flag is set in step Sa1505 and the present premonition mode is based on winning the AT mode transition lottery, the AT mode winning flag is cleared in step Sa1512. Then, in step Sa1513, the AT mode flag is set in the various flag storage area 106d. In the following step Sa1514, 100 is input to the AT number counter provided in the various counter area 106e. As described above, the AT number counter is a counter that allows the CPU 102 to grasp the remaining number of payouts in the AT mode (the difference in number of payouts, the number of payouts minus the number of bets), and is updated by subtracting the value obtained by subtracting the number of bets from the number of payouts each time one game is played.

[0321] After that, in step Sa1515, the process of setting the AT start command as an output target to the sub-control device 180 is executed, and the process for the precursor mode is terminated. The sub-control device 180 that has received the AT start command controls the auxiliary display unit 65 and the speaker 64 to perform a performance corresponding to the start of the AT mode. When the AT mode is started, a lottery is executed to determine whether the AT mode is the first AT mode or the second AT mode, and information corresponding to the lottery result is preferably stored in the RAM 106. The lottery may be configured so that the selection rate of the first AT mode and the second AT mode differs depending on the lottery result that triggered the transition to the AT mode (the lottery result when the AT mode transition lottery is won), the selection rate may differ depending on the lottery result at the time of the transition to the AT mode, or a lottery may be configured so that a random selection is performed regardless of the lottery result. As described above, the first AT mode and the second AT mode have different winning probabilities for the additional lottery, and by doing so, it becomes possible to suitably select which lottery table to obtain when the additional lottery is performed during the AT mode (Fig. 35). In this embodiment, it is difficult for the player to specify whether the AT mode to be shifted to (the AT mode being executed) is the first AT mode or the second AT mode from the presentation content, etc., but it may be configured so that it is possible to specify from the presentation content, etc.

[0322] <Processing for CZ mode> As described above, in the CZ mode in this embodiment, an AT mode transition lottery that is easier to win than the normal mode is performed in each game. Also, with a predetermined number of games regarded as one set, the set is updated by satisfying the continuation condition in each set, and it is possible to transition to the AT mode by satisfying the continuation condition in a specific number of sets. In this processing for the CZ mode, the number of games in each set is managed, and the update of the set, determination of whether the continuation condition is satisfied, etc. are performed.

[0323] That is, in the CZ mode process, as shown in the flowchart of FIG. 43, it is determined in step Sa1701 whether or not it is the start game of the CZ mode. It is possible to identify that it is the start game by the fact that the battle counter indicating the number of sets is 1 and the CZ game counter indicating the number of games in one set is the maximum number (5 because it is before subtraction). If it is the start game of the CZ mode, the CZ start AT lottery process is executed in step Sa1702. In the CZ start AT lottery process, an AT mode transition lottery is executed based on the lottery results and winning results of the game that will end this time. For example, as shown in FIG. 33, it is set so that the winning probability can be different from the AT mode transition lottery of each game in the CZ mode, and in this embodiment, it is set so that it is easier to win the AT mode transition lottery than each game in the CZ mode. In addition, it is set so that the winning probability of the AT mode transition lottery differs depending on the lottery result of each game, and it is set so that the more difficult the result of the lottery of each game is to win, the easier it is to win the AT mode transition lottery. Furthermore, for example, with regard to the push order bell, the probability of winning the AT mode transition lottery is set to differ depending on the winning result, and while it is possible to win the AT mode transition lottery if any of the 1st to 6th small wins are achieved, if none of the 1st to 6th small wins are achieved (if the 9th to 32nd small wins are achieved or if a win is missed), it is set so that it is more difficult to win the AT mode transition lottery than if any of the 1st to 6th small wins are achieved; specifically, it is set so that the AT mode transition lottery is not won.

[0324] After executing the CZ start AT lottery process in step Sa1702, it is determined whether or not the AT mode transition lottery has been won in step Sa1703. If it has been won, processing for winning the AT mode transition lottery during the CZ mode is performed in steps Sa1704 to Sa1710.

[0325] That is, similar to the processing of steps Sa1116 to Sa1120 and steps Sa1114 to Sa1115, the AT mode winning flag is set in step Sa1704, and the CZ mode flag is cleared in step Sa1705. After that, the CZ game counter is input to the premonition counter in step Sa1706, and the number of remaining sets in the CZ mode (2 remaining since it is the first time) is grasped in step Sa1707. In step Sa1708, the number of remaining sets in the CZ mode multiplied by the unit number of continuing games is added to the premonition counter. With these processing, the CZ mode ends, and the game until the transition to the AT mode is executed in the premonition mode. After that, the premonition flag is set in step Sa1709, and the output setting of the premonition command is performed in step Sa1710, and then the processing for this CZ mode ends.

[0326] If it is determined in step Sa1701 that the game is not a CZ mode start game, or if it is determined in step Sa1703 that the CZ start AT lottery process was not won, proceed to step Sa1711. In step Sa1711, the battle counter is counted to determine which set in the CZ mode the current game is in. Then, in step Sa1712, the CZ game counter is counted to determine the number of games remaining in the current set.

[0327] In the next step Sa1713, it is determined whether or not the current game is the start game of the set. Note that since the start game of the CZ mode is also the start game of the set, the determination in step Sa1713 is affirmative. If it is the start game of the set, a win lottery process at the start of the set is executed in step Sa1714.

[0328] In this embodiment, in each set of the CZ mode, a battle between an ally character and an enemy character is performed as an effect by the auxiliary display unit 65 and the speaker 64. If the continuation condition of the set is satisfied, an effect is executed in which the ally character wins the battle, and if the continuation condition is not satisfied, an effect is executed in which the ally character is defeated. The victory lottery process at the start of the set in step Sa1714 is a process for performing a lottery to determine whether or not the continuation condition of the set is satisfied at the start of the set, and if the victory lottery process is successful, an effect is performed in which the continuation condition of the set is satisfied and the ally character wins.

[0329] In the win lottery process at the start of the set in step Sa1714, the continuation rate in the current CZ mode set in the continuation rate setting process is grasped from the continuation rate counter, and the win lottery process is performed. If the win lottery is won in the process of step Sa1714, a process is executed to set a continuation flag indicating that the continuation condition of the current set has been established in the various flag storage area 106d. Also, in step Sa1714, if the win lottery is won, a continuation command indicating that the continuation condition of the set has been established is set as an output target to the sub-control device 180 side. On the sub-control device 180 side, based on receiving the continuation command, the auxiliary display unit 65 and the speaker 64 are controlled so as to perform an effect in which the ally character wins in the current set.

[0330] If it is not the start game of the set in step Sa1713, or after the lottery process in step Sa1714 is executed, the CZ game counter is decremented in step Sa1715. In the following step Sa1716, it is determined whether the CZ game counter has reached 0, and if it is not 0 and there is a remaining number of games in the set, the process proceeds to step Sa1717.

[0331] In step Sa1717, a battle win lottery process is executed. In the battle win lottery process, a lottery is executed to establish the continuation condition of the current set based on the lottery result and the winning result of the game to be ended this time. For example, as shown in FIG. 33, in this embodiment, the winning probability of the battle win lottery is set to be different depending on the lottery result of each game, and the less likely the lottery result of each game is to be won, the easier it is to win the win lottery. Furthermore, for example, for the push order bell, the winning probability of the win lottery is set to be different depending on the winning result, and while it is possible to win the win lottery when any of the first small role win to the sixth small role win is established, when none of the first small role win to the sixth small role win is established (when the ninth small role win to the thirty-second small role win is established or when it is missed), it is set to be more difficult to win the win lottery than when any of the first small role win to the sixth small role win is established, and specifically, it is set not to win the win lottery. Note that even if the winning lottery is won in the processing of step Sa1717, the processing is executed to set a continuation flag indicating that the continuation condition of the current set has been established in the various flag storage area 106d, similar to the processing of step Sa1714. Also, in step Sa1717, if the winning lottery is won, a continuation command indicating that the continuation condition of the set has been established is set as an output target to the sub-control device 180 side.

[0332] Then, in step Sa1718, the CZ game count command is set as an output target to the sub-control device 180, and then the processing for this CZ mode is terminated. The CZ game count command includes information on the current CZ game counter and battle counter, and the sub-control device 180 can grasp the current number of sets in the CZ mode and the number of remaining games in that set by the CZ game count command.

[0333] If it is determined in step Sa1716 that the CZ game counter is 0 and that it is the end game of the set, it is determined in step Sa1719 whether the continuation condition of this set is satisfied, that is, whether the victory condition of the battle is satisfied. If it is determined that the victory condition of the battle is not satisfied, a process of clearing the CZ mode flag is executed in step Sa1720, and a process of setting the CZ end command as an output target to the sub-control device 180 is executed in step Sa1721, and then this CZ mode process is terminated. The sub-control device 180 that has received the CZ end command controls so that a notice that the CZ mode has ended is given by the auxiliary display unit 65 or the speaker 64. As already explained, if the AT mode transition lottery is won during the CZ mode, the CZ mode ends at that point and transitions to the premonition mode. Therefore, when the CZ mode ends by clearing the CZ mode flag in step Sa1720, it means that the AT mode transition lottery was not won during the CZ mode.

[0334] If it is determined in step Sa1719 that the continuation condition for the current set is met (the victory condition for the battle is met), the process proceeds to step Sa1722. In step Sa1722, it is determined whether the battle counter is at a specific number (3). If the determination in step Sa1722 is positive, it means that the set that is ending this time is the final set, and the continuation condition (victory condition) was met in the final set. If the determination in step Sa1722 is negative, it means that the set that is ending this time is not the final set, and that the game will continue to the next set.

[0335] If a negative determination is made in step Sa1722, the process proceeds to step Sa1723, where a process of incrementing the battle counter by 1 is executed. Subsequently, in step Sa1724, a process of inputting 5 to the CZ game counter is executed. By these processes, it is considered that the update to the next set has been performed. Then, after executing the process of setting the battle continuation command as the output target to the sub-control device 180 in step Sa1725, the process for this CZ mode ends. On the sub-control device 180 side, a process is performed so that the production of the update of the set based on the battle continuation command is executed by the auxiliary display unit 65 and the speaker 64.

[0336] If an affirmative determination is made in step Sa1722, the process proceeds to step Sa1726, where a process for shifting to the AT mode is executed. In step Sa1726, a process of setting the AT mode winning flag is executed. Then, in step Sa1727, a process of inputting 0 to the precursor counter is executed, and in step Sa1728, a process of setting the precursor flag is executed. By these processes, it is considered that the shift to the precursor mode of 0 games has been made, and the process of shifting to the AT mode in the next game is performed. Then, after executing the process of setting the precursor command as the output target to the sub-control device 180 in step Sa1729, the process for this CZ mode ends.

[0337] <AT mode process> In the AT mode process, as shown in the flowchart of FIG. 44, in step Sa1801, a process of grasping the bet number of the current game is executed, and in step Sa1802, a process of grasping the payout number of the current game is executed. Then, in step Sa1803, a process of subtracting the value obtained by subtracting the bet number from the payout number from the AT number counter is executed. For example, when 13 payouts occur in a 3-bet game, a process of subtracting 10 from the AT number counter is executed, and when 0 payouts occur in a 3-bet game, a process of adding 0 to the AT number counter is executed.

[0338] In this embodiment, the AT number counter is updated in a game in which a medal is paid out (a small prize is won), but the AT number counter may be updated in a game in which a medal is not paid out. In this case, in a game in which a medal is not paid out, the number of bets for that game may be added to the AT number counter. By doing so, when a small prize is not won, even if the payout number is the same, the total number of payouts during the AT mode is reduced by the number of medals required for the bets on each game. In contrast, by doing as in this embodiment, the total number of payouts during the AT mode differs depending on whether or not a small prize is won in each game, and it is possible to improve the playability of each game during the AT mode. In addition, in this embodiment, the AT number counter is updated at the end of the game, but if the number of bets when a small prize is not won is taken into account, the number of bets for that game may be added from the AT number counter at the start of the game.

[0339] Furthermore, in this embodiment, the payout number subtracted from the bet number is added to the AT number counter when a small win is won, but the bet number of the game may be added to the AT number counter at the start of the game, and the payout number of the game may be subtracted from the AT number counter at the end of the game. In this case, if the bet number of the game is subtracted from the AT number counter at the end of the game when a small win is not won, the bet number at the time of non-winning of the small win is not taken into account (the total payout number differs depending on whether or not a small win is won in each game), and if the bet number of the game is not subtracted from the AT number counter at the end of the game when a small win is not won, the bet number at the time of non-winning of the small win is taken into account (the total payout number is the same regardless of whether or not a small win is won in each game).

[0340] Then, in step Sa1804, it is determined whether the AT number counter has become 0. If the AT number counter has not become 0 and the condition for ending the AT mode has not been met, in step Sa1805, a process is executed to set the AT number command as an output target to the sub-controller 180, and then the process for this AT mode is terminated. The AT number command contains information on the current AT number counter, and the sub-controller 180 can grasp the remaining number of coins in the AT mode from the AT start command received at the start of the AT mode, and furthermore, can grasp the remaining number of coins in the AT mode from the AT number command received in each game during the AT mode.

[0341] When the AT number counter becomes 0 and the condition for ending the AT mode is met, processing for ending the AT mode is executed in steps Sa1806 to Sa1808.

[0342] That is, in step Sa1806, the AT mode flag is cleared, and in step Sa1807, a process is executed to set an AT mode end flag in the various flag storage area 106d. After that, in step Sa1808, a process is executed to set the AT end command as an output target to the sub-control device 180, and then this AT mode process is terminated. The AT mode end flag is a flag for terminating the advantageous zone when the AT mode is terminated. The sub-control device 180, which has received the AT mode end command, controls the auxiliary display unit 65 and speaker 64 to perform a performance corresponding to the end of the AT mode.

[0343] <Management of advantageous areas> Next, the first section display process and the second section display process for controlling the right eighth display segment Na8 as a section indicator, transitioning to a favorable section, and ending the favorable section will be described.

[0344] <Segment display 1st process> First, the first section display process will be described with reference to Fig. 45. The first section display process is a process carried out in step Sa414 in the lottery process (Fig. 21), and is carried out after the lottery result of the game is determined based on the operation of the start lever 41, and a lottery for switching the display mode, etc. (lottery result corresponding process) is carried out based on the lottery result.

[0345] In step Sa1901, it is determined whether the eighth right display segment Na8 is being displayed as a section indicator, more specifically, whether the eighth right display segment Na8 is being lit. As already explained, when the eighth right display segment Na8 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. If a negative determination is made in step Sa1901 and it is determined that the eighth right display segment Na8 is being turned off, the process proceeds to step Sa1902.

[0346] In step Sa1902, it is determined whether or not an advantageous zone winning game flag is set in the various flag storage area 106d. The advantageous zone winning game flag is a flag that is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process, and is a flag that allows the CPU 102 to identify that it is the winning game. If the advantageous zone winning game flag is set, a process is executed in step Sa1903 to clear the advantageous zone winning game flag. Then, a process is executed in step Sa1904 to set the advantageous zone flag.

[0347] In step Sa1905, 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. 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 Sa1906, advantageous zone transition processing is executed. The advantageous zone transition processing is a process for setting the state and advantageous degree of the advantageous zone to be transitioned to this time. Specifically, in the advantageous zone transition processing, the above-mentioned ceiling counter is set by lottery or the like, and a ceiling game number that allows transition to the AT mode without winning the AT mode transition lottery after transition to the advantageous zone is set. The lottery for the ceiling counter may be performed, for example, using a setting value or the lottery result of the game, so that the higher the setting, the more likely a shorter ceiling game number is to be selected, or the more likely a shorter ceiling game number is to be selected for an even number setting than for an odd number setting, or the less likely a lottery result of the current game is to win, the more likely a shorter ceiling game number is to be selected. A value corresponding to the ceiling game number determined by lottery may then be input to the ceiling counter, and for example, a ceiling command including information corresponding to the ceiling counter may be output to the sub-control device 180, so that a presentation suggesting the ceiling game number is performed on the auxiliary display unit 65 or the speaker 64. Note that in the ceiling counter lottery, a random number for the lottery is also obtained, and the ceiling game number (ceiling counter) is determined by lottery using a set value, the lottery result of the game, etc.

[0348] In the first section display process, after the favorable section transition process is executed in step Sa1906, the right eighth display segment Na8 is turned on in step Sa1907 to start displaying the section indicator.

[0349] If it is determined in step Sa1901 that the eighth right display segment Na8 is being displayed as a section indicator, then in step Sa1908, a process is executed to continue the display during the favorable section. Specifically, in step Sa1908, a process is executed to continue the situation in which the eighth right display segment Na8 is lit. In other words, the process to end the display of the section indicator is not executed in this first section display process.

[0350] If it is determined in step Sa1902 that the advantageous zone winning game flag is not set, then after executing the display start process in step Sa1907 or after executing the display continuation process in step Sa1908, it is determined in step Sa1909 whether or not the AT mode flag is set. If it is determined in step Sa1909 that none of the AT mode flags are set, then in step Sa1910, a process is executed to add 1 to the first role ratio counter provided in the various counter area 106e. The first role ratio counter is a counter for counting the number of games in which no push order notification occurs, that is, the number of games in the normal zone and the non-specific zone.

[0351] On the other hand, if it is determined in step Sa1909 that any of the AT mode flags is set, in step Sa1911, 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 in which a push order notification can be generated, that is, the number of games in a specific section.

[0352] After executing the process of step Sa1910 or step Sa1911, a role ratio calculation process is executed in step Sa1912. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process is a process that calculates the ratio of the number of games in which a push order notification may occur to the total number of games. Then, in step Sa1913, a process is executed to display the calculation result of step Sa1912 on the role ratio monitor 77.

[0353] As shown in FIG. 5, the winning combination monitor 77 has a plurality of 7-segment display units each consisting of seven display segments. Specifically, the winning combination monitor 77 has a first display unit 77A, a second display unit 77B, a third display unit 77C, a fourth display unit 77D, and a fifth display unit 77E as 7-segment 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 Na1 to Na7, Nb1 to Nb7 of the payout number display unit 62, 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 winning combination monitor 77 is designed to display a predetermined symbol (including alphabets and numbers) individually, and in particular, the winning combination monitor 77 is capable of displaying a five-digit number.

[0354] In step Sa1913, the result of the calculation process in step Sa1912 is output to the role ratio monitor 77, and the display of each display section 77A-77E in the role ratio monitor 77 is controlled so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and up to four decimal places, such as "0.5012", is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After executing the process of step Sa1913, the first section display process is terminated.

[0355] 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 Sa1912. In addition, since the first display unit 77A of the role ratio monitor 77 basically displays "0", the first display unit 77A may not be provided, or the first display unit 77A may be configured to always display "0" by printing or the like. In addition, it is preferable to configure the first display unit 77A and the second display unit 77B to display a decimal point by printing or the like between them.

[0356] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 46. As already described, the second section display process is a process performed in step Sa525 of the reel control process, and is performed after medals are paid out (payout determination process) and the game state is changed based on the winning result (winning result response process) at the end of one game.

[0357] In step Sa2001, 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 Sa2002, 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. In the following step Sa2003, a process is executed to update the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.

[0358] In the MY update process of step Sa2003, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.

[0359] After executing the MY update process in step Sa2003, a remaining number of games management process is executed in step Sa2004, and a remaining number of coins management process is executed in the following step Sa2005. The remaining number of games management process is a process for managing whether or not the advantageous zone reaches the upper limit number of games (1500 games) with the number of games that will be required to pay out the current remaining number of coins based on the remaining number of coins to be paid out in the AT mode. In the remaining number of games management process, for example, it is grasped whether or not the total of the number of games in the advantageous zone AG (the number of games played in the advantageous zone) and the expected remaining number of games calculated from the AT number counter (the remaining number of coins to be paid out in the AT mode) is greater than the upper limit number of games in the advantageous zone. If such a situation occurs, a first excess flag is set in the various flag storage area 106d as a flag for identifying the situation. In addition, the remaining number of coins management process is a process for managing whether or not the advantageous zone reaches the upper limit number of increases (2400 coins) with the remaining number of coins to be paid out in the AT mode. In the remaining payout number management process, for example, it is determined whether the sum of the AT number counter and the current advantageous zone increase / decrease number MY is greater than the advantageous zone increase / decrease number. If it is, a second excess flag is set in the various flag storage area 106d as a flag for identifying the situation.

[0360] After the remaining game number management process and the remaining coin number management process are executed, in step Sa2006, 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 increased or decreased in the advantageous zone MY has reached the upper limit of 2400 or more. If either of these forced termination conditions is met, in step Sa2007, the number of games in the advantageous zone...

Claims

1. The game state includes a predetermined state and a specific state, The specific state includes a first specific state and a second specific state, A means for making the specific state more advantageous to a player than the predetermined state; a means for making the first specific state more advantageous to a player than the second specific state; a specific determination means capable of executing a transition determination as to whether to transition to the specific state from the predetermined state; a specific transition means for transitioning to the specific state when a result of the specific determination by the specific determination means becomes a specific result corresponding to transitioning to the specific state; a first specific performance means capable of executing a first specific performance corresponding to the specific state being the first specific state when the specific state is transitioned to the specific state in a situation before the result of the specific determination becomes the specific result; A means for changing the specific state corresponding to the specific result to the first specific state when the result of the transition determination becomes the specific result after the first specific performance is executed; A gaming machine comprising:

2. 2. The gaming machine according to claim 1, wherein when a predetermined condition is met, it is more advantageous for a player to transition to the second specific state than to the first specific state.

3. A special state different from the specific state is set as a state to which the predetermined state can be transitioned, a special determination means capable of making a special determination as to whether to transition to the special state in the predetermined state; a special transition means for transitioning to the special state when a result of the special determination by the special determination means becomes a special result corresponding to transitioning to the special state; A special means for delaying a transition to the special state when the result of the special determination becomes the special result after the first specific performance is executed; 2. The gaming machine according to claim 1, further comprising:

4. a means for setting a predetermined performance state in which a performance is executed that makes the player expect that the result of the specific judgment is the specific result when the result of the specific judgment is not the specific result; The first specific performance is executable in the predetermined performance state, 4. The gaming machine according to claim 3, wherein the special means is capable of delaying the transition to the special state at least until the end of the predetermined presentation state.

5. a means for setting a specific performance state in which a performance that makes the player expect that the result of the specific judgment is the specific result is executed in a situation in which the result of the specific judgment is the specific result; a means for transitioning to the special state corresponding to the special result after the specific performance state and the specific state when the result of the special determination in the specific performance state is the special result; 5. The gaming machine according to claim 4, further comprising:

6. a means for setting a predetermined performance state in which a performance is executed that makes the player expect that the result of the specific judgment is the specific result when the result of the specific judgment is not the specific result; The first specific performance is executable in the predetermined performance state, 2. The gaming machine according to claim 1, further comprising a means for setting a type of the specific state when the predetermined presentation state is set.

7. A means for setting a predetermined performance state in which a performance that makes the player expect that the result of the specific determination is the specific result is executed in a situation in which the result of the specific determination is not the specific result; a means for setting a specific performance state in which a performance that makes the player expect that the result of the specific judgment is the specific result is executed in a situation in which the result of the specific judgment is the specific result; Equipped with The first specific performance is executable in the predetermined performance state, The gaming machine described in claim 1, characterized in that when the result of the specific judgment in the specified presentation state becomes the specific result, the presentation content of the specific presentation state is set using the presentation content set in the specified presentation state.

8. A means for setting a predetermined performance state in which a performance that makes the player expect that the result of the specific determination is the specific result is executed in a situation in which the result of the specific determination is not the specific result; A means for executing a predetermined effect in the predetermined effect state, the predetermined effect indicating that the result of the specific determination is not the specific result; Equipped with 2. The gaming machine according to claim 1, wherein the first specific effect is executable in the predetermined effect state.

Citation Information

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