Game machine
The gaming machine system introduces normal and advantageous states with suggestion notifications and dynamic ending conditions to improve player engagement and interest in pachinko and slot machines.
Patent Information
- Application Number
- JP2025062679
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-04
- Publication Date
- 2025-07-03
- Estimated Expiration
- 2037-10-20
AI Technical Summary
Existing gaming machines, such as pachinko and slot machines, lack mechanisms to enhance player engagement and interest.
Implementing a gaming state system with normal and advantageous states, including features like suggestion notifications, varying execution rates of suggestion notifications based on game play, and ending conditions to maintain player engagement.
Enhances player interest by providing dynamic gameplay experiences with varying levels of engagement and rewards, thereby increasing overall enjoyment.
Smart Images

Figure 2025100592000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As one type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is conducted based on the establishment of predetermined lottery conditions, and a privilege is granted to the player according to the result of the internal lottery.
[0003] Specifically, in the case of a slot machine, when the start lever is operated in a situation where medals as gaming media are bet, an internal lottery is carried out, the rotation of the reel is started, and when the stop switch is operated during the rotation of the reel, the rotation of the reel stops. And when the stop result of the reel corresponds to the result of the internal lottery, a privilege corresponding to the result is granted (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Here, in the gaming machines exemplified above, it is necessary to improve the interest of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] The present invention is As a gaming state, a normal state and a specific state that is more advantageous for the player than the normal state are set. Grasping means for grasping the remaining number of games in the specific state; Ending means for ending the specific state; Comprising; As the ending means, First ending means for ending the specific state based on the remaining number grasped by the grasping means; Second ending means for ending the specific state regardless of the remaining number when a predetermined forced ending condition is satisfied in the specific state; Comprising; A gaming machine provided with setting means for providing a plurality of levels of set values capable of changing the increase / decrease rate or increase / decrease mode of gaming media, and for setting one of the plurality of levels of set values, Means for grasping the total number of actual executions of the game; Suggestion notification execution means for executing suggestion notification indicating information on the set value set by the setting means; Comprising; The suggestion notification execution means includes specific means capable of executing a predetermined suggestion notification when the specific state ends by the ending means, The specific means is characterized by comprising means capable of varying the execution rate of the predetermined suggestion notification when the total number of actual executions of the game is less than or equal to a specific number and the execution rate of the predetermined suggestion notification when the specific number is exceeded.
Advantages of the Invention
[0008] According to the present invention, it is possible to enhance the interest of the game.
Brief Description of the Drawings
[0009]
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Modes for Carrying Out the Invention
[0010] <The First Embodiment> Hereinafter, an embodiment of a rotating drum type gaming machine, which is a type of gaming machine, specifically when applied to a slot machine, will be described in detail with reference to the drawings. FIG. 1 is a front view of the 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 the housing 11.
[0011] As shown in FIGS. 1 to 5, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached by driving nails or the like to so-called island equipment when installed in a game hall.
[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, the housing 11 is provided with a pair of upper and lower support shafts 13a and 13b on the left side when viewed from the front, and the front door 12 is provided with bearing portions 14a and 14b at positions corresponding to the respective support shafts 13a and 13b. When each support shaft 13a, 13b is inserted into each bearing portion 14a, 14b, the front door 12 is supported by the housing 11 so as to be rotatable about an opening and closing axis extending in the vertical direction connecting the two support shafts 13a, 13b, and the front opening side of the housing 11 can be opened or closed by the rotation of the front door 12. Further, the front door 12 is set in a locked state where it cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end side of the front door 12, and the locked state is configured to be released by a predetermined key operation on the key cylinder 21.
[0013] A game panel 25 for notifying the player of the game state is provided near the upper part of the central portion of the front door 12. Three vertically long display windows 26L, 26M, and 26R are formed side by side on the game panel 25, and the inside of the slot machine 10 can be viewed through each display window 26L, 26M, and 26R. Note that the display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the interior of the housing 11 is vertically divided into two parts by a partition plate 30, and a reel unit 31 that constitutes a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes left reel 32L, middle reel 32M, and right reel 32R, each formed in a cylindrical (annular) shape. Each of the reels 32L, 32M, 32R is rotatably supported such that its central axis becomes the rotation axis of the reel. The rotation axes of the respective reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the respective display windows 26L, 26M, 26R. Therefore, a part of the surface of each of the reels 32L, 32M, 32R is visible through the corresponding display windows 26L, 26M, 26R. Further, when the reels 32L, 32M, 32R rotate forward, the surfaces of the reels 32L, 32M, 32R are projected as if they are moving downward from above through the respective display windows 26L, 26M, 26R.
[0015] Here, the configuration of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each reel 32L, 32M, 32R can be rotationally driven individually, that is, independently, by driving each stepping motor. The stepping motor is set to be rotated by applying a drive signal of, for example, 504 pulses (hereinafter also referred to as excitation pulses). The rotational position of the stepping motor, that is, the rotational position of the reel, is controlled by this excitation pulse. Further, a reel index sensor for detecting that the reel has made one rotation is installed in each of the reels 32L, 32M, 32R in the reel unit 31. When the reel index sensor detects that the reel has made one rotation, a detection signal is output to the main control device 101 described later each time such detection occurs. Therefore, the main control device 101 can confirm and correct the angular position of each of the reels 32L, 32M, 32R every rotation based on the detection signal of the reel index sensor and the number of excitation pulses output until the detection signal is input.
[0017] On the outer peripheral surfaces of each of the reels 32L, 32M, 32R, a plurality of patterns are drawn as identification information in the long side direction (circumferential direction). More specifically, 21 patterns are drawn at equal intervals. Therefore, in order to switch a certain pattern to the next pattern at a predetermined position, it is necessary to output 24 pulses (= 504 pulses ÷ 21 patterns) of excitation pulses. Further, the main control device 101 can perform control to grasp the pattern visible from the display windows 26L, 26M, 26R or stop a predetermined pattern at a position visible from the display windows 26L, 26M, 26R based on the number of excitation pulses output after the detection signal of the reel index sensor is input.
[0018] Next, the patterns drawn on each of the reels 32L, 32M, 32R will be described.
[0019] Figure 6 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Also, numbers from 0 to 20 are assigned to each of the reels 32L, 32M, and 32R corresponding to them. However, these numbers are for the main control device 101 to recognize the symbols visible from the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for explanation.
[0020] As symbols, there are 11 types, namely, the "Red Bell" symbol (e.g., the 7th on the left reel 32L), the "White Bell" symbol (e.g., the 20th on the left reel 32L), the "First Replay" symbol (e.g., the 19th on the left reel 32L), the "Second Replay" symbol (e.g., the 6th on the left reel 32L), the "Red 7" symbol (e.g., the 10th on the left reel 32L), the "Watermelon" symbol (e.g., the 8th on the left reel 32L), the "Cherry" symbol (e.g., the 4th on the left reel 32L), the "Black BAR" symbol (e.g., the 18th on the left reel 32L), the "White BAR" symbol (e.g., the 17th on the left reel 32L), the "LUCKY" symbol (e.g., the 5th on the left reel 32L), and the "Young Man" symbol (e.g., the 0th on the left reel 32L). And as shown in Figure 6, the number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are completely different.
[0021] Each of the display windows 26L, 26M, and 26R is formed such that 3 symbols that can make the entire symbols visible among the 21 symbols attached to the corresponding reel can be seen. For this reason, when all of the reels 32L, 32M, and 32R are stopped, 9 symbols, i.e., 3×3 = 9 symbols, can be seen through the display windows 26L, 26M, and 26R.
[0022] In this slot machine 10, among the above-mentioned visible symbols, the game results of each game are notified by using combinations of a total of three symbols, one symbol on each of the reels 32L, 32M, and 32R. Since 9 symbols as 3×3 become visible as described above, as combinations of these three symbols, for example, as shown in FIG. 7, 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 are available. Also, there are combinations of symbols that stop on the downward right diagonal line L4 connecting the upper symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the lower symbol of the right reel 32R, and combinations of symbols that stop on the upward right diagonal line L5 connecting the lower symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the upper symbol of the right reel 32R. In addition, there are also combinations of symbols that stop on the bent line L6 connecting the upper symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the middle symbol of the right reel 32R. The above lines L1 to L5 are lines that become straight when the symbols are arranged, and the bent line L6 is a line that bends midway when the symbols are arranged. Note that there are combinations of symbols that stop on lines where bending occurs other than the bent line L6, but the description thereof is omitted here.
[0023] Among these lines L1 to L6, lines that are validated and lines that are not validated are set according to the number of medals bet. When symbols stop in a predetermined combination on a validated line, that is, an active line, a privilege is granted such that a predetermined number of medals as a gaming medium are paid out as a winning, or a privilege is granted such that the gaming state is shifted. On the other hand, when symbols stop in a predetermined combination on a line that is not validated, a winning is not established and the above privilege is not granted.
[0024] In this slot machine 10, there are cases where only the downward right line L4 as shown in Fig. 8(a) is the valid line, cases where two combined lines of the downward line L3 and the downward right line L4 as shown in Fig. 8(b) are the valid lines, and cases where only the bent line L6 as shown in Fig. 8(c) is the valid line. More specifically, when three medals are bet and the game starts, only the downward right line L4 is the valid line. When two medals are bet and the game starts, the downward line L3 and the downward right line L4 are the valid lines. Also, when one medal is bet and the game starts, only the bent line L6 is the valid line. For the three combined lines of the upward line L1, the middle line L2, and the upward right line L5, they are never the valid lines. Hereinafter, a game started with three medals bet is called a 3-bet game, a game started with two medals bet is called a 2-bet game, and a game started with one medal bet is called a 1-bet game.
[0025] Figs. 9 to 11 are diagrams showing the correspondence between the combinations of winning symbols and the benefits given when winning.
[0026] As small winning combinations for which medal payouts are made, there are the first small winning combination to the 32nd small winning combination.
[0027] When the "red bell" symbol or the "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol or the "white bell" symbol on the right reel 32R stop on the valid line, it is the first small winning combination. When the first small winning combination is established, 9 medals are paid out in a 3-bet game and 15 medals are paid out in a 2-bet game.
[0028] The winning combinations from the 2nd minor winning to the 26th minor winning are different in terms of the combinations of winning symbols. In the 3-bet game, when the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "White BAR" symbol, "Red 7" symbol, "Cherry" symbol, "White Bell" symbol or "LUCKY" symbol on the middle reel 32M, and the "White BAR" symbol, "Young Man" symbol, "White Bell" symbol, "Red 7" symbol or "2nd Replay" symbol on the right reel 32R stop on the upper line L1. That is, it is a winning pattern where the "Bell" symbols on each of the reels 32L, 32M, and 32R stop on the upper line L1. For example, when the "Red Bell" symbol or "White Bell" symbol on the left reel 32L stops in the upper position, the "Cherry" symbol on the middle reel 32M stops in the middle position, and the "White BAR" symbol on the right reel 32R stops in the lower position, it results in an 8th minor winning. As shown in Figure 6, on the middle reel 32M, the "Cherry" symbol (No. 11) and the "Red Bell" symbol are arranged at the adjacent position on the upstream side (No. 12). On the right reel 32R, the "Red Bell" symbol is arranged at a position (No. 20) that is separated by one symbol from the "White BAR" symbol (No. 18) on the upstream side. Therefore, when the 8th minor winning is achieved on the downward-sloping line L4, the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" symbol on the right reel 32R will stop on the upper line L1. When the 2nd minor winning to the 26th minor winning are achieved, in the 3-bet game, 3 medals are paid out, and in the 2-bet game, 14 medals are paid out.
[0029] The 27th minor winning combination is determined by the stopping pattern of the left reel 32L as a predetermined reel among the reels 32L, 32M, and 32R. Specifically, the 27th minor winning combination is achieved when the "cherry" pattern of the left reel 32L stops in the upper or lower row. In this case, the stopping patterns of the center reel 32M and the right reel 32R do not affect the winning determination. In other words, regardless of the stopping patterns of the center reel 32M and the right reel 32R, the 27th minor winning combination is achieved when the "cherry" pattern of the left reel 32L stops in the upper row or stops, that is, when the "cherry" pattern or the "second replay" pattern stops on the active line. When the 27th minor winning combination is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0030] The 28th small prize is awarded when the "cherry" symbol on the left reel 32L stops at the top or bottom, and the "cherry" symbols stop all together on the right-downward line L4. More specifically, the 28th small prize is awarded when the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the "red bell" symbol, the "white bell" symbol or the "cherry" symbol stops on the middle reel 32M, and the "cherry" symbol, the "first replay" symbol or the "second replay" symbol stops on the right reel 32R. When the 29th small prize is awarded, 3 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.
[0031] In addition, to provide a supplementary explanation of the relationship between the 27th small win and the 28th small win, when the "cherry" or "second replay" symbol on the left reel 32L stops, the 27th small win is established regardless of the stopped symbols on the middle reel 32M and the right reel 32R, but depending on the stopped symbols on the middle reel 32M and the right reel 32R, the 28th small win may be established instead of the 27th small win. In other words, although the winning mode for the 27th small win includes the winning mode for the 28th small win, the winning mode for the 27th small win and the 28th small win are clearly distinguished from each other when making the winning judgment.
[0032] The winning of the 29th minor combination is a winning pattern in which the "Watermelon" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R stop on the active line. That is, when the downward right diagonal line L4 is the active line, the winning of the 29th minor combination is achieved when the "Watermelon" symbols are aligned and stop in a downward right diagonal direction. When the winning of the 29th minor combination is achieved, 5 medals are paid out in the 3-bet game, and 14 medals are paid out in the 2-bet game.
[0033] The winning of the 30th minor combination is a winning pattern in which the "Watermelon" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R stop on the upper line L1. More specifically, when the "Watermelon" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" symbol on the right reel 32R stop on the active line, it is the winning of the 30th minor combination. When the winning of the 30th minor combination is achieved, 5 medals are paid out in the 3-bet game, and 14 medals are paid out in the 2-bet game.
[0034] When the "Black BAR" symbol, "Young Man" symbol, "Watermelon" symbol, "First Replay" on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" symbol or "White Bell" symbol on the right reel 32R stop on the active line, it is the winning of the 31st minor combination. When the winning of the 31st minor combination is achieved, 9 medals are paid out in the 3-bet game, and 15 medals are paid out in the 2-bet game.
[0035] When the winning of the 32nd minor combination to the 35th minor combination is achieved in the 3-bet game, 3 medals are paid out, and in the 2-bet game, 14 medals are paid out.
[0036] When the player operates the stop switches 42 to 44 aiming at the "Watermelon" symbols on each of the reels 32L, 32M, and 32R, for example, the "Watermelon" symbols on the left reel 32L and the middle reel 32M, or the left reel 32L and the right reel 32R stop on the active line, while the "Watermelon" symbols on the remaining reels do not stop on the active line. This is a winning pattern known as a so-called off-the-mark watermelon stop outcome. When the 36th minor winning pattern is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0037] When the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Black BAR" symbol, "Watermelon" symbol, "Cherry" symbol on the middle reel 32M, and the "Red Bell" symbol, "White Bell" symbol, "Young Man" symbol on the right reel 32R stop on the active line, it results in a 37th minor winning pattern. As shown in Figure 6, on the left reel 32L, the "Red Bell" symbol (No. 7) and the "Second Replay" symbol are arranged at the adjacent position on the downstream side (No. 6), and the main "White Bell" symbols (No. 3, 12, 15, 20) and the "First Replay" symbols are arranged at the adjacent positions on the downstream side (No. 2, 11, 14, 19). On the right reel 32R, the main "Red Bell" symbols (No. 2, 5, 12, 20) and the "First Replay" symbol or "Second Replay" symbol are arranged at the adjacent positions on the upstream side (No. 3, 6, 16, 0), and the "First Replay" symbol is arranged at the adjacent position on the upstream side (No. 11) to the "White Bell" symbol (No. 10). Therefore, when the 37th minor winning pattern is achieved on the downward-sloping line L4, mainly, the "Bell" symbols and "Replay" symbols on the left reel 32L and the right reel 32R match up, while the "Bell" symbols and "Replay" symbols on the middle reel 32M do not stop. This is a so-called off-the-mark double match stop outcome. When the 37th minor winning pattern is achieved, 3 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.
[0038] When the "White BAR" symbol, "Youth" symbol, "Watermelon" symbol, and "First Replay" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "First Replay" symbol, "Watermelon" symbol, and "Black BAR" symbol on the right reel 32R stop on the active line, it results in a winning of the 38th minor winning combination. In the 3-bet game, when the player operates the left stop switch at the timing when the 4th "Cherry" symbol on the left reel 32L reaches from the upper stage to the lower stage, if a winning of the 38th minor winning combination is established, the "Red Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" symbol or "White Bell" symbol on the right reel 32R will stop on the middle line L2. When a winning of the 38th minor winning combination is established, 3 medals will be paid out in the 3-bet game and 15 medals will be paid out in the 2-bet game.
[0039] When the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Black BAR" symbol on the right reel 32R stop on the active line, it results in a winning of the 39th minor winning combination. Although details will be described later, the 39th minor winning combination is a winning mode that is established only in the 3-bet game. When a winning of the 39th minor winning combination is established, 9 medals will be paid out.
[0040] When the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red 7" symbol on the right reel 32R stop on the active line, it results in a winning of the 40th minor winning combination. Although details will be described later, the 40th minor winning combination is a winning mode that is established only in the 3-bet game. When a winning of the 40th minor winning combination is established, 9 medals will be paid out.
[0041] When the "Watermelon" symbol on the left reel 32L, the "Black BAR" symbol or "Cherry" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R stop on the active line, it results in a winning of the 41st minor winning combination. When a winning of the 41st minor winning combination is established, 3 medals will be paid out in the 3-bet game and 14 medals will be paid out in the 2-bet game.
[0042] As a winning that grants a bonus of a replay that enables playing the next game without inserting medals, there are the 1st Replay Winning to the 8th Replay Winning. Also, when the 2nd Replay Winning is achieved, the game state shifts to the 1st RT state, when the 3rd Replay Winning is achieved, the game state shifts to the 2nd RT state, and when the 4th Replay Winning or the 5th Replay Winning is achieved, the game state shifts to the 3rd RT state. The 1st Replay Winning to the 8th Replay Winning are winning modes that are achieved only in the 3-bet game.
[0043] As state transition winnings where only the game state transition is performed, there are the 1st BB Winning, the 2nd BB Winning, and the CB Winning.
[0044] When the "Red 7" symbols on each of the reels 32L, 32M, and 32R stop on the effective line, it becomes the 1st BB Winning, and when the "White BAR" symbols on each of the reels 32L, 32M, and 32R stop on the effective line, it becomes the 2nd BB Winning. When these BB winnings are achieved, the game state shifts to the BB state. Also, when the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Watermelon" symbol, "1st Replay" symbol, "Black BAR" symbol on the right reel 32R stop on the effective line, it becomes the CB Winning. When the CB Winning is achieved, the game state shifts to the CB state.
[0045] In addition, although different from winnings, there are stop outcomes where the game state shifts to the 1st RT state. Specifically, when the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "White BAR" symbol, "LUCKY" symbol, "Red 7" symbol, "White Bell" symbol, "Cherry" symbol on the middle reel 32M, and the "Watermelon" symbol, "1st Replay" symbol on the right reel 32R stop on the effective line, the game state shifts to the 1st RT state. Also, when the "Red Bell" symbol or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "White BAR" symbol, "Young Man" symbol, "White Bell" symbol, "Red 7" symbol, "2nd Replay" symbol on the right reel 32R stop on the effective line, the game state also shifts to the 1st RT state. Hereinafter, the combinations of the above symbols are referred to as transition outcomes.
[0046] On the lower left side of the gaming panel 25, a start lever 41 is provided for operating to start the rotation of each of the reels 32L, 32M, and 32R. The start lever 41 constitutes start operation means or start-up operation means for starting the rotation of the reels 32L, 32M, and 32R, that is, for starting the variable display of symbols. When the start lever 41 is operated with a predetermined number of medals inserted, each of the reels 32L, 32M, and 32R starts to rotate.
[0047] On the right side of the start lever 41, button-shaped stop switches 42 to 44 are provided for operating to individually stop each of the rotating reels 32L, 32M, and 32R. Each of the stop switches 42 to 44 is disposed directly below the display windows 26L, 26M, and 26R corresponding to the reels 32L, 32M, and 32R to be stopped, respectively.
[0048] Stop detection sensors 42a to 44a (Fig. 12) are respectively connected to the stop switches 42 to 44, and the stop detection sensors 42a to 44a are connected to a main control device 101 described later. Then, based on the detection signals from the stop detection sensors 42a to 44a, the main control device 101 grasps that the stop switches 42 to 44 have been operated. Specifically, when the stop switches 42 to 44 are not operated, LOW signal detection signals are output from the stop detection sensors 42a to 44a, and when the stop switches 42 to 44 are operated, the detection signals are switched from LOW signals to HI signals. The main control device 101 grasps the switching of such signals and thus grasps that the stop switches 42 to 44 have been operated. When the main control device 101 grasps that the stop switches 42 to 44 have been operated, it controls to stop the rotation of the reel corresponding to the operated switch.
[0049] That is, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute stop operation means that are operated to stop the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.
[0050] Below the lower right side of the display windows 26L, 26M, and 26R, a medal insertion slot 45 for inserting medals is provided. The medal insertion slot 45 constitutes input means for inputting game media. Also, focusing on the fact that the medal insertion slot 45 involves the operation of directly inserting medals by the player, it can also be said to constitute direct input means for directly inputting game media.
[0051] The medals inserted through the medal insertion slot 45 are guided by a selector 46, which is a passage switching means provided on the back of the front door 12, to either a storage passage 47 or a discharge passage 48. More specifically, the selector 46 is provided with a medal passage switching solenoid 46a. When the medal passage switching solenoid 46a is de-energized, the medals are guided to the discharge passage 48 side, and when the medal passage switching solenoid 46a is energized, the medals are guided to the storage passage 47 side. The medals guided to the storage passage 47 are led to a hopper device 51 housed inside the housing 11. On the other hand, the medals guided to the discharge passage 48 are led from a medal discharge port 49 provided at the lower front of the front door 12 to a medal tray 50 and returned to the player.
[0052] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to the player. The payout device 53 discharges medals to an opening 48a provided in the discharge passage 48 by rotating a medal payout rotating plate (not shown), and pays out the medals to the medal tray 50 through the discharge passage 48. Further, on the right side of the hopper device 51, a reserve tank 54 is provided 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 for discharging medals from the storage tank 52 to the reserve tank 54 is provided. Therefore, when medals are stored above the height at which the guide plate 52a is provided, such medals will be stored in the reserve tank 54.
[0053] Below the medal insertion port 45, a button-shaped return switch 55 is provided. When the return switch 55 is operated in a situation where the medals inserted into the medal insertion port 45 are jammed in the selector 46, the selector 46 is mechanically interlocked and operated, and the medals jammed in the selector 46 are returned from the medal discharge port 49.
[0054] On the lower left side below the display windows 26L, 26M, and 26R, a first credit insertion switch 56 for inserting three virtual medals credited as game media at a time is provided. Further, a second credit insertion switch 57 is provided to the right of the first credit insertion switch 56, and a third credit insertion switch 58 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual medal, and the third credit insertion switch 58 is for inserting two virtual medals at a time. Each of the credit insertion switches 56 to 58 constitutes an input means for inputting game media together with the medal insertion port 45. Also, while the medal insertion port 45 involves the operation of directly inserting medals by the player, if we focus on the fact that each of the credit insertion switches 56 to 58 only involves the operation of inserting virtual medals based on stored memory, it can also be said that they constitute an indirect input means for indirectly inputting game media.
[0055] Between the first credit insertion switch 56 and the second credit insertion switch 57, there is an effect switch 66 that is operated when an effect occurs. That is, to the left of the effect switch 66, the first credit insertion switch 56 and the third credit insertion switch 58 are provided, and to the right of the effect switch 66, the second credit insertion switch 57 is provided.
[0056] To the left of the start lever 41, there is a settlement switch 59. That is, in this slot machine 10, it has a credit function of storing and memorizing surplus inserted medals and paid-out medals at the time of winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement switch 59 is operated under the situation where virtual medals are stored and memorized, the virtual medals are paid out as real medals from the medal payout port 49. In this case, focusing on the function of paying out the credited virtual medals as real medals, it can be said that the settlement switch 59 constitutes a settlement operation means for actually paying out the stored and memorized game media.
[0057] Below the display windows 26L, 26M, and 26R of the game panel 25, there are provided a credit display unit 60 for displaying the number of credited virtual medals, a remaining payout number display unit 61 for displaying the remaining number of medals to be paid out until the BB state ends, and a payout number display unit 62 for displaying the number of medals paid out at the time of winning. These display units 60 to 62 are constituted by 7-segment displays, but it is of course possible to replace them with a liquid crystal display or the like.
[0058] Below the display windows 26L, 26M, and 26R on the game panel 25, and to the right of the payout number display unit 62, there are provided a push order display for notifying the operation order of the stop switches 42 to 44, a section display for indicating an advantageous section, which is a section where the winning rate of a minor winning combination is changed by notifying the operation order and the game can be advanced in a situation advantageous to the player, and an instruction monitor 68. The instruction monitor 68 will be described in detail later.
[0059] On the upper part of the front door 12, there are an upper lamp 63 that lights up or blinks as the game progresses, a pair of left and right speakers 64 that play various sound effects and notify the player of the game state as the game progresses, and an auxiliary display unit 65 that provides various information to the player. The auxiliary display unit 65 is for executing various display effects as the game progresses. Since the game by each reel 32L, 32M, 32R can be considered as the one by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. On the back surface of the auxiliary display unit 65, there are provided an upper lamp 63, speakers 64, and a display control device 81 for driving the auxiliary display unit 65.
[0060] Inside the housing 11, to the left of the hopper device 51, a power supply box 70 is provided. The power supply box 70 houses a power supply device 91 inside and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, etc. 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 the error state of the slot machine 10. Also, the setting key insertion hole 73 is for a hall manager or the like to adjust the payout of medals. That is, when a hall manager or the like inserts a setting key into the setting key insertion hole 73 and performs an ON operation, the winning probability of the slot machine 10 can be set. Note that the reset switch 72 is also operated when changing the winning probability of the slot machine 10 in addition to resetting the error state.
[0061] Above the reel unit 31, a main control device 101 for overall management of the game is attached to the housing 11.
[0062] Next, the electrical configuration of this slot machine 10 will be described based on the block diagrams of FIGS. 12 and 13.
[0063] The main control device 101 is equipped with a microcomputer centered around a CPU 102 which is an arithmetic processing means. To the CPU 102, in addition to the power supply device 91, a clock circuit 103 that outputs a rectangular wave of a predetermined frequency, an input / output port 104, etc. are connected via an internal bus. Such a main control device 101 serves as a main board built into the slot machine 10.
[0064] On the input side of the main control device 101, there are connected various sensors such as a reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 32L, 32M, 32R has rotated once), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operations of the respective stop switches 42 to 44, a inserted medal detection sensor 45a that detects medals inserted from the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a that individually detects the operation of the third credit insertion switch 58, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, a setting key detection sensor 73a that detects that a setting key has been inserted into the setting key insertion hole 73 and turned on. Signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0065] Also, on the input side of the main control device 101, a power supply device 91 is connected via the input / output port 104. The power supply device 91 is equipped with a power supply unit 91a that supplies driving power to each electronic device of the slot machine 10 including the main control device 101, a power failure monitoring circuit 91b, and the like.
[0066] The power failure monitoring circuit 91b monitors the power-off state and is used to generate a power failure signal not only during a power failure but also when the power is cut off by the power switch 71. Therefore, the power failure monitoring circuit 91b monitors the stabilized drive voltage of 12 VDC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 V, for example, it is determined that the power has been cut off and a power failure signal is output. The power failure signal is supplied to each of the CPU 102 and the input / output port 104, and the CPU 102 executes the power failure process described later by recognizing this power failure signal. Also, this power failure signal is configured to be supplied to the display control device 81 as well.
[0067] The power supply unit 91a is configured to output a stabilized voltage of 5 V that is used as a drive voltage in the control system such as the main control device 101 even when the output voltage drops to less than 10 V. The time for which this stabilized voltage is output ensures sufficient time for the main control device 101 to execute the power failure process.
[0068] On the output side of the main control device 101, there are an external centralized terminal board 121 etc. that can transmit information to the reel unit 31 (more specifically, the stepping motors 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 payout number display unit 61, the payout number display unit 62, the instruction monitor 68, the display control device 81, a hall management device (not shown), etc., which are connected via the input / output port 104.
[0069] The above-mentioned CPU 102 includes a ROM 105 that stores various control programs and fixed-value data executed by this CPU 102, and a RAM 106 for securing a work area for temporarily storing various data when executing the control programs stored in this ROM 105. In addition, although not shown in the figure, as is well known, various processing circuits necessary in the slot machine 10, such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit, and various counters such as a credit counter for counting the number of credit cards are built in. The ROM 105 and the RAM 106 constitute a main memory as a storage means, and the programs for executing various processes are stored in the above-mentioned ROM 105 as a part of the control programs.
[0070] The RAM 106 is configured to be able to hold (backup) data by receiving a backup voltage from the power supply device 91 even after the power of the slot machine 10 is cut off. In the RAM 106, in addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery result of the role, a stop information storage area 106b for storing stop information used when performing stop control of each reel 32L, 32M, 32R, a state information storage area 106c for storing the game state such as the BB state, etc., a backup area is provided.
[0071] The backup area is an area for storing the value of the stack pointer at the time of power-off (including power-off by operating the power switch 71. The same applies hereinafter) when the power is cut off due to the occurrence of a power failure or the like. When the power failure is resolved (including power-on by operating the power switch 71. The same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power-off based on the information in the backup area. Writing to the backup area is executed at the time of power-off by the power-off process (see FIG. 14), and the restoration of each value written in the backup area is executed in the main process at the time of power-on.
[0072] In addition, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power failure signal from the power failure monitoring circuit 91b is input when the power supply is cut off due to the occurrence of a power failure or the like. And when the power supply is cut off, NMI interrupt processing as power failure flag generation processing is immediately executed.
[0073] As shown in FIG. 13, the display control device 81 is equipped with a microcomputer centered around the 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 this CPU 181, and a RAM 183 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 182.
[0074] The display control device 81 is provided with an input / output port (not shown). The main control device 101 is connected to the input side, and the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are connected to the output side. Then, based on various commands input from the main control device 101, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are driven and controlled. That is, the display control device 81 serves as a sub-base for executing auxiliary control in relation to the main control device 101 which is the main base for overall management of the game. That is, by providing a sub-base for indirect game-related sounds, lamps, and displays, the burden on the main base is reduced.
[0075] An effect switch 66 (more specifically, an effect switch detection sensor for detecting the operation of the effect switch 66) is connected to the input side of the display control device 81. In addition, the various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.
[0076] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of such CPU 102 are roughly classified into a main process that is started when the power is turned on, a timer interrupt process that is started periodically (at a cycle of 1.49 msec in this embodiment), and an NMI interrupt process that is started when a power failure signal is input to the NMI terminal. Below, among these processes, the processes related to the progress of the game, that is, the timer interrupt process and the normal process performed in the main process, will be described with reference to FIGS. 14 to 41.
[0077] FIG. 14 is a flowchart of the timer interrupt process periodically executed by the main control device 101, and a timer interrupt occurs, for example, every 1.49 msec by the CPU 102 of the main control device 101.
[0078] First, in the register save process shown in step S101, the values of all the registers in the CPU 102 used in the normal process described later are saved in the backup area of the RAM 106. In step S102, it is checked whether the power failure flag is set. When the power failure flag is set, the process proceeds to step S103 and the power failure process is executed.
[0079] Here, an outline of the power failure process will be described.
[0080] When the power is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring circuit 91b of the power supply device 91, and the power failure signal is input to the main control device 101 via the NMI terminal. When the power failure signal is input, the main control device 101 immediately executes the NMI interrupt process and sets the power failure flag in the power failure flag storage area provided in the RAM 106.
[0081] In the power failure process, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this process is terminated and the program returns to the timer interrupt process to complete 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. Then, the output state of the output port in the input / output port 104 is cleared, and all the actuators (not shown) are turned off. And, in order to determine whether the data in the RAM 106 is normal when the power failure is restored, a RAM determination value is calculated and stored in the backup area, thereby prohibiting subsequent RAM access. After performing the above processes, in preparation for the power supply being completely cut off and the process being unable to be executed, an infinite loop is entered. Note that, considering the case where the power failure flag is erroneously set due to, for example, noise, it is confirmed whether the power failure signal is being output until entering the infinite loop. If the power failure signal is not being output, it means that the power failure state has been restored, so writing to the RAM 106 is permitted and the power failure flag is reset, and the program returns to the timer interrupt process. If the output of the power failure signal continues, an infinite loop is entered as it is. Incidentally, even under the infinite loop, it is confirmed whether the power failure signal is being output, and if the power failure signal stops being output, the process proceeds to the main process.
[0082] Returning to the explanation of the timer interrupt process, if the power failure flag is not set in step S102, various processes after step S104 are performed.
[0083] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel driving motors, to rotate each of the reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 12) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read result is normal. In step S108, a timer arithmetic process is performed to subtract the values of the respective counters and timers. In step S109, a counter process is performed to output the results of counting the number of bet medals and the number of payout medals to the external centralized terminal board 121.
[0084] In step S110, a command output process is performed to transmit various commands such as a lottery result command, which will be described later, to the display control device 81. In step S111, a segment data setting process is performed to set the segment data respectively displayed on the credit display unit 60, the remaining payout number display unit 61, and the payout number display unit 62. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each of the display units 60 to 62 to display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of the respective registers saved in the backup area in the previous step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0085] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 15.
[0086] First, in step S201, an interrupt permission process for permitting the next timer interrupt is performed. In step S202, a pre-start process for enabling the game is performed. In the pre-start process, the display control device 81 and the like wait until the initialization is completed. When the initialization of the display control device 81 and the like is completed, the game management process shown in steps S203 to S215 is performed.
[0087] As the game management process, in step S203, data such as various game information stored in the RAM 106 (for example, the random number value used in the previous game) is cleared. After that, in step S204, a start waiting process is performed.
[0088] In the start waiting process, it is determined whether or not any replay winning has been established in the previous game. If any replay winning has been established, an automatic coin insertion process for automatically inserting the same number of virtual medals as the previous bet amount is performed, and the start waiting process is terminated. Specifically, when a replay winning is established in a 3-bet game, a process of automatically inserting 3 virtual medals is performed, and when a replay winning is established in a 1-bet game, a process of automatically inserting 1 virtual medal is performed. Incidentally, in this embodiment, it is configured such that a replay winning does not occur in a 2-bet game. However, if it is modified so that a replay winning can also occur in a 2-bet game, it is preferable to set the automatic coin insertion process to be able to automatically insert 2 virtual medals.
[0089] In the automatic input process, virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if any replay winning occurred in the previous game, the player can play the current game without reducing the medals they own and without inputting medals. If no replay winning has occurred, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading result obtained in the sensor monitoring process step S107 of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to set the slot machine 10 to 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 the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals.
[0090] After the completion of the medal return process or when the settlement switch 59 has not been operated, it is determined whether a medal has been inserted or the credit insertion switches 56 to 58 have been operated between the previous start waiting process and the current start waiting process. If either has been done, a medal input process for changing the bet number etc. is performed, and the start waiting process is terminated. Also, if neither a medal insertion nor an operation of the credit insertion switches 56 to 58 has been done between the previous start waiting process and the current start waiting process, the start waiting process is terminated as it is.
[0091] After the start waiting process ends, in step S205, it is determined whether the number of bet medals has reached the specified number. In this slot machine 10, "2" is set as the specified number in the CB state, and "1" and "3" are set as the specified numbers in game states other than the CB state (specifically, the normal game state, the first RT state, the second RT state, the third RT state, and the BB state). That is, in the CB state, an affirmative determination is made in step S205 on the condition that the number of bets is "2", and in states other than the CB state, an affirmative determination is made in step S205 on the condition that the number of bets is "1" or "3". In other words, in game states other than the CB state, if no medal is bet, or even if a medal is bet but the number of bets is "2", a negative determination is made in step S205. If the number of bets has not reached the specified number, the process returns to the start waiting process in step S204, and the processes after the sensor abnormality confirmation process in that process are performed.
[0092] If the number of bets has reached the specified number, the mode transition notification process is executed in step S206. Such a transition notification process will be described in detail later.
[0093] After performing the process of step S206, a bet command including the information on the result of the process of step S206 and the information on the number of bets that was affirmatively determined in step S205 is set as the output target to the display control device 81 as the control device on the sub side. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. The process of the display control device 81 that has received the bet command will be described in detail later.
[0094] After performing the process of step S207, it is determined in step S208 whether the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process in step S204, and the processes after the sensor abnormality confirmation process in that process are performed.
[0095] On the other hand, when the start lever 41 is operated, since the game can be started when the start lever 41 is operated under the situation where a specified number of medals are bet, it means that a start command has been generated to start the game. In such a case, at step S209, an active line setting process is performed to set the combination line corresponding to the bet number as the active line. That is, in a 3 - bet game, only the downward - right line L4 is set as the active line, in a 2 - bet game, the lower line L3 and the downward - right line L4 are set as the active lines, and in a 1 - bet game, the bent line L6 is set as the active line. At step S210, the medal passage switching solenoid 46a is switched to the non - excited state to prohibit bet reception. Then, the lottery process of step S211, the reel control process of step S212, the medal payout process of step S213, the RT state process of step S214, and the bonus state process of step S215 are executed in order, and the process returns to step S203.
[0096] Next, the lottery process of step S211 will be described based on the flowchart of FIG. 16.
[0097] At step S301, a random number used for determining the winning or losing of the combination is obtained. In this slot machine 10, when the start lever 41 is operated, the hard circuit is configured to latch 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 hard circuit in the RAM 106 after confirming the operation of the start lever 41. With such a configuration, it becomes possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The hard 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.
[0098] After obtaining a random number, in step S302, a lottery table for determining the success or failure of a role is selected. In this slot machine 10, as game states, there are six types of game states broadly classified as a normal game state, a first RT state, a second RT state, a third RT state, a BB state, and a CB state, and lottery tables are set for each game state respectively.
[0099] That is, in step S302, based on the bet number and the setting flag set in the state information storage area 106c, the current game state of the slot machine 10 is determined, and a lottery table corresponding to the bet number and the game state is selected. For example, when the bet number is "3" and the setting flag is not set in the state information storage area 106c, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. Also, in this slot machine 10, winning probabilities in six levels from "Setting 1" to "Setting 6" are prepared in advance. By inserting a setting key into the setting key insertion hole, performing an ON operation, and performing a predetermined operation, it is possible to set based on which winning probability the internal processing is to be executed. In step S302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.
[0100] Here, a supplementary explanation will be given about the process regarding the setting of the winning probability.
[0101] The winning probability setting process is executed in the main process that is started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is in the ON operation state. In the winning probability setting process, as a predetermined operation, the set value is updated by 1 each time the start lever 41 is operated. For example, each time the start lever 41 is operated once, the set value is updated so that it becomes "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Note that each set value is displayed on the credit display unit 60, for example, and the display is also updated each time the above set value is updated. Then, based on the fact that the setting key detection sensor 73a has been operated to OFF, the set value at that time is taken as the current set value, and the winning probability setting process is terminated. Based on the termination of the winning probability setting process, the display on the credit display unit 60 also ends. The set value set in the winning probability setting process is stored and held in the RAM 106 until the next winning probability setting process is started. In step S302, based on this stored set value, a process of selecting a lottery table is to be performed.
[0102] The lottery table will be briefly described. FIG. 17 is a normal game state lottery table selected in the normal game state of "Setting 3". An index value IV is set in the lottery table, and for each index value IV, a winning combination is uniquely associated and a point value PV is set.
[0103] After selecting the lottery table, in step S303, the index value IV is set to 1, and in the subsequent step S304, a determination value DV used for determining the winning or losing of the combination is set. In such a determination value setting process, the current point value PV corresponding to the current index value IV is added to the current determination value DV to set a new determination value DV. Note that in the first determination value setting process, the random number value obtained in step S301 is taken as the current determination value DV, and the point value PV corresponding to 1 which is the current index value IV is added to this random number value to obtain a new determination value DV.
[0104] Thereafter, in step S305, a determination is made as to whether or not the role corresponding to the index value IV is a winning one. In the determination of whether or not the role is a winning one, it is determined whether or not the determination value DV exceeds 65535. If it exceeds 65535, then in step S306, it is determined whether or not any one of the first BB, the second BB, and the CB has been elected. Specifically, it is determined whether or not an affirmative determination was made in step S305 with an index value IV (IV = 32 to 48) including any one of the first BB, the second BB, and the CB. If an affirmative determination is made in step S306, then in step S307, the corresponding bonus winning flag (first BB winning flag, second BB winning flag, CB winning flag) is set in the winning flag storage area 106a. If a negative determination is made in step S306, or after the process of step S307 has been performed, then in step S308, the winning flags for each minor role corresponding to the index value IV for which an affirmative determination was made in step S305 are set in the winning flag storage area 106a. For example, when the determination value DV exceeds 65535 when IV = 32, the first BB winning flag is set in step S307, and the 28th minor role winning flag, the 33rd minor role winning flag, and the 35th minor role winning flag are set in step S308. Also, when the determination value DV exceeds 65535 when IV = 15, the winning flags indicating that the 30th minor role and the 41st minor role have been elected are set in the winning flag storage area 106a in step S308.
[0105] Incidentally, if the set winning flag is not the winning flag (first BB winning flag) indicating that the first BB has been elected or the winning flag (second BB winning flag) indicating that the second BB has been elected, the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see S203 of the normal process). 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 on the condition that the corresponding winning has been established. That is, the first BB winning flag and the second BB winning flag may be valid over a plurality of games.
[0106] In steps S306 to S308 in the state where the first BB winning flag or the second BB winning flag is carried over, if a winning flag corresponding to a hand other than the first BB, the second BB, and the CB is set, and if not winning a hand other than the first BB, the second BB, and the CB, the corresponding winning flag is not set.
[0107] That is, for example, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 when the index value IV = 32, for example, the first BB winning flag is not set, and the 28th smallest hand winning flag, the 33rd smallest hand winning flag, and the 35th smallest hand winning flag are set. Also, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 when the index value IV = 33, for example, the second BB winning flag is not set, and the 28th smallest hand winning flag, the 33rd smallest hand winning flag, and the 35th smallest hand winning flag are set.
[0108] Note that a separate lottery table may be prepared in the state where the first BB winning flag or the second BB winning flag is carried over, and in the state where the first BB winning flag or the second BB winning flag is carried over, a lottery process may be performed using the separately prepared lottery table. In this case, in the separately prepared lottery table, it is advisable to set each index value IV and point value PV so as not to win the first BB, the second BB, and the CB.
[0109] If the determination value DV does not exceed 65535 in step S305, it means that the index value IV does not match the corresponding role. In such a case, the index value IV is incremented by 1 in step S309, and in the subsequent step S310, it is determined whether there is a role corresponding to the index value IV, that is, whether there is a determination target to be judged as valid or invalid. Specifically, it is determined whether the incremented index value IV exceeds the maximum value of the index value IV set in the lottery table. If there is a determination target to be judged as valid or invalid, the process returns to step S304 to continue the validity determination of the role. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the determination value DV (i.e., the current determination value DV) used in the previous validity determination of the role to obtain a new determination value DV, and in step S305, the validity determination of the role is performed based on the determination value DV. Incidentally, when performing the validity determination of the role using the lottery table shown in FIG. 17, the probability of winning the normal replay (the probability of winning when IV = 1) is about 1 / 7.3, the probability of winning the strong cherry (the probability of winning when IV = 13) is about 1 / 300, and the probability of winning the weak cherry (the probability of winning when IV = 14) is about 1 / 183. The probability of winning the strong watermelon (the probability of winning when IV = 15) is about 1 / 300, the probability of winning the weak watermelon (the probability of winning when IV = 16) is about 1 / 218, the probability of winning Chance A (the probability of winning when IV = 17) is about 1 / 252, and the probability of winning Chance B (the probability of winning when IV = 18) is about 1 / 252. The probability of winning the middle bell (the probability of winning when IV = 19) is about 1 / 32800, and the probability of winning the no - question bell (the probability of winning when IV = 20) is about 1 / 65500. The probabilities of winning the straight - push bell 1, straight - push bell 2, sandwich - push bell 1, and sandwich - push bell 2 (the probabilities of winning when IV = 21 - 24) are each about 1 / 43.7, and the probabilities of winning the middle - push bell 1, middle - push bell 2, right - push bell 1, and right - push bell 2 (the probabilities of winning when IV = 25 - 28) are each about 1 / 21.8.The probability of winning the strong cherry duplicate 1 (the probability of winning when IV = 32) is approximately 1 in 1770, the probability of winning the strong cherry duplicate 2 (the probability of winning when IV = 33) is approximately 1 in 4680, the probability of winning the weak cherry duplicate 1 (the probability of winning when IV = 34) is approximately 1 in 3280, and the probability of winning the weak cherry duplicate 2 (the probability of winning when IV = 35) is approximately 1 in 6550. The probability of winning the strong watermelon duplicate 1 (the probability of winning when IV = 36) is approximately 1 in 3280, and the probability of winning the strong watermelon duplicate 2 (the probability of winning when IV = 37) is approximately 1 in 6550. The probability of winning the weak watermelon duplicate 1 (the probability of winning when IV = 38) is approximately 1 in 13100, and the probability of winning the weak watermelon duplicate 2 (the probability of winning when IV = 39) is approximately 1 in 6550. The probabilities of winning the Chance A duplicate 1, Chance A duplicate 2, Chance B duplicate 1, and Chance B duplicate 2 (the probabilities of winning when IV = 40 - 43) are each approximately 1 in 3280. The probabilities of winning the middle bell duplicate 1 and middle bell duplicate 2 (the probabilities of winning when IV = 44, 45) are each approximately 1 in 2620. The probabilities of winning the First BB and Second BB alone (the probabilities of winning when IV = 46, 47) are each approximately 1 in 65500. The probability of winning the CB (the probability of winning when IV = 48) is approximately 1 in 19.9. Also, the probability of a miss where no winning occurs for any combination is approximately 1 in 1.96.
[0110] Note that in the lottery table for the normal game state, 0 is set for the point values PV of IV = 2 - 12, 29 - 31, 49 - 52. Therefore, in the normal game state, no winning occurs for these index values IV.
[0111] After setting the winning flag in step S308, or when it is determined in step S310 that there is no determination target for the win - loss judgment, it means that the win - loss judgment of the combination has ended. In such a case, the process proceeds to step S311, and a freeze lottery process is performed to determine whether to execute a freeze effect that invalidates the operations of the stop switches 42 - 44 for a predetermined period.
[0112] In the subsequent step S312, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the lottery results in steps S301 to S311 and processing for notifying the pressing order winning combination are performed. The lottery result corresponding processing will be described in detail later.
[0113] After executing the processing of step S312, a lottery result command is set in step S313. Here, the lottery result command is a command transmitted to the display control device 81 to let it grasp the result of the winning or losing determination of the combination. However, in normal processing, only various commands such as the above lottery result command are set in the ring buffer, and no command is transmitted to the display control device 81. The command transmission to the display control device 81 is performed in the command output processing (step S110) of the timer interrupt processing described above.
[0114] Then, in step S314, a stop information setting process is executed to set the 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 the winning combination is set based on the winning flags set in steps S306 to S308. For example, when winning the strong cherry (winning when IV = 13) and the strong cherry winning flag is set, the stop symbol information is set so that the symbols corresponding to winning the 28th minor winning combination, the 32nd to 35th minor winning combinations can be stopped on each of the reels 32L, 32M, and 32R. Also, when winning the strong cherry duplication 1 (winning when IV = 32) and the strong cherry winning flag and the first BB winning flag are set, the stop symbol information is set so that the symbols corresponding to winning the 28th minor winning combination, the 33rd minor winning combination, the 35th minor winning combination, and the first BB can be stopped on each of the reels 32L, 32M, and 32R.
[0115] In the subsequent step S315, when a plurality of stoppable symbol information is set in step S314, a priority setting process for setting the priority thereof is executed. For example, when winning multiple winning types among the winning types of small winning combinations, replay, and bonus, the following priorities are set. When winning both a small winning combination and a bonus, the priority is set so that the small winning combination win takes precedence. If the small winning combination win cannot be established, the bonus win is established. When winning both a replay and a bonus, the priority is set so that the replay win takes precedence.
[0116] For example, when winning on strong cherry duplication 1 and the stop symbol information corresponding to the 28th small winning combination, 33rd small winning combination, 35th small winning combination, and 1BB win is set, the priority is set so that the wins of the 28th small winning combination, 33rd small winning combination, and 35th small winning combination take precedence over the 1BB win. Also, for example, in a situation where the 1BB win is carried over, when winning on a normal replay and the stop symbol information corresponding to the 1BB win and the 1st replay win is set, the priority is set so that the 1st replay win takes precedence over the 1BB win.
[0117] After executing the process of step S315, in step S316, the first interval display process is executed, and then the lottery process is terminated. The first interval display process is a process related to the display control of the instruction monitor 68, and this process will be described in detail later.
[0118] Next, the reel control process of step S212 will be described based on the flowchart of FIG. 18.
[0119] In the reel control process, first, in step S401, a rotation effect process is performed. The rotation effect process is a process for performing an effect using reel control during the invalid period based on the result of the freeze lottery process performed in step S311 above. In step S402, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed.
[0120] In the rotation start process, it is checked whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started rotating in the previous game. If it has not elapsed, the process waits until the wait time elapses. When the wait time has elapsed, the wait time for the next game is reset, and motor control initialization processing is performed to set rotation start information in the motor control storage area provided in the RAM 106. By performing such processing, the acceleration processing of the stepping motor is started in the stepping motor control processing (step S106) of the timer interrupt processing, and each of the reels 32L, 32M, and 32R starts rotating. For this reason, even if the player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not start rotating immediately. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined rotation speed at a constant speed, and the rotation start process ends. Further, when the rotation speed of each of the reels 32L, 32M, and 32R becomes a constant speed, the CPU 102 notifies the player or the like that it has become possible to generate a stop command by lighting the lamps (not shown) of the respective stop switches 42 to 44.
[0121] Subsequent to the rotation start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, the process waits until any of the stop switches 42 to 44 is operated. When it is determined that any of the stop switches 42 to 44 has been operated, the process proceeds to step S404, and it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been generated. If a stop command has not been generated, the process returns to step S403 and waits until any of the stop switches 42 to 44 is operated. When a stop command has been generated, a stop command is set in step S405. Here, the stop command is a command transmitted to the display control device 81 to identify which stop switch has been operated to generate the stop command. When the stop command is set, stop control processing shown in steps S406 to S412 is performed to stop the rotating reel.
[0122] In step S406, the symbol number of the reaching symbol that has reached the reference position (the lower stage in this embodiment) at the timing when the stop switch is operated is confirmed. Specifically, based on the number of excitation pulses output from the time when the detection signal of the reel index sensor is input, the symbol number of the reaching symbol that has reached the reference position is confirmed. In the subsequent step S407, based on the stop information stored in the stop information storage area 106b, the slip number of the reel to be stopped this time is calculated. In this slot machine 10, as the stop modes for stopping each of the reels 32L, 32M, and 32R, when the stop switches 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the reference position is stopped as it is, a stop mode in which the corresponding reel is stopped after slipping by one symbol, a stop mode in which the corresponding reel is stopped after slipping by two symbols, a stop mode in which the corresponding reel is stopped after slipping by three symbols, and a stop mode in which the corresponding reel is stopped after slipping by four symbols. Therefore, in step S407, based on the stop information stored in the stop information storage area 106b, a value of 0 to 4 is calculated as the slip number. Then, in step S408, the calculated slip number is added to the symbol number of the reaching symbol, and the symbol number of the stop symbol that is actually stopped at the reference position is determined. In step S409, it is determined whether or not the symbol number of the reaching symbol of the reel to be stopped this time is equal to the symbol number of the stop symbol. If they are equal, in step S410, a reel stop process for stopping the rotation of the reel is performed. Then, in step S411, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If not all of the reels 32L, 32M, and 32R have stopped, in step S412, a stop information second setting process is performed, and the process returns to step S403.
[0123] Here, the stop information second setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reel stops. In the stop information second setting process, the stop information is changed based on the set winning flag and the stop outcome of the stopped reel. In this slot machine 10, for example, when winning occurs when IV = 24 to 31, that is, when winning on the straight-push bell 1, straight-push bell 2, sandwich-push bell 1, sandwich-push bell 2, middle-push bell 1, middle-push bell 2, right-push bell 1, right-push bell 2 (hereinafter, these are collectively referred to as "push-order bells" as well).) (see Fig. 17), the stop information second setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0124] Fig. 19 is an explanatory diagram showing the correspondence between the winning combination, the operation order of the stop switches 42 to 44, and the established winning mode. For example, when winning on the middle-push bell 1, if the left stop switch 42 is operated first, the stop information is set so that a second minor winning combination, a seventh minor winning combination, or a ninth minor winning combination is established. If the middle stop switch 43 is operated first, the stop information is set so that the first minor winning combination is established. If the right stop switch 44 is operated first, the stop information is set so that a second minor winning combination, a seventh minor winning combination, or a ninth minor winning combination is established. However, even when the stop information is set in this way, there may be cases where the corresponding winning combination does not occur depending on the operation timing of the stop switches 42 to 44.
[0125] The symbol arrangements of each of the reels 32L, 32M, and 32R will be briefly described. In this slot machine 10, in a game state other than the CB state during the normal game mode (3-bet game), the reels 32L, 32M, and 32R can be stopped after being slid by up to four symbols from the timing of the operation of the stop switches 42 to 44, and only the downward right line L4 is set as the effective line. For this reason, when the intervals between symbols of the same type on each of the reels 32L, 32M, and 32R are arranged to be four symbols or less, when a winning symbol is obtained regardless of the operation timing of the stop switch 43, the winning symbol can be stopped on the effective line. On the other hand, for symbols arranged so that an interval of five symbols or more is formed, when stopping on the effective line, the player needs to operate the stop switches 42 to 44 aiming at the symbols.
[0126] Taking as an example the case where a win is obtained for the middle-push bell 1 and the left stop switch 42 → the middle stop switch 43 → the right stop switch 44 are operated in this order. In such a case, stop control of each of the reels 32L, 32M, and 32R is performed to establish a second minor winning combination, a seventh minor winning combination, or a ninth minor winning combination.
[0127] The symbols for the second minor winning combination on the left reel 32L are the "red bell" symbol and the "white bell" symbol. Also, the "red bell" symbol and the "white bell" symbol also have the function as the symbols for the seventh minor winning combination and the function as the symbols for the ninth minor winning combination. On the left reel 32L, the intervals between the symbols for the second minor winning combination (between the symbols for the seventh minor winning combination, between the symbols for the ninth minor winning combination) are arranged to be four symbols or less. For this reason, when the left stop switch 42 is operated first, the "red bell" symbol or the "white bell" symbol stops in the upper row regardless of the operation timing. For example, when the left stop switch 42 is operated at the timing when the "cherry" symbol at the fourth position on the left reel 32L reaches the middle row, as shown in Fig. 20(a), the "red bell" symbol at the seventh position stops in the upper row. As a result, there remains a possibility of establishing a second minor winning combination, a seventh minor winning combination, or a ninth minor winning combination on the downward right line L4.
[0128] The second minor winning symbol on the middle reel 32M is the "White BAR" symbol. On the middle reel 32M, the "White BAR" symbol is arranged only at the 18th position. Also, the seventh minor winning symbol on the middle reel 32M is the "Red 7" symbol. On the middle reel 32M, the "Red 7" symbol is arranged only at the 14th position. And the ninth minor winning symbol on the middle reel 32M is the "Cherry" symbol. On the middle reel 32M, the "Cherry" symbol is arranged only at the 11th position. Therefore, depending on the operation timing of the middle stop switch 43, the second minor winning symbol, the seventh minor winning symbol, or the ninth minor winning symbol stops on the valid line, or none of the second minor winning symbol, the seventh minor winning symbol, and the ninth minor winning symbol stops on the valid line.
[0129] Specifically, when the middle stop switch 43 is operated at the timing when any one of the "First Replay" symbols from the 13th to the 17th reaches the lower stage, the "White BAR" symbol, which is the second minor winning symbol, stops in the middle stage. As a result, there remains room for the second minor winning to occur on the downward right line L4. When the middle stop switch 43 is operated at the timing when any one of the "Second Replay" symbols from the 9th to the 13th reaches the lower stage, as shown in Fig. 20(b), the "Red 7" symbol, which is the seventh minor winning symbol, stops in the middle stage. As a result, there remains room for the seventh minor winning to occur on the downward right line L4. When the middle stop switch 43 is operated at the timing when any one of the "White Bell" symbol from the 6th to the "Young Man" symbol from the 10th reaches the lower stage, the "Cherry" symbol, which is the ninth minor winning symbol, stops in the middle stage. When the middle stop switch 43 is operated at other timings, even if the middle reel 32M is stopped after being slid by four symbols, the second minor winning symbol, the seventh minor winning symbol, and the ninth minor winning symbol cannot be stopped in the middle stage. When the middle stop switch 43 is operated at such a timing, the "LUCKY" symbol at the 2nd or the "White Bell" symbol at the 6th stops in the middle stage.
[0130] When the seventh minor winning symbol on the middle reel 32M stops in the middle stage, in the stop information second setting process, the stop information is changed so that the seventh minor winning can be established.
[0131] The seventh minor winning symbol on the right reel 32R is the "White Bell" symbol. On the right reel 32R, the "White Bell" symbol is arranged only at the 10th position. Therefore, depending on the operation timing of the right stop switch 44, the seventh minor winning symbol either stops or does not stop on the valid line. Specifically, when the right stop switch 44 is operated at the timing when any one of the 6th "First Replay" symbol to the 10th "White Bell" symbol reaches the lower stage, as shown in Fig. 20(c), the "White Bell" symbol, which is the seventh minor winning symbol, stops at the lower stage. As a result, a seventh minor winning is established on the downward right line L4. When the right stop switch 44 is operated at other timings, the "Watermelon" symbol or the "First Replay" symbol stops at the lower stage. For example, when the right stop switch 44 is operated at the timing when the 3rd "Second Replay" symbol reaches the lower stage, as shown in Fig. 20(d), the 4th "Watermelon" symbol stops at the lower stage. The combination of the "White Bell" symbol, "Red 7" symbol, and "Watermelon" symbol from left to right is a transition outcome as shown in Fig. 11.
[0132] When the ninth minor winning symbol on the middle reel 32M stops in the middle stage, in the stop information second setting process, the stop information is changed so that a ninth minor winning can be established.
[0133] The ninth minor winning symbol on the right reel 32R is the "Young Man" symbol. On the right reel 32R, the "Young Man" symbol is arranged at the 15th position. Therefore, depending on the operation timing of the right stop switch 44, the ninth minor winning symbol either stops or does not stop on the valid line. Specifically, when the right stop switch 44 is operated at the timing when any one of the 11th "First Replay" symbol to the 15th "Young Man" symbol reaches the lower stage, the "Young Man" symbol, which is the ninth minor winning symbol, stops at the lower stage. As a result, a ninth minor winning is established on the downward right line L4. When the right stop switch 44 is operated at other timings, the "Watermelon" symbol or the "First Replay" symbol stops at the lower stage. The combination of the "White Bell" symbol (or "Red Bell" symbol), "Cherry" symbol, and "Watermelon" symbol (or "First Replay" symbol) from left to right is a transition outcome as shown in Fig. 11.
[0134] When the second minor winning symbol on the middle reel 32M stops in the middle row, in the stop information second setting process, the stop information is changed so that a second minor winning can be established.
[0135] The second minor winning symbol on the right reel 32R is the "White BAR" symbol. On the right reel 32R, the "White BAR" symbol is arranged at the 18th position. Therefore, depending on the operation timing of the right stop switch 44, the second minor winning symbol may or may not stop on the valid line. Specifically, when the right stop switch 44 is operated at the timing when any one of the symbols from the 14th "Watermelon" symbol to the 18th "White BAR" symbol reaches the lower row, the "White BAR" symbol, which is the second minor winning symbol, stops in the lower row. As a result, a second minor winning is established on the lower right slanting line L4. When the right stop switch 44 is operated at other timings, the "Watermelon" symbol or the "First Replay" symbol stops in the lower row. The combination of the "White Bell" symbol ("Red Bell" symbol), "White BAR" symbol, "Watermelon" symbol ("First Replay" symbol) from left to right is a transition outcome as shown in FIG. 11.
[0136] When the second minor winning symbol, the seventh minor winning symbol, and the ninth minor winning symbol on the middle reel 32M do not stop in the middle row, that is, when the "LUCKY" symbol or the "White Bell" symbol on the middle reel 32M stops in the middle row, in the stop information second setting process, the stop information is changed so that the "Watermelon" symbol or the "First Replay" symbol stops in the lower row.
[0137] On the right reel 32R, the "Watermelon" symbol and the "First Replay" symbol are arranged so that the interval between them is 4 symbols or less. Therefore, when the right stop switch 44 is operated, the "Watermelon" symbol or the "First Replay" symbol stops in the lower row regardless of the operation timing. The combination of the "White Bell" symbol ("Red Bell" symbol), "LUCKY" symbol ("White Bell" symbol), "Watermelon" symbol ("First Replay" symbol) from left to right is a transition outcome as shown in FIG. 11.
[0138] Thus, when the center-push bell 1 is selected and operated in the order of the left stop switch 42 → the middle stop switch 43 → the right stop switch 44, either the second minor winning combination is achieved, the seventh minor winning combination is achieved, the ninth minor winning combination is achieved, or the transition outcome stops.
[0139] Next, taking the case where the center-push bell 1 is selected and operated in the order of the middle stop switch 43 → the left stop switch 42 → the right stop switch 44 as an example. In such a case, stop control of each reel 32L, 32M, 32R is performed to achieve the first minor winning combination.
[0140] On the middle reel 32M, the "red bell" symbol, which is the first minor winning symbol, is arranged such that the interval between the "red bell" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "red bell" symbol stops in the middle row regardless of the operation timing.
[0141] On the left reel 32L, the "red bell" symbol and the "white bell" symbol, which are the first minor winning symbols, are arranged such that the interval between the first minor winning symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" symbol or the "white bell" symbol stops in the upper row regardless of the operation timing.
[0142] On the right reel 32R, the "red bell" symbol and the "white bell" symbol, which are the first minor winning symbols, are arranged such that the interval between the first minor winning symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" symbol or the "white bell" symbol stops in the lower row regardless of the operation timing.
[0143] As described above, when the center-push bell 1 is selected and operated in the order of the middle stop switch 43 → the left stop switch 42 → the right stop switch 44, the first minor winning combination is achieved regardless of the operation timing.
[0144] When winning the pressing-order bell, if the stop switches 42 to 44 are operated in one or two predetermined operation sequences, the first minor winning is established regardless of the operation timing. If the stop switches 42 to 44 are operated in other operation sequences, depending on the operation timing, either a minor winning is established or a winning outcome stops on the active line. Incidentally, when winning the middle bell, the 38th minor winning is established regardless of the operation sequence and operation timing. When winning the no-inquiry bell, the first minor winning is established regardless of the operation sequence and operation timing.
[0145] Returning to the explanation of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R have stopped, the payout determination process is performed in step S413. The payout determination process is a process of setting the number of medals to be paid out on the condition that the combination of winning symbols is arranged on the active line. In the payout determination process, the combination of symbols formed on the active line is derived from the symbol numbers of the stop symbols stopped at the lower stage of each reel 32L, 32M, and 32R, and it is determined whether a winning is established on the active line. If a winning is established, it is further determined whether the winning established combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning established combination corresponds to the winning flag, the winning established combination and the payout number corresponding to the winning established combination are set in the payout information storage area provided in the RAM106. On the other hand, if the winning established combination does not correspond to the winning flag, the slot machine 10 is set to an error state and an abnormal occurrence process for notifying the occurrence of an error is performed. Such an error state is maintained until the reset switch 72 is operated.
[0146] After performing the payout determination process, the winning result corresponding process is performed in step S414. In the winning result corresponding process, processes such as shifting the game state based on the winning result are performed. The winning result corresponding process will be described in detail later.
[0147] After performing the winning result corresponding process, the section display second process is executed in step S415. The section display second process is a process related to the display control of the instruction monitor 68, and such a process will be described in detail later. Thereafter, in step S416, a winning result command is set so that the display control device 81 can grasp the winning established combination in the current game, and the reel control process ends.
[0148] Next, an outline of the medal payout process in step S213 will be described.
[0149] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that a minor winning did not occur. In such a case, based on the winning established combination set in the payout determination process, it is determined whether any of the first replay winning to the eighth replay winning has occurred. If none of the replay winnings have occurred, the medal payout process ends as it is. If any of the replay winnings have occurred, a replay setting process is performed to set the game state to the replay state, and the medal payout process ends. Note that in the start waiting process (step S204) described above, when it is determined that the current game state is the replay state, the automatic insertion process is performed.
[0150] On the one hand, when the payout amount set in the payout information storage area is not 0, the same number of medals as the payout amount are paid out, and the medal payout process ends. Specifically regarding the payout of medals, when the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the payout amount is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. Also, when the count value of the credit counter has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout amount, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. Note that in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals is also performed. Further, when the current gaming state is the BB state, a process of subtracting the payout amount from the value of the remaining payout counter described later and subtracting the remaining payout number displayed on the remaining payout number display unit 61 is performed.
[0151] Next, the RT state process in step S214 will be described based on the flowchart in FIG. 21.
[0152] In step S501, it is determined whether the transfer exit has stopped on the active line. If the transfer exit has stopped, the process proceeds to step S502 to determine whether the current game state is the normal game state. If the current game state is the normal game state, the first RT setting flag is set in the state information storage area 106c of the RAM106 in step S503. Then, this process ends. If it is determined in step S501 that the transfer exit has not stopped on the active line, the process proceeds to step S504 to determine whether the second replay winning has been established based on the winning combination established in the previous payout determination process. If the second replay winning has been established, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503. Then, this process ends. Also, if the transfer exit has stopped on the active line in a game state other than the normal game state, the RT setting flag set in the state information storage area 106c is cleared in step S505, the first RT setting flag is set in step S503, and this process ends.
[0153] When the first RT setting flag is set in step S503, the game state transitions to the first RT state. Then, in step S302 of the lottery process, based on the fact that the first RT setting flag is set in the state information storage area 106c, it is determined that the current game state is the first RT state, and the lottery table for the first RT state is selected.
[0154] FIG. 22 is a lottery table for the first RT state selected in the "Setting 3". When the lottery table for the first RT state is compared with the lottery table for the normal game state (see FIG. 17), the point values PV for IV = 1 to 5 are different, and the same point values PV are set for other index values IV. Therefore, when determining the winning or losing of a role using such a lottery table, the probability of winning when IV = 6 to 52 is equal to the respective winning probabilities in the normal game state, the probability of winning when IV = 1 is about 1 / 67.0, and the probability of winning when IV = 2 to 5 is about 1 / 32.8 each. The probability of a miss where no role wins is about 1 / 1.94.
[0155] Here, as shown in FIG. 22, when winning occurs when IV = 1, it is a normal replay win. When winning occurs when IV = 2, it is a first promotion replay 1 win. When winning occurs when IV = 3, it is a first promotion replay 2 win. When winning occurs when IV = 4, it is a first promotion replay 3 win. When winning occurs when IV = 5, it is a first promotion replay 4 win. The probability of winning when IV = 1 to 5 is about 1 / 7.30. The normal replay winning probability in the normal game state is also about 1 / 7.30. That is, when the game state shifts to the first RT state, while winning for each role type of small roles, re - games, and bonuses occurs with the same probability as in the normal game state, the winning modes with re - game benefits change to those different from the normal game state. More specifically, in the normal game state, only the first re - game winning where the game state does not shift is established. In the first RT state, in addition to the first re - game winning, the third re - game winning that shifts to the second RT state is established.
[0156] In the stop information second setting process (step S409), in addition to winning for the above - mentioned push - order bell, when winning for the first promotion replay 1 to the first promotion replay 4, stop information is set to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0157] FIG. 23(a) is an explanatory diagram showing the correspondence between the winning positions and the operation order of the stop switches 42 to 44. When winning the first promotion replay 1 to the first promotion replay 4, unlike when winning the push order bell, regardless of the operation timing of the stop switches 42 to 44, the first replay winning or the third replay winning is always established. Among the first promotion replay 1 to the first promotion replay 4, the third replay is associated with one of the six operation orders, and the first replay is associated with the other operation orders.
[0158] In addition, in the first promotion replay 2 to 4, in addition to the first replay and the third replay, the sixth replay, the seventh replay, and the eighth replay are also allocated as winning positions. However, none of these six operation orders are associated with the sixth replay to the eighth replay. Therefore, even if winning the first promotion replay 2 to 4, regardless of the operation order of the stop switches 42 to 44, they do not win.
[0159] More specifically, for the first promotion replay 1 to 4, respectively, the first promotion replay 1 has the first replay and the third replay allocated, the first promotion replay 2 has the sixth replay allocated in addition to the first replay and the third replay, the first promotion replay 3 has the seventh replay allocated in addition to the first replay and the third replay, and the first promotion replay 4 has the eighth replay allocated in addition to the first replay and the third replay. However, for any of the first promotion replay 1 to 4, the winning replay is either the first replay or the third replay. This is to make it difficult to understand the operation order for which the third replay winning is established. That is, for example, if there is only one type of first promotion replay, the operation order corresponding to the third replay winning will also be one type, and it may be possible to intentionally establish the third replay winning when winning the first promotion replay. This relationship is not limited to only the relationship of the first promotion replay 1 to 4, and the same can be said for other overlapping positions.
[0160] Returning to the description of the RT state process, if it is determined in step S504 that the second replay winning has not been established, the process proceeds to step S506, and it is determined whether the third replay winning has been established based on the winning combination established in the previous payout determination process. If the third replay winning has been established, in step S507, the RT setting flag set in the status information storage area 106c is cleared, and in step S508, the second RT setting flag is set, and this process ends.
[0161] When the second RT setting flag is set in step S508, the game state shifts to the second RT state. Then, in step S302 of the lottery process, based on the fact that the second RT setting flag is set in the status information storage area 106c, it is determined that the current game state is the second RT state, and the lottery table for the second RT state is selected.
[0162] FIG. 24 is the lottery table for the second RT state selected in the second RT state of "Setting 3". When the lottery table for the second RT state is compared with the lottery table for the first RT state (see FIG. 22), the point values PV for IV = 1 to 10 are different, and the same point values PV are set for other index values IV. Therefore, when determining the winning or losing of a combination using such a lottery table, the probability of winning when IV = 11 to 52 is equal to each winning probability in the first RT state, the probability of winning when IV = 1 is about 1 / 13.2, the probability of not winning when IV = 2 to 5, the probability of winning when IV = 6 to 8 is about 1 / 10.5 each, and the probability of winning when IV = 9, 10 is about 1 / 7.00 each. The probability of a miss where no combination wins is about 1 / 150. That is, when shifting to the second RT state, the probability of a miss becomes lower compared to the normal game state and the first RT state, which is advantageous for the player. Also, in the second RT state, in addition to the first replay winning where the game state does not shift, the second replay winning that shifts to the first RT state, the fourth replay winning and the fifth replay winning that shift to the third RT state are established.
[0163] In the stop information second setting process (step S409), in addition to the case where the first promotion replay 1 to the first promotion replay 4 described above are selected, when the fall replay 1 to the fall replay 3 or the second promotion replay 1 or the second promotion replay 2 are selected, stop information is set to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0164] FIG. 23(b) is an explanatory diagram showing the correspondence relationship between the winning combination, the operation order of the stop switches 42 to 44, and the winning mode. When the fall replay 1 to the fall replay 3 are selected, regardless of the operation timing of the stop switches 42 to 44, the first replay winning or the second replay winning is always established. When the second promotion replay 1 is selected, regardless of the operation timing of the stop switches 42 to 44, any one of the first replay winning, the fourth replay winning, and the fifth replay winning is always established. When the second promotion replay 2 is selected, regardless of the operation timing of the stop switches 42 to 44, the first replay winning or the fourth replay winning is always established.
[0165] Note that the numbers attached to the fourth replay in the figure correspond to the symbol combinations when the fourth replay winning is established. "1" corresponds to the symbol combination that becomes a scattered pattern, and "2" corresponds to the symbol combination that stops with red 7, red 7, and black BAR in the middle (see FIG. 11). For example, when the left stop switch 42 is operated first when the second promotion replay 1 is selected, the symbol combination that becomes a scattered pattern stops and the fourth replay winning is established, or the symbol combination that stops with red 7, red 7, and black BAR in the middle stops and the fourth replay winning is established.
[0166] Returning to the description of the RT state process, if it is determined in step S506 that the third replay winning has not been established, the process proceeds to step S509, and it is determined whether the fourth replay winning or the fifth replay winning has been established based on the winning combination established in the previous payout determination process. If neither the fourth replay winning nor the fifth replay winning has been established, this process is terminated as it is. If the fourth replay winning or the fifth replay winning has been established, the RT setting flag set in the status information storage area 106c is cleared in step S510, and the third RT setting flag is set in step S511, and this process is terminated.
[0167] When the third RT setting flag is set in step S511, the game state transitions to the third RT state. Then, in step S302 of the lottery process, it is determined that the current game state is the third RT state based on the fact that the third RT setting flag is set in the status information storage area 106c, and the lottery table for the third RT state is selected.
[0168] FIG. 25 is a lottery table for the third RT state selected in the "Setting 3" third RT state. When the lottery table for the third RT state is compared with the lottery table for the second RT state (see FIG. 24), the point values PV for IV = 9 to 12 are different, and the same point values PV are set for other index values IV. Therefore, when determining the winning or losing of a role using such a lottery table, the probability of winning when IV = 1 to 8, 13 to 52 is equal to the respective winning probabilities in the second RT state, the probability of winning when IV = 9, 10 becomes zero, and the probability of winning when IV = 11, 12 is approximately 1 / 7.00 each. The probability of a miss where no role is won is approximately 1 / 150. That is, when the game state transitions to the third RT state, the probability of winning for each role type of small role, replay, and bonus is the same as that in the second RT state, while the winning modes to which replay benefits are given change to those different from the second RT state. More specifically, in the third RT state, in addition to the first replay win where the game state does not transition and the second replay win where the game state transitions to the first RT state, there are the sixth replay win, the seventh replay win, and the eighth replay win where the game state does not transition, and the third replay win where the game state transitions to the second RT state.
[0169] In the stop information second setting process (step S409), even when winning on BAR replay 1 or BAR replay 2, stop information is set to change the winning mode established by the operation order of stop switches 42 to 44 that generated the stop command.
[0170] FIG. 23(c) is an explanatory diagram showing the correspondence between the winning role, the operation order of stop switches 42 to 44, and the established winning mode. When winning on BAR replay 1, regardless of the operation timing of stop switches 42 to 44, one of the first replay win, the sixth replay win, the seventh replay win, and the third replay win will always be established. When winning on BAR replay 2, regardless of the operation timing of stop switches 42 to 44, one of the first replay win, the sixth replay win, the eighth replay win, and the third replay win will always be established.
[0171] Next, the bonus state process in step S215 will be described based on the flowchart of FIG. 26.
[0172] First, in step S601, it is determined whether the current game state is a bonus state, that is, whether the current game state is the BB state or the CB state. If it is not in the bonus state, the bonus determination process shown in steps S602 to S614 is performed.
[0173] In the bonus determination process, in step S602, it is determined whether any one of the first BB winning flag, the second BB winning flag, and the CB winning flag is set. If any of the winning flags is set, the process proceeds to step S603, and based on the winning established combination set in the previous payout determination process, it is determined whether a CB win has been established. If a CB win has been established, in step S604, the CB setting flag is set in the status information storage area 106c. In step S605, 15 is set in the remaining payout counter provided in the status information storage area 106c to count the remaining number of medals that can be paid out during the bonus state. By performing the processes of steps S604 to S605, the game state shifts to the CB state.
[0174] Here, CB and the CB state will be briefly described.
[0175] When the "red bell" symbol or the "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "watermelon" symbol, the "first replay" symbol, or the "black BAR" symbol on the right reel 32R stop on the active line, a CB win occurs. On each of the reels 32L, 32M, and 32R, the CB symbols are arranged such that the interval between the CB symbols is 4 symbols or less. Therefore, when winning on CB, a CB win is established regardless of the operation order and operation timing of the stop switches 42 to 44.
[0176] When the CB setting flag is set in the state information storage area 106c, the main control device 101 determines that the game state is the CB state. Then, in step S205 of the normal process, it determines whether the number of medals bet has reached "2" instead of "3", and in the active line setting process (step S209), it sets the lower line L3 and the right downward line L4 as active lines.
[0177] In step S302 of the lottery process, a lottery table for the CB state is selected. Although the illustration of the lottery table for the CB state is omitted, in the lottery table for the CB state, "0" is set as the point value PV for IV=1 to 48, and "16384" is set as the point value for IV=49 to 52 (see FIG. 17 for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning the CB small / medium role 1 (probability of winning when IV=49) is about 1 in 4.00, the probability of winning the CB small / medium role 2 (probability of winning when IV=50) is about 1 in 4.00, the probability of winning the CB small / medium role 3 (probability of winning when IV=51) is about 1 in 4.00, and the probability of winning the CB small / medium role 4 (probability of winning when IV=52) is about 1 in 4.00. No events of losing occur.
[0178] FIG. 27(a) is an explanatory diagram showing the correspondence between winning combinations, the operation sequence of the stop switches 42-44, and the winning modes that are established. Although detailed explanations are omitted, even if any of the CB small / medium combinations 1 to 4 is won, some small combination is always established regardless of the operation sequence and operation timing of the stop switches 42-44. Since the CB state is a two-bet game, when the first small combination, the 27th small combination, the 31st small combination, the 36th small combination to the 38th small combination are established, 15 medals are paid out, and when the second small combination to the 26th small combination, the 28th small combination to the 30th small combination, the 32nd small combination to the 35th small combination are established, 14 medals are paid out. In other words, when the game transitions to the CB state, 14 or 15 medals are always paid out.
[0179] In addition to the CB as the winning combination and the CB state as the game state, a single bonus (SB) that enables the execution of a one-game play (JAC game) as the winning combination, and an SB state that transitions based on the winning (prize winning) of the single bonus may be provided, instead of or in addition to them.
[0180] Returning to the explanation of the bonus state process, if it is determined in step S603 that the CB winning has not been established, it means that a bonus winning flag other than the CB is set. In such a case, the RT setting flag set in the state information storage area 106c is cleared in step S608, and it is determined in step S609 whether the first BB winning or the second BB winning has been established.
[0181] And if any of the BB winnings is established, the BB winning flag set in the winning flag storage area 106a of the RAM 106 is cleared in step S610, and the BB setting flag is set in the state information storage area 106c in step S611. Then, in step S612, 216 is set in the remaining payout count counter, and a process of displaying 216 on the remaining payout number display unit 61 is performed. The numerical value set in step S612 is a numerical value corresponding to the upper limit payout number in the BB state, and the BB state is terminated on the condition that medals are paid out in an amount equal to or more than the numerical value in the BB state.
[0182] By performing the processes of steps S610 to S612, the game state transitions to the BB state. And in step S302 of the lottery process, based on the fact that the BB setting flag is set in the state information storage area 106c, it is determined that the current game state is the BB state, and the corresponding lottery table for the BB state is selected.
[0183] Figure 28 is a lottery table for the BB state selected in the BB state that transitions through the first BB and the second BB. In the lottery table for the BB state, "0" is set as the point value PV for IV = 1 to 28, 32 to 52, and "21845" is set as the point value for IV = 29 to 31. Therefore, in the BB state, the probability of winning the small BB prize 1 (the probability of winning when IV = 32) is approximately 1 / 3.00, the probability of winning the small BB prize 2 (the probability of winning when IV = 33) is approximately 1 / 3.00, and the probability of winning the small BB prize 3 (the probability of winning when IV = 34) is approximately 1 / 3.00. The probability of a miss, where no prize is won, is approximately 1 / 65500.
[0184] Figure 27(b) is an explanatory diagram showing the correspondence between the winning prize, the operation order of the stop switches 42 to 44, and the winning modes that are established. As described above, the first small prize winning is a winning mode that can be established regardless of the operation timing of the stop switches 42 to 44. Therefore, even if the player wins the small BB prize 1, the small BB prize 2, or the small BB prize 3, one of the first small prize winning, the 39th small prize winning, or the 40th small prize winning will always be established regardless of the operation order and operation timing of the stop switches 42 to 44. Since the BB state is a 3-bet game, when the first small prize winning, the 39th small prize winning, or the 40th small prize winning is established, 9 medals will be paid out. Since the probability of a miss in the BB state is approximately 1 / 65500, it can be said that the BB state is a game state in which 9 medals are paid out with a very high probability.
[0185] If a negative determination is made in step S609 and any BB prize winning is established, the process of setting the carry-over command is performed in step S613. The carry-over command is a command transmitted to the display control device 81 to indicate that the bonus prize winning did not occur in the bonus winning game and that the so-called carry-over state has occurred. Such a carry-over command is output to the display control device 81 in the command output process (step S110) of the timer interrupt process.
[0186] Here, in the present embodiment, in the game carried out in the carry-over state, winning other bonuses is restricted. More specifically, in the lottery table for the normal gaming state (FIG. 17), when winning a duplicate combination or the like with the bonuses of IV = 32 to 48 (First BB, Second BB, CB), the winning flags corresponding to these bonuses are not set. Therefore, for example, when winning a duplicate combination with each small combination of IV = 32 to 45, although the winning flags for these small combinations are set, the winning flags corresponding to the bonuses are not set, and only the small combination winning is valid. That is to say, the carry-over state can also be said to be a state where the bonus lottery is restricted.
[0187] When the gaming state transitions to the CB state or the BB state, an affirmative determination is made in step S601, and an end determination process is performed in step S614. In the end determination process, it is determined whether the value of the remaining payout count counter has become 0, and when it has become 0, a process of clearing the CB setting flag or the BB setting flag is performed. Further, in the end determination process, when the BB setting flag is cleared, an end flag indicating that the BB state has ended in this game is set. Note that the end determination process will be described in detail later.
[0188] As shown in steps S602 to S614, when winning on the CB and the CB win is established, the CB setting flag is set without clearing the RT setting flag. Therefore, when the CB setting flag is cleared, that is, when the CB state ends, the game state at the time when the CB win was established will be restored. For example, when the CB win is established in the normal game state, after the end of the CB state, it will return to the normal game state. When the CB win is established in the third RT state, after the end of the CB state, it will return to the third RT state. On the other hand, when winning on the first BB or the second BB, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB win is established. Therefore, when the BB setting flag is cleared, that is, when the BB state ends, even if the first BB win is established in the second RT state, the game will shift to the normal game state. Incidentally, when shifting to the CB state, the player can expect an increase of 13 (= 15 - 2) or 25 (= 14 - 2 + 15 - 2) medals until the end of the CB state. When shifting to the BB state, the player can expect an increase of approximately 144 (= 9×24 - 3×24) medals until the end of the BB state.
[0189] When none of the first BB winning flag, second BB winning flag, and CB winning flag are set (when step S602 is NO), when none of the first BB winning, second BB winning, and CB winning are established and a carry-over command is set (when the process of step S613 is executed), when a predetermined value is set in the remaining payout counter in step S605 or step S612, and when an end determination process is performed in step S614, the process proceeds to step S606 to set a status command. Here, the status command is a command transmitted to the display control device 81 to grasp the game state at the end of the game (i.e., the game state of the next game). In step S606, the status command corresponding to the setting flag set in the status information storage area 106c is set. After setting the status command, in step S607, an external signal setting process for setting an external signal output from the external centralized terminal board 121 to the outside of the slot machine 10 is performed. Then, this process ends.
[0190] <Overview of Game State Transition and Display Mode> Here, the transition of the game state will be described with reference to FIG. 29. Note that the CB state is not shown in the figure.
[0191] When the game state is the BB state, when the number of medal payouts in the BB state reaches 216, the BB state ends and the game state transitions to the normal game state.
[0192] When the game state is the normal game state, when the transition outcome stops on the valid line, the game state transitions to the first RT state, and when the BB winning is established, the game state transitions to the BB state. The transition outcome stops on the valid line when a miss occurs in the game in which the push order bell wins. In the lottery process using the normal game state lottery table, the first promotion replay 1 to 4 that triggers the transition to the second RT state and the second promotion replay 1 and 2 that trigger the transition to the third RT state are not won, so the game state does not transition to the second RT state and the third RT state from the normal game state (see FIG. 17).
[0193] When the gaming state is the first RT state, the gaming state transitions to the second RT state by the establishment of the third replay winning. The third replay winning is established when any one of the first promotion replays 1 to 4 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(a)). In the lottery process using the lottery table for the first RT state, the second promotion replays 1 and 2, which are the trigger for transition to the third RT state, are not won, so the first RT state does not transition to the third RT state.
[0194] In addition, if the BB winning is not achieved in the game in which each BB winning flag is set, that is, if the BB winning flag is carried over, the game state transitions to the normal game state, and if the BB winning is achieved in the game in which each 1 BB winning flag is set, the game state transitions to the BB state. The 1st RT state does not transition to the 3rd RT state.
[0195] When the game state is the second RT state, the game state transitions to the third RT state by the establishment of the fourth replay winning or the fifth replay winning. In addition, when the second replay winning is established or when the transition result stops on the effective line, the game state transitions to the first RT state. The fourth replay winning and the fifth replay winning are established when the second promotion replay 1 or the second promotion replay 2 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). The second replay winning is established when any of the fall replays 1 to 3 is won and the stop switches 42 to 44 are operated in a predetermined operation sequence (see FIG. 23(b)). The transition result stops on the effective line when a miss occurs in the game in which the push order bell is won. In addition, when a BB win is not achieved in a game in which a BB win flag is set, that is, when the BB win flag is carried over, the game state transitions to a normal game state, and when a BB win is achieved in a game in which a BB win flag is set, the game state transitions to a BB state.
[0196] When the game state is the third RT state, when the third replay winning occurs, the game state shifts to the second RT state. Also, when the second replay winning occurs and when the transfer outcome stops on the valid line, the game state shifts to the first RT state. The third replay winning is established when winning on BAR replay 1 or BAR replay 2 and operating the stop switches 42 to 44 in a predetermined operation sequence (see Fig. 23(c)). The second replay winning is established when winning on any of the falling replays 1 to 3 and operating the stop switches 42 to 44 in a predetermined operation sequence (see Fig. 23(b)). The transfer outcome stops on the valid line when a miss occurs in the game that has won on the push order bell. In addition, when the corresponding BB winning does not occur in the game in which each winning flag is set, that is, when the BB winning flag is carried over, the game state shifts to the normal game state, and when the corresponding BB winning occurs in the game in which each BB winning flag is set, the game state shifts to the BB state.
[0197] In this slot machine 10, the main control device 101 manages six types of game states: the normal game state, the first RT state, the second RT state, the third RT state, the BB state, and the CB state, and broadly manages five types of display modes: the normal mode, the challenge mode, the attack mode (including the superimposed specialization zone), the VB mode (including the superimposed specialization zone), and the BB mode.
[0198] Fig. 30 is a diagram showing the transition of each display mode.
[0199] The BB mode is a display mode that shifts when the first BB winning or the second BB winning occurs and ends when the BB state ends. That is, the BB mode is the display mode corresponding to the BB state. Therefore, when shifting to the BB mode, the player can expect an increase of about 144 medals.
[0200] When shifting from the normal mode or the challenge mode to the BB mode, in the BB mode, a lottery for shifting to the challenge mode and a lottery for shifting to the attack mode are conducted. If one wins the lottery for shifting to the attack mode, one will shift to the attack mode after the end of the BB mode. If one wins the lottery for shifting to the challenge mode, one will shift to the challenge mode after the end of the BB mode. If one does not win either lottery, one will shift to the normal mode after the end of the BB mode. When shifting from the attack mode to the BB mode, one will return to the attack mode after the end of the BB mode. When shifting from the VB mode to the BB mode, one will return to the VB mode after the end of the BB mode.
[0201] The normal mode is a display mode in which the operation order of the stop switches 42 to 44 is not notified when the push-order bell is won and when the first promotion replay 1 to the first promotion replay 4, the fall replay 1 to the fall replay 3, the second promotion replay 1, the second promotion replay 2, the BAR replay 1, and the BAR replay 2 (hereinafter, these are collectively referred to as the "push-order replay") are won. In the normal mode, a lottery for shifting to the challenge mode and a lottery for shifting to the attack mode are conducted. If one wins the lottery for shifting to the challenge mode, one will shift from the normal mode to the challenge mode. If one wins the lottery for shifting to the attack mode, one will shift from the normal mode to the attack mode. One does not shift to the VB mode from the normal mode.
[0202] The normal mode corresponds to each game state of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the normal mode, since the operation order of the stop switches 42 to 44 is not notified when the push-order bell is won and when the push-order replay is won, it is rare to shift to the second RT state and the third RT state, and it will almost correspond to the normal game state or the first RT state. In the normal mode, when the game state at that time is the normal game state or the first RT state, it can be expected that about 1.59 medals will decrease every time one game is played. When the game state at that time is the second RT state or the third RT state, it can be expected that about 0.06 medals will decrease every time one game is played.
[0203] The challenge mode is a display mode in which, similar to the normal mode, the operation order of the stop switches 42 to 44 is not notified when the push-order bell is won and when the push-order replay is won. In the challenge mode, a lottery for transitioning to the attack mode is conducted. However, the winning probability of the lottery for transitioning to the attack mode in the challenge mode is set higher than the winning probability of the lottery for transitioning to the attack mode in the normal mode. That is, although the challenge mode does not notify the operation order in the same way as the normal mode, it is set as a mode in which it is easy to transition to the attack mode. When winning the lottery for transitioning to the attack mode, the mode transitions from the challenge mode to the attack mode. When a game is played a predetermined number of times (for example, 10 times) without winning the above lottery, the mode transitions from the challenge mode to the normal mode. The challenge mode does not transition to the VB mode.
[0204] The challenge mode corresponds to each game state of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the challenge mode, since the operation order of the stop switches 42 to 44 is not notified when the push-order replay is won, it is rare to transition to the second RT state and the third RT state, and it almost corresponds to the normal game state or the first RT state. In the challenge mode, when the game state at that time is the normal game state or the first RT state, it can be expected that about 1.59 medals will decrease for each game played, and when the game state at that time is the second RT state or the third RT state, it can be expected that about 0.06 medals will decrease for each game played.
[0205] The attack mode is a display mode in which the operation order of the stop switches 42 to 44 is notified both when the bell by pressing order is selected and when the replay by pressing order is selected. The attack mode is composed of four attack modes, namely the first attack mode to the fourth attack mode, in which the transition probability to the VB mode is different. In any of the attack modes, the transition probability to the VB mode is higher than that in the normal mode. When winning the transition lottery to the VB mode, it will transition from the attack mode to the VB mode. When a game is played a predetermined number of times (for example, 50 times, etc.) without winning the transition lottery to the VB mode, it will transition from the attack mode to the normal mode.
[0206] The first attack mode to the fourth attack mode are set so that the probability of winning the transition lottery to the VB mode is different. More specifically, the probability of winning the transition lottery to the VB mode is set such that the fourth attack mode is the highest and the first attack mode is the lowest, and the probability of winning the transition lottery to the VB mode increases in the order of the first attack mode, the second attack mode, the third attack mode, and the fourth attack mode.
[0207] The attack mode corresponds to each game state of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the attack mode, since the operation order of the stop switches 42 to 44 is notified both when the bell by pressing order is selected and when the replay by pressing order is selected, when the player operates the stop switches 42 to 44 in the notified operation order, it will almost correspond to the second RT state. In the attack mode, when the game state at that time is the normal game state or the first RT state, it can be expected that about 0.61 medals will increase for each game played. When the game state at that time is the second RT state or the third RT state, it can be expected that about 1.90 medals will increase for each game played. Since the attack mode continues for at least 50 games after the game state transitions to the second RT state, when transitioning to the attack mode, the player can expect an increase of about 100 medals.
[0208] The VB mode is a display mode in which, similar to the attack mode, the operation sequence of the stop switches 42 to 44 is notified both when the bell by push order is selected and when the replay by push order is selected. The difference between the VB mode and the attack mode is that when the second promotion replay 1 or the second promotion replay 2 is selected, in the attack mode, the operation sequence for establishing the first replay winning is notified, while in the VB mode, the operation sequence for establishing the fourth replay winning or the fifth replay winning is notified (see Fig. 23(b)).
[0209] The VB mode corresponds to each game state of the normal game state, the first RT state, the second RT state, the third RT state, and the CB state. However, in the VB mode, the operation sequence of the stop switches 42 to 44 is notified both when the bell by push order is selected and when the replay by push order is selected, and when the second promotion replay 1 or the second promotion replay 2 is selected, the operation sequence for establishing the fourth replay winning or the fifth replay winning is notified. Therefore, when the player operates the stop switches 42 to 44 in the operation sequence notified in the VB mode, it will approximately correspond to the third RT state. In the VB mode, when the game state at that time is the normal game state or the first RT state, it can be expected that about 0.61 medals will increase per game, and when the game state at that time is the second RT state or the third RT state, it can be expected that about 1.90 medals will increase per game. Since the VB mode continues for at least 25 games after the game state transitions to the third RT state, when transitioning to the VB mode, the player can expect an increase of about 50 medals.
[0210] Regarding the transition of the display mode when the player's owned medals increase, it is common for the flow to be from the normal mode to the challenge mode, from the challenge mode to the attack mode, and then back from the attack mode to the normal mode. And since a lottery for transitioning to the VB mode is conducted in the attack mode, when a loop occurs where the player transitions from the attack mode to the VB mode and then back from the VB mode to the attack mode, the player can expect an increase in more owned medals.
[0211] As described above, when comparing the normal mode and the challenge mode, the probability of winning the lottery for transitioning to the attack mode is set to be higher in the challenge mode than in the normal mode. Therefore, the challenge mode is also called a so-called chance zone that anticipates a transition to the attack mode.
[0212] Also, in the attack mode, the first attack mode to the fourth attack mode are set, and the winning probabilities of the lottery for transitioning to the VB mode are different in each attack mode. And when transitioning from the normal mode or the challenge mode to the attack mode, basically, it transitions to the first attack mode. In the first attack mode, a lottery for transitioning to the VB mode is conducted, and a lottery for transitioning to the second attack mode is also conducted. If one wins the lottery for transitioning to the second attack mode, one transitions to the second attack mode, and the winning probability of the lottery for transitioning to the VB mode increases. In the second attack mode, a lottery for transitioning to the VB mode is conducted, and a lottery for transitioning to the third attack mode is also conducted. If one wins the lottery for transitioning to the third attack mode, one transitions to the third attack mode, and the winning probability of the lottery for transitioning to the VB mode increases. And in the third attack mode, a lottery for transitioning to the VB mode is conducted, and a lottery for transitioning to the fourth attack mode is also conducted. If one wins the lottery for transitioning to the fourth attack mode, one transitions to the fourth attack mode, and the winning probability of the lottery for transitioning to the VB mode increases.
[0213] Therefore, when transitioning to the attack mode, by ascending the attack mode as first attack mode → second attack mode → third attack mode → fourth attack mode, the probability of transitioning to the VB mode becomes higher, and a loop between the attack mode and the VB mode is likely to occur.
[0214] As described above, in this slot machine 10, in each display mode of the attack mode, VB mode, and BB mode, the player is configured to increase the owned medals. And, in conjunction with each display mode, a plurality of RT states, a plurality of states such as the BB state and the CB state, come and go depending on the winning or the stop of the transition outcome of each replay. As described above, the corresponding replay winning is established or the transition outcome stops depending on the operation order of the stop switches 42 to 43 at the time of winning the push-order replay or winning the push-order bell. Also, in the attack mode and the VB mode, when winning the push-order bell, an operation order that enables the establishment of the first minor winning is notified, so that an increase in the owned medals can be expected.
[0215] Hereinafter, the configuration regarding the display mode will be described.
[0216] As the configuration regarding the display mode, it is roughly classified into (1) processing related to the transition lottery of the display mode, (2) processing for shifting the game state based on the result of the transition lottery of the display mode, (3) processing for shifting the display mode based on the winning result, and (4) processing related to the notification effect on the sub side. Hereinafter, it will be described in order.
[0217] <Processing related to the transition lottery of the display mode> <Lottery result corresponding process> (1) The processing related to the transition lottery of the display mode is performed in the lottery result corresponding process (step S312) of the lottery process (FIG. 16) by the main control device 101. Therefore, hereinafter, the lottery result corresponding process will be described with reference to the flowchart of FIG. 31.
[0218] In step S701, as the lottery result this time, it is determined whether or not it is a specific combination of strong cherry, weak cherry, strong watermelon, weak watermelon, chance A, B, and middle bell, strong cherry duplication 1, 2, weak cherry duplication 1, 2, strong watermelon duplication 1, 2, weak watermelon duplication 1, 2, chance A duplication 1, 2, chance B duplication 1, 2, middle bell duplication 1, 2 (for example, refer to FIG. 17, IV = 13 to 19, 32 to 45; hereinafter, these combinations are collectively referred to as "specific combinations"). If the lottery result is a specific combination, then in step S702, it is determined whether or not any of the bonus winning flags, i.e., the first BB winning flag and the second BB winning flag, has been set.
[0219] In the process of step S702, the case where the first BB winning flag or the second BB winning flag has already been set indicates a carry-over state and does not include the games in which the first BB or the second BB has won. That is, when it is determined in step S702 that the first BB winning flag or the second BB winning flag has not been set, it includes not only the case where it is not a specific combination winning that overlaps with the first BB or the second BB, but also the case where it is a specific combination winning that overlaps with the first BB or the second BB. In other words, if a specific combination that overlaps with the first BB or the second BB is won during the carry-over state, an affirmative determination is made in step S702.
[0220] If a negative determination is made in step S702, the processes for shifting the display mode based on the specific combinations in steps S703 to S709 are executed. On the other hand, if it is determined in step S701 that it is not a specific combination winning or if the bonus winning flag is set in step S702, then in steps S710 to S713, processes for shifting the display mode and the like are performed.
[0221] Specifically, when it is determined in step S701 that it is a specific role selection, and it is determined in step S702 that the bonus winning flag is not set, in step S703, it is determined whether the current gaming state is a normal gaming state or a first RT state. If an affirmative determination is made in step S703, in step S704, it is determined whether an attack mode winning flag is set in the various flag storage areas 106d of the RAM 106. The attack mode winning flag is a flag that is set when winning the transition lottery to the attack mode and is cleared when transitioning to the attack mode. If a negative determination is made in step S704, in step S705, the first specific role process is executed.
[0222] <First specific role process> The first specific role process will be described with reference to the flowchart of FIG. 32.
[0223] Here, the case where the first specific role process is performed is a state that is a normal gaming state or a first RT state and has not won the attack mode. The corresponding display modes in this case are the normal mode or the challenge mode. In the first specific role process, a transition lottery for whether to transition the display mode to the challenge mode is performed, and a transition lottery for whether to transition to the attack mode is also performed. Further, in the first specific role process, if the current display mode is the challenge mode, a process for adding to the number of consecutive games in the challenge mode is performed.
[0224] That is, in step S801, it is determined whether the current display mode is in the challenge mode. The case where it is not in the challenge mode means that the current display mode is the normal mode. If a negative determination is made in step S801, then in step S802, the normal-time table is obtained from the various table storage areas 105a of the ROM105 as the table for attack mode lottery. On the other hand, if an affirmative determination is made in step S801, then in step S803, the challenge mode table is obtained from the various table storage areas 105a of the ROM105 as the table for attack mode lottery. In the normal-time table and the challenge mode table, the transition probabilities to the attack mode are set according to the types of specific roles respectively. For example, for strong cherries and weak cherries, the transition probability to the attack mode is set higher for strong cherries than for weak cherries. Also, the transition probabilities to the attack mode are different overall between the normal-time table and the challenge mode table, and the challenge mode table is set to have a higher transition probability to the attack mode than the normal-time table.
[0225] After obtaining the table for attack mode transition lottery in step S802 or step S803, the attack mode lottery process is executed in step S804. In such a process, the lottery counter is obtained from the various counter areas 106e of the RAM106, and the lottery for transition to the attack mode is performed by comparing it with the lottery table obtained in step S802 or step S803.
[0226] In step S805, based on the processing result of step S804, it is determined whether or not a lottery for shifting to the attack mode has been won. If the lottery for shifting to the attack mode has been won, then in step S806, it is determined whether or not the currently won attack mode is the super attack mode. The super attack mode is an attack mode that starts after passing through the additional specialization zone. For example, if the initial number of games in the normal attack mode is 50, then in the super attack mode, the attack mode starts with the number of games obtained by adding the number of games added in the additional specialization zone to 50 of the initial number of games. Therefore, the degree of advantage for the player is different between the normal attack mode and the super attack mode, and the super attack mode is more advantageous for the player than the attack mode. The super attack mode is set to be won in a part (for example, 1%) of the cases where the attack mode is won in the attack mode lottery process of step S804.
[0227] Note that the winning probability of the super attack mode may be set to be different when the normal-time table is acquired (step S802) and when the challenge-mode table is acquired (step S803). In this case, if the winning probability of the super attack mode is made higher in the challenge mode than in the normal time, the superiority of the challenge mode is ensured. Also, although the winning probability of the attack mode is lower in the normal time than in the challenge mode, it may be set such that the ratio of the super attack mode at the time of winning becomes larger. Furthermore, the winning probability of the super attack mode and the ratio of the super attack mode at the time of winning the attack mode may be varied according to the type of specific combination.
[0228] In step S806, if it is determined that the super attack mode has been won, then in step S807, the process of setting the specialization zone winning flag is executed.
[0229] If a negative determination is made in step S806, or after the process of step S807 is executed, in step S808, a process of setting an attack mode selection flag is performed. That is, when the attack mode is selected, the attack mode selection flag is set, and among them, a specialization zone selection flag is set (when the super attack mode is selected).
[0230] After the process of step S808 is performed, in steps S809 to S812, a process for setting a precursor mode is performed. The precursor mode is a mode in which a winning suggestion effect indicating that the attack mode, challenge mode, etc. have been selected is likely to occur. After each game in the precursor mode, a winning notification that the attack mode, challenge mode, etc. have been selected is performed. The precursor mode continues for 0 to 32 games, and the number of continuous games in the precursor mode is set to be different depending on the type of the selected attack mode, challenge mode, etc. and whether or not a bonus has been selected simultaneously. When the attack mode, challenge mode, etc. are selected simultaneously with the bonus, the winning notification of the bonus is performed after passing through the precursor mode, and after the bonus state ends, the notification that the attack mode, challenge mode, etc. have been selected is performed. Also, when the number of precursor games is set to 0 games, the winning notification is performed without going through the precursor mode.
[0231] Specifically, in step S809, first, a process of acquiring a premonition game number table from the various table storage areas 105a of the ROM 105 is performed. As shown in FIG. 35, in the premonition game number table, the selected premonition game number is set to be different depending on the current display mode (normal mode or challenge mode) and whether or not a bonus has been won simultaneously. Specifically, when the current display mode is the normal mode and when the attack mode is won, if the bonus has not been won simultaneously, 1 to 5 games are selected at 80%, and 6 to 10 games are selected at 20%. On the other hand, even when the current display mode is the normal mode, if the attack mode and the bonus have been won simultaneously, 1 to 5 games are selected at 10%, 6 to 10 games are selected at 20%, 11 to 20 games are selected at 50%, and 21 to 32 games are selected at 20%. That is, when the display mode is the normal mode, a longer premonition game number is more likely to be selected when the bonus has been won simultaneously than when it has not. In other words, when the bonus has not been won simultaneously, the winning of the attack mode will be notified in a relatively short number of games from the attack mode winning game. On the other hand, when the current display mode is the challenge mode, regardless of whether or not the bonus has been won simultaneously, 0 games are selected as the premonition game number. That is, in this case, the premonition mode is not set, and the winning notification of the attack mode is performed in the next game after the winning game.
[0232] Also, when the Super Attack Mode, which is an attack mode with a bonus specialization zone, is selected, if no bonus is selected simultaneously, 1 to 5 games are selected at 70%, and 6 to 10 games are selected at 30%. On the other hand, when a bonus is selected simultaneously when the Attack Mode is selected, 1 to 5 games are not selected, 6 to 10 games are selected at 20%, 11 to 20 games are selected at 30%, and 21 to 32 games are selected at 50%. That is, even when the Super Attack Mode is selected, when a bonus is selected simultaneously, a longer number of precursor games is more likely to be selected than when no bonus is selected simultaneously. When no bonus is selected simultaneously, the selection of the Super Attack Mode will be notified in a relatively short number of games from the game in which the Super Attack Mode is selected. Even when the Super Attack Mode is selected, if the current display mode is the Challenge Mode, regardless of whether a bonus is selected simultaneously, 0 games are selected as the number of precursor games. That is, in this case, the precursor mode is not set, and the selection of the Super Attack Mode is notified in the game next to the selected game.
[0233] In step S810, based on the precursor game number table obtained in step S809 and the lottery counter obtained from each counter area 106e of the RAM 106, a process of lottery for the number of games in the current precursor mode is performed. Then, in step S811, a process of inputting the number of precursor games into the precursor counter provided in each counter area 106e of the RAM 106 is performed. The precursor counter is a counter that is decremented by 1 for each game. When the precursor counter becomes 0, the precursor mode ends, and a winning notification of winning the transition lottery to the Attack Mode or the like is performed.
[0234] In step S812, a process of setting the precursor command as an output target to the display control device 81 which is a sub-control device is executed. The precursor command includes the lottery result that triggers the precursor mode (the display mode to shift to after the precursor mode, in the case of step S812, the BB mode and the attack mode) and information on the number of precursor games. The processing on the display control device 81 side based on receiving the precursor command will be described in detail later. After executing the process of step S812, the first specific role process ends.
[0235] If it is determined in step S805 that the lottery for shifting to the attack mode has not been won, the process proceeds to step S813. In step S813, a challenge mode lottery process is executed. In the challenge mode lottery process, a table for challenge mode lottery is acquired from the various table storage areas 105a of the ROM 105, and a lottery counter is acquired from the various counter areas 106e of the RAM 106. For the table for challenge mode lottery, the transition probability to the challenge mode is set according to the type of the specific role. For example, for the strong cherry and the weak cherry, the transition probability to the challenge mode is set higher for the strong cherry than for the weak cherry.
[0236] The case where step S813 is implemented includes the case where the display mode is the challenge mode. Also in this case, in step S813, a challenge mode lottery process is executed, and the lottery table is a common table for the normal mode and the challenge mode. Note that, like steps S801 to 803, the lottery table may be made different depending on whether it is in the challenge mode or not.
[0237] In step S814, based on the processing result of step S813, it is determined whether or not the challenge mode has been won. If it is determined that the challenge mode has been won, then in step S815, it is determined whether or not the current display mode is the challenge mode. If it is the normal mode rather than the challenge mode, in step S816, a process of setting a challenge mode winning flag in various flag storage areas 106d of the RAM 106 is executed.
[0238] After performing the process of step S816, in steps S817 to S820, setting processing for the precursor mode is performed in the same manner as in steps S809 to S812. That is, in step S817, a precursor game number table is acquired, in step S818, a lottery process for the precursor game number is performed, in step S819, the precursor game number is set, and in step S820, a precursor command is set, and then the first specific role process ends.
[0239] In the precursor game number table acquired in step S817, as shown in FIG. 35, when the challenge mode is won alone, 1 to 5 games are selected at 90%, and 6 to 10 games are selected at 10%. On the other hand, when the challenge mode is won simultaneously with the bonus, 1 to 5 games are selected at 20%, 6 to 10 games are selected at 30%, and 11 to 20 games are selected at 50%. That is, even when the challenge mode is won, when it is won simultaneously with the bonus, a longer precursor game number is more likely to be selected than when it is not won simultaneously, and when it is not won simultaneously with the bonus, the winning of the challenge mode will be notified in a relatively short number of games from the challenge mode winning game.
[0240] Regarding the number of preliminary games, regardless of whether a bonus is won simultaneously, the number of preliminary games in the attack mode is more likely to be selected to be longer than in the challenge mode, the number of preliminary games in the super attack mode is more likely to be selected to be longer than in the attack mode, and if a display mode advantageous to the player is won, the number of preliminary games is more likely to be selected to be longer. Also, when not winning a bonus simultaneously, the number of preliminary games is set to be 10 games or less. If the preliminary mode continues for 11 games or more, it is confirmed that a bonus is won simultaneously. Even when winning a bonus simultaneously, in the case of winning a challenge mode and a bonus simultaneously, the number of preliminary games is set to be 20 games or less, while in the case of winning an attack mode or a super attack mode and a bonus simultaneously, the number of preliminary games of 21 games or more is also selected. By continuing the preliminary mode for 21 games or more, it is confirmed that it is a bonus + attack mode or super attack mode. In this way, the fun of predicting the winning content in relation to the number of preliminary games is added.
[0241] Furthermore, in the present embodiment, when a specific winning combination is selected and not winning in the attack mode, challenge mode, etc., it may shift to a pseudo-preliminary mode. Although such processing will be described later, the number of games set as the pseudo-preliminary mode is any one of 1 game to 20 games. Therefore, when the winning suggestion effect frequently occurs over 21 games or more, it is determined that the preliminary mode or pseudo-preliminary mode shifted due to a specific winning combination opportunity is the preliminary mode.
[0242] If it is determined in step S815 that the challenge mode is won again during the challenge mode, in steps S821 to S825, additional processing for the continuous games of the challenge mode is performed. That is, in step S821, it is determined whether the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S822, and a lottery process for the additional number of games of the challenge mode is executed.
[0243] Here, the bonus addition means adding the number of continuous games in the challenge mode or the attack mode, and the bonus game number corresponds to the value added to the number of continuous games. In step S822, the value to be added to the number of continuous games in the challenge mode is determined by lottery.
[0244] Specifically, in the lottery process of the bonus game number, a table for lottery of the bonus game number in the challenge mode is acquired from the various table storage areas 105a of the ROM 105, and a lottery counter is acquired from the various counter areas 106e of the RAM 106. The table for lottery of the bonus game number in the challenge mode is set so that the bonus game number increases according to the type of specific combination. For example, for a strong cherry, a bonus addition of 30 games in the challenge mode is performed with an 80% probability, and a bonus addition of 50 games is performed with a 20% probability. Also, for a weak cherry, a bonus addition of 5 games is performed with an 80% probability, and a bonus addition of 20 games is performed with a 20% probability.
[0245] In step S823, a process of adding a bonus to the number of games in the challenge mode is performed. In such a process, a process of adding a value corresponding to the bonus game number selected in step S822 is performed to a counter that manages the number of continuous games in the challenge mode (more specifically, a challenge mode continuous counter provided in the various counter areas 106e of the RAM 106). Then, in step S824, after performing a process of setting the bonus command as an output target to the display control device 81, this first specific combination process is terminated. The bonus command includes information on the occurrence of the bonus, the bonus game number, and the target for which the bonus is performed (challenge mode or attack mode). The process on the display control device 81 side that receives the bonus command will be described in detail later, but in the display control device 81, based on receiving the bonus command, a bonus notification (bonus effect) as notification of the information included in these bonus commands is performed.
[0246] If the bonus winning flag is set in step S821, the process proceeds to step S825. In step S825, after setting the challenge mode override flag in the various flag storage areas 106d of the RAM 106, this first specific role process ends. The challenge mode override flag is a flag for the CPU 102 to recognize that the condition for overriding the number of games in the challenge mode is satisfied. Although details will be described later, when the bonus ends with the challenge mode override flag set, the challenge mode is overridden at the end of the bonus. That is, depending on whether it is a simultaneous bonus win or not, the game in which the override notification is performed is set to be different.
[0247] Return to the explanation of the lottery result corresponding process (Fig. 31). If a negative determination is made in step S703, or if an affirmative determination is made in step S704, the process proceeds to step S706. In step S706, it is determined whether the current gaming state is the second RT state. If it is the second RT state, in step S707, it is determined whether the VB mode winning flag is set in the various flag storage areas 106d of the RAM 106. The VB mode winning flag is a flag that is set when winning the transition lottery to the VB mode and is cleared when transitioning to the VB mode. If a negative determination is made in step S707, in step S708, the second specific role process is executed. Also, if a negative determination is made in step S706, or if an affirmative determination is made in step S707, in step S709, the third specific role process is executed.
[0248] <Second Specific Role Process> The second specific role process will be described with reference to the flowchart of Fig. 33.
[0249] Here, the case where the second specific role process is performed is a state in the second RT state and not elected in the VB mode. As the display mode in this case, the attack mode corresponds. In the second specific role process, a transition lottery is performed to determine whether to shift the display mode to the VB mode. Also, in the second specific role process, a lottery for promoting the rank of the attack mode is performed, and a process for adding to the number of consecutive games in the attack mode is performed.
[0250] That is, in step S901, a process of grasping the rank of the attack mode is performed. As already described, in this embodiment, ranks of four attack modes, namely the first attack mode to the fourth attack mode, are provided, and the transition probability to the VB mode is different for each rank. Therefore, step S901 determines which of the first attack mode to the fourth attack mode the current rank of the attack mode is.
[0251] In step S902, a VB mode lottery table corresponding to the rank of the attack mode grasped in step S901 is acquired from the various table storage areas 105a of the ROM 105. In the VB mode lottery table, the transition probability to the VB mode is set according to the type of the specific role. For example, for strong cherry 1 and weak cherry, the transition probability to the VB mode is set higher for strong cherry 1 than for weak cherry. Also, in the VB mode lottery table for each rank, the transition probability to the VB mode is different overall, such that the transition probability to the VB mode is higher for the second attack mode than for the first attack mode, higher for the third attack mode than for the second attack mode, and higher for the fourth attack mode than for the third attack mode.
[0252] In step S903, a transition lottery for the VB mode is performed using the table obtained in step S902 and the lottery counter obtained from each counter area 106e of the RAM 106. Then, in step S904, it is determined whether the lottery result in step S903 corresponds to winning the VB mode.
[0253] If an affirmative determination is made in step S904, in step S905, a process of setting a VB mode winning flag in each flag storage area 106d of the RAM 106 is performed. Thereafter, in steps S906 to S909, a process for setting the number of precursor games is performed. That is, the precursor game number table is acquired in step S906, the number of precursor games is lottery-drawn in step S907, the number of precursor games is set in step S908, and after setting the precursor command in step S909, the second specific role process ends. However, in the present embodiment, as shown in FIG. 35, for winning the VB mode during the attack mode, the number of precursor games is set to 0 in all cases. Therefore, when winning the VB mode during the attack mode, the winning notification will be made in the next game.
[0254] If it is determined in step S904 that the result of the VB mode lottery process is not winning the VB mode, the process proceeds to step S910. Steps S910 to S913 are processes for promoting the rank of the attack mode.
[0255] In step S910, an attack mode promotion lottery process is performed. In such a process, a lottery table for promotion is acquired from various table storage areas 105a of the ROM 105, and a lottery counter is acquired from various counter areas 106e of the RAM 106. A plurality of lottery tables for promotion are provided according to the rank of the attack mode. Specifically, there are three tables in total: a table for the first attack mode, a table for the second attack mode, and a table for the third attack mode (no promotion lottery is performed when staying in the fourth attack mode). In each table, the winning probability of the promotion lottery is set according to the type of the specific role. For example, for strong cherries and weak cherries, the winning probability of the promotion lottery is set higher for strong cherries than for weak cherries. Also, in the table for each attack mode, the promotion probability of the table for the second attack mode is set lower than that of the table for the first attack mode, and the promotion probability of the table for the third attack mode is set lower than that of the table for the second attack mode. As the rank of the attack mode increases, it is set to be more difficult to promote to the next rank.
[0256] In step S911, it is determined whether the lottery result in step S910 is a promotion win. If it is a promotion win, in step S912, the promotion process for the attack mode is performed. In such a process, a process of rewriting the rank flag provided in the various flag storage areas 106d of the RAM 106 from the rank flag corresponding to the current rank of the attack mode to the rank flag one rank higher is performed. Then, in step S913, a process of setting the promotion command as an output target to the display control device 81 is performed. The promotion command includes information on the attack mode of the promotion destination. In the display control device 81 that has received the promotion command, the auxiliary display unit 65 and the like are controlled so as to perform the effect for the attack mode of the promotion destination rank. As the effect for the attack mode in the auxiliary display unit 65, for example, an effect with a background color different according to the rank of the attack mode is set, and in the display control device 81, when the above promotion command is received, it notifies that the rank of the attack mode has been promoted and controls so as to perform the effect for the attack mode with the background color according to the rank of the promotion destination.
[0257] If it is determined in step S911 that the promotion lottery has not been won, or after the process of step S913 is executed, in steps S915 to S920, a process for adding to the continuous game count of the attack mode is performed.
[0258] That is, in step S914, a bonus lottery process for the number of games in the attack mode is performed. In such a bonus lottery process, a table for the attack mode bonus lottery is acquired from the various table storage areas 105a of the ROM 105, and a lottery counter is acquired from the various counter areas 106e of the RAM 106. The table for the attack mode bonus lottery is set such that the probability of winning the bonus lottery varies according to the type of specific combination. For example, for a strong cherry, the probability of winning the bonus lottery is 80%, and for a weak cherry, the probability of winning the bonus lottery is 20%. Note that the winning probability may be varied according to the rank of the attack mode. Then, in step S915, it is determined whether or not the bonus lottery has been won. If it is determined that the bonus lottery has not been won, this second specific combination process is terminated as it is.
[0259] If it is determined that the bonus lottery has been won, in step S916, it is determined whether or not a bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S917, and a lottery process for the number of bonus games in the attack mode is performed. In such a lottery process for the number of bonus games, a table for lottery of the number of bonus games in the attack mode is acquired from the various table storage areas 105a of the ROM 105, and a lottery counter is acquired from the various counter areas 106e of the RAM 106. The table for lottery of the number of bonus games in the attack mode is set such that the number of bonus games varies according to the type of specific combination. For example, for a strong cherry, with a 90% probability, 20 games of the attack mode are added as a bonus, and with a 10% probability, 80 games are added as a bonus. Also, for a weak cherry, with a 95% probability, 5 games are added as a bonus, and with a 5% probability, 100 games are added as a bonus.
[0260] In step S918, a process of increasing the number of games in the attack mode is performed. In such a process, a value corresponding to the increased number of games selected in step S917 is added to a counter that manages the number of consecutive games in the attack mode (more specifically, the attack mode continuation counter provided in various counter areas 106e of the RAM 106). Then, in step S919, after performing a process of setting the increase command as an output target to the display control device 81, this second specific role process is terminated.
[0261] If the bonus winning flag is set in step S916, the process proceeds to step S920. In step S920, an attack mode increase flag is set in various flag storage areas 106d of the RAM 106, and then this second specific role process is terminated. The attack mode increase flag is a flag for the CPU 102 to recognize that the condition for increasing the number of games in the attack mode is satisfied. Although details will be described later, when the bonus ends in a situation where the attack mode increase flag is set, an increase in the attack mode is performed at the end of the bonus. That is, similar to the notification of increasing the number of games in the challenge mode, it is set so that the game in which the increase notification is performed differs depending on whether or not there is a simultaneous bonus win.
[0262] <Third specific role process> Next, the third specific role process executed in step S709 will be described with reference to the flowchart of FIG. 34.
[0263] The case where the third specific role process is performed is when it is in the third RT state or in the second RT state and has won the VB mode. The corresponding display mode in this case is the attack mode or the VB mode. In the third specific role process, a process for increasing the number of consecutive games in the attack mode is performed.
[0264] That is, in step S1001, a lottery process for adding extra game counts in the attack mode is performed. Such a process is the same as the process in step S914. Note that the winning probability of the extra lottery may be made different between the lottery process in step S914 and the lottery process in step S1001.
[0265] In step S1002, it is determined whether the lottery result in step S1001 is an extra winning result. If it is determined that the extra lottery is won, in step S1003, it is determined whether the bonus winning flag is set. If the bonus winning flag is not set, the process proceeds to step S1004, and a lottery process for the extra game count in the attack mode is performed. Then, in step S1005, a process for adding extra game counts in the attack mode is performed, and in step S1006, a process of setting the extra command as an output target to the display control device 81 is performed, and then this third specific role process ends. The processes in steps S1003 to S1006 are the same as the processes in steps S916 to S919. Note that the extra game count may be made different between the lottery process in step S916 and the lottery process in step S1004.
[0266] If a negative determination is made in step S1002, the third specific role process ends as it is. Also, if it is determined in step S1003 that the bonus winning flag is set, the attack mode extra flag is set in step S1007, and then the third specific role process ends. The attack mode extra flag is as described above.
[0267] Returning to the explanation of the lottery result corresponding process (Fig. 31), if it is determined in step S701 that the result of the current lottery process is not a specific role win, or even if it is a specific role win and it is determined in step S702 that the bonus win flag is set, then in step S710, it is determined whether the result of the current lottery process is a win for the push order replay or push order bell (hereinafter, these are collectively referred to as "push order roles"). If it is a win for the push order role, then in step S711, the push order role process is executed. Such a push order role process will be described in detail later.
[0268] After executing any one of the processes in step S705, step S708, step S709, and step S711, or after making a negative determination in step S710, proceed to step S712. In step S712, it is determined whether a specialization zone flag corresponding to the bonus specialization zone is set in the various flag storage areas 106d of the RAM 106. The specialization zone flag is a flag set based on the establishment of the seventh replay win. The bonus specialization zone indicates a state in which an increase in the number of consecutive games in the attack zone occurs with a high probability over multiple games. If the specialization zone flag is set in step S712, then in step S713, the specialization zone process is executed. Such a specialization zone flag, specialization zone, and specialization zone process will be described in detail later. If a negative determination is made in step S712, or after executing the process in step S713, this lottery result corresponding process ends.
[0269] As described above, in the lottery result corresponding process, when it is determined as a specific role selection, subject to the condition that it is not in the carry-over state, a lottery for transition to the challenge mode, attack mode, or VB mode, or a process for adding to the number of consecutive games in the challenge mode or attack mode is performed. In other words, even when it is a specific role selection, during the carry-over state, a lottery for transition to the challenge mode, attack mode, or VB mode, or a process for adding to the number of consecutive games in the challenge mode or attack mode is not performed, and its execution is restricted. When winning the lottery for transition to the challenge mode, attack mode, or VB mode, after going through the preliminary game, a notification of winning the lottery for transition is made. Therefore, hereinafter, a process for transitioning the game state based on the result of the lottery for transition of the display mode will be described.
[0270] <Process for transitioning the game state based on the result of the lottery for transition of the display mode> (2) In the process for transitioning the game state based on the result of the lottery for transition of the display mode, a process for notifying winning the lottery for transition of the display mode and a process for notifying transitioning the game state are performed. Therefore, first, a process regarding the notification of winning the lottery for transition will be described.
[0271] <Process for mode transition notification> The notification of winning the lottery for transition is performed in the process for mode transition notification (step S206) in the normal process (Figure 15). The process for mode transition notification is a process that is executed when a predetermined bet operation is performed (when it is determined that the bet amount in step S205 is the specified number). Hereinafter, the process for mode transition notification will be described with reference to the flowchart of Figure 36.
[0272] In step S1101, it is determined whether the number of preliminary games is 0. The count of the number of preliminary games is performed in the winning result corresponding process described later, and the number of preliminary games is subtracted by 1 each time one game is completed. If the number of preliminary games is not 0, the process for mode transition notification is terminated as it is.
[0273] When the number of preliminary games is 0, it is determined whether the bonus winning flag is set in step S1102. That is, it is determined whether the current preliminary mode is a preliminary mode triggered by a bonus win. If the bonus winning flag is set, after setting the bonus winning notification command as an output target to the display control device 81 in step S1103, the process for notifying the mode transition is terminated. The display control device 81 that has received the bonus winning notification command notifies that it has won the bonus, for example, by displaying "Bonus Confirmed!!" on the auxiliary display unit 65. Note that it may be configured to also notify the type of bonus won (either the first BB or the second BB).
[0274] Incidentally, in the present embodiment, when a bonus and an attack mode, a challenge mode, etc. are won simultaneously, the winning notification of these attack modes, etc. is performed at the end of the bonus notified in step S1103. Although the process related to such winning notification will be described in detail later, when performing the winning notification of the attack mode, etc. in accordance with the bonus winning notification, it is preferable to configure to set the winning notification command of the attack mode, etc. in accordance with the bonus winning notification command set in step S1103.
[0275] If a negative determination is made in step S1102, the process proceeds to step S1104. In step S1104, it is determined whether the challenge mode winning flag is set. That is, it is determined whether the current precursor mode is a precursor mode triggered by winning the challenge mode. If the challenge mode winning flag is set, in step S1105, the challenge mode winning flag is cleared. Then, in step S1106, the challenge mode flag is set in the various flag storage areas 106d of the RAM 106. The challenge mode flag is a flag for the CPU 102 to recognize that the current display mode is the challenge mode. In step S1107, the challenge mode start command is set as an output target to the display control device 81. The display control device 81 that has received the challenge mode start command notifies that the challenge mode has started by means of the auxiliary display unit 65 or the like. Such notification will be described in detail later.
[0276] Thereafter, in step S1108, the counting of the challenge mode continuation number is started. Specifically, the initial value (for example, 10) of the number of continuous games in the challenge mode is set in the challenge mode continuation counter provided in the various counter areas 106e of the RAM 106. After the process of step S1108 is performed, the process for notifying the mode transition ends.
[0277] If it is determined in step S1104 that the challenge mode selection flag is not set, it is determined in step S1109 whether the attack mode selection flag is set. That is, it is determined whether the current precursor mode is a precursor mode triggered by the selection of the attack mode. If the attack mode selection flag is set, in step S1110, the attack mode selection flag is cleared. Then, in step S1111, an attack notification flag is set in the various flag storage areas 106d of the RAM 106. The attack notification flag is a flag for shifting the game state to the second RT state when winning the lottery for shifting to the attack mode. Thereafter, in step S1112, the attack mode selection notification command is set as an output target to the display control device 81. The display control device 81 that has received the attack mode selection notification command notifies the winning of the attack mode shift lottery by the auxiliary display unit 65 or the like. Such notification will be described in detail later. After executing the process of step S1112, the process for this mode shift notification is terminated.
[0278] Incidentally, in the present embodiment, the mode of notifying the winning of the super attack mode is different from the mode of notifying the winning of the attack mode. Therefore, in step S1112, it is preferable to configure the attack mode selection notification command to include information on whether it is the super attack mode. The mode of notifying the winning of the attack mode and the mode of notifying the winning of the super attack mode may be different to such an extent that the player can distinguish them. More preferably, the mode of notifying the winning of the super attack mode with a higher degree of advantage is more elaborate than the mode of notifying the winning of the attack mode.
[0279] Note that the configuration may be such that the modes of notifying the winning of these attack modes and super attack modes are made common. By doing so, it becomes possible to make the content of the winning appear as if it has been upgraded from the attack mode to the super attack mode between the attack mode winning notification game and the start notification game, and it is possible to eliminate the delay caused by the difference between the attack mode winning notification game and the start notification game.
[0280] If it is determined in step S1109 that the attack mode winning flag is not set, it is determined in step S1113 whether the VB mode winning flag is set. That is, it is determined whether the current precursor mode is a precursor mode triggered by winning the VB mode. If the attack mode winning flag is set, in step S1114, the VB mode winning flag is cleared. Then, in step S1115, a VB notification flag is set in the various flag storage areas 106d of the RAM 106. The VB notification flag is a flag for shifting the game state to the third RT state when winning the VB mode transition lottery. Thereafter, in step S1116, the VB mode winning notification command is set as an output target to the display control device 81. The display control device 81 that has received the VB mode winning notification command notifies the winning of the VB mode transition lottery by means of the auxiliary display unit 65 or the like. Such notification will be described in detail later. After executing the process of step S1116, the process for notifying the mode transition ends. Also, if it is determined in step S1113 that the VB mode winning flag is not set, the process for notifying the mode transition ends as it is.
[0281] That is, among the challenge mode, attack mode, and VB mode that transition through the precursor mode, for the challenge mode, the challenge mode is started based on the bet operation when the number of precursor games in the precursor mode becomes 0. On the other hand, for the attack mode and VB mode, only the notification of winning the attack mode transition lottery or VB mode transition lottery is performed based on the bet operation when the number of precursor games in the precursor mode becomes 0, and the attack mode and VB mode are not started even when the number of precursor games becomes 0. This is because the challenge mode as a display mode does not involve a transition in the game state, while the attack mode and VB mode involve a transition in the game state. Specifically, the attack mode is started by transitioning to the second RT state, and the VB mode is started by transitioning to the third RT state.
[0282] As already described, the transition to the second RT state occurs when winning the first promotion replay 1 to 4 and when the third replay win is established. The transition to the third RT state occurs when winning the second promotion replay 1, 2 and when the fourth and fifth replay wins are established. And the cases of winning the first promotion replay 1 to 4 and the third replay win being established, or winning the second promotion replay 1, 2 and the fourth and fifth replay wins being established are when the operation order of the stop switches 42 to 44 at the time of winning these promotion replays corresponds to the third replay win or the like. Therefore, when winning the lottery for the transition to the attack mode or VB mode, thereafter, in the game that wins the role of causing these game state transitions, the operation order of the stop switches 42 to 44 is notified to enable the transition of the game state. Note that until the attack mode or VB mode is started (until the game state transitions) after the notification of winning the lottery for the transition to the attack mode or VB mode, a notification in the preparation state (for example, a notification of "preparing") is performed.
[0283] <Explanation regarding the transition of the display mode> The notification process for shifting the game state is performed in the push order winning combination process (step S711) in the lottery result corresponding process (Figure 31). Here, prior to the explanation of the push order winning combination process, the outline when the operation order of the stop switches 42 to 44 is notified will be explained with reference to Figure 37.
[0284] <Outline of the Push Order Notification Effect> The notification of the operation order at the time of winning the push order winning combination (push order notification, push order notification effect, order notification) is mainly performed on the auxiliary display unit 65 and the instruction monitor 68. Here, as an example, the case of winning the push order winning combination when the operation order to be notified this time is middle → right → left, the push order notification effect on the auxiliary display unit 65 will be explained. The push order notification on the instruction monitor 68 will be explained in detail later.
[0285] As shown in Figure 37(a), on the auxiliary display unit 65, among the three button displays arranged in parallel 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 is displayed larger than the other button displays. Also, each button display is displayed in the color corresponding to the winning combination (yellow for bell, blue for replay, etc.). Thus, the player can recognize the winning combination in this game and that the stop switch to be operated first is the middle stop switch 43. Also, on the auxiliary display unit 65, the right button display is marked with the number 2 and displayed to indicate that the stop switch to be operated next is the right stop switch 44, and the left button display is marked with the number 3 and displayed to indicate that the stop switch to be operated last is the left stop switch 42.
[0286] When the player operates the middle stop switch 43, as shown in Fig. 37(b), in the auxiliary display section 65, the middle button display corresponding to the middle stop switch 43 disappears, and the right button display corresponding to the right stop switch 44 is prominently displayed. Thereby, the player can confirm that the operation of the middle stop switch 43 is completed and that the next stop switch to be operated is the right stop switch 44.
[0287] When the player operates the right stop switch 44, as shown in Fig. 37(c), in the auxiliary display section 65, the right button display corresponding to the right stop switch 44 disappears, and the left button display corresponding to the left stop switch 42 is prominently displayed. Thereby, the player can confirm that the operation of the right stop switch 44 is completed and that the next stop switch to be operated is the left stop switch 42.
[0288] Regarding the execution timing of the push order notification, it is set to be executed during the invalid period of the stop switches 42 to 44 from the start of the rotation of each reel 32L, 32M, 32R until it reaches a constant speed rotation after passing through the acceleration period. By adopting a configuration in which the push order notification is executed at a timing before the operations of the stop switches 42 to 44 become effective, it becomes possible to make the player desire to operate the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.
[0289] <Push order winning combination process> Next, the push order winning combination process executed in step S711 in the lottery result corresponding process (Fig. 31) will be described with reference to the flowchart of Fig. 38.
[0290] In step S1201, it is determined whether the current lottery result is any one of the first promotion replays 1 to 4. The case of a positive determination in step S1201 means that in accordance with the operation order of the current game, the first replay game or the third replay game wins. In this case, the process proceeds to step S1202, and it is determined whether an attack notification flag is set in the various flag storage areas 106d of the RAM 106. As already explained, the attack notification flag is a flag that is set when the number of omen games in the omen mode becomes 0 after winning the lottery for transitioning to the attack mode in the mode transition notification process (FIG. 36).
[0291] If the attack notification flag is set, in step S1203, the process for notifying the pressing order of the third replay game is executed. Specifically, among the first replay game and the third replay game, the operation order corresponding to the winning of the third replay game is notified (see FIG. 23(a)). Then, in step S1204, after performing the process of setting the pressing order notification command as an output target to the display control device 81, which is the sub-control device, this pressing order role process ends. The pressing order notification command includes information on the current display mode and information on the lottery result. The process on the display control device 81 side based on receiving the pressing order notification command will be described in detail later.
[0292] Note that the case of notifying the operation order corresponding to the winning of the third replay game in step S1203 is basically after winning the lottery for transitioning to the attack mode, passing through the omen mode, and after the winning notification of the attack mode is performed, and before the transition to the attack mode is assumed. That is, in the lottery tables in the second RT state and the third RT state, the first promotion replays 1 to 4 do not win, and only in the first RT state do the first promotion replays 1 to 4 win. However, even during the attack mode, there may be a case where the game state drops from the second RT state to the first RT state due to a misoperation or the like. Even in such a case, by winning the first promotion replays 1 to 4, it is possible to quickly return to the second RT state.
[0293] If a negative determination is made in step S1201, then in step S1205, it is determined whether the current lottery result is any one of the fall replays 1 to 3. A positive determination in step S1205 means that in accordance with the operation order of the current game, the first replay or the second replay wins. In this case, in step S1206, it is determined whether the above attack notification flag is set. If the attack notification flag is set, then in step S1207, the process for notifying the pressing order of the first replay is executed. Specifically, among the first replay and the second replay, the operation order corresponding to the winning of the first replay is notified (see Fig. 23(b)). Then, after the process of setting the pressing order notification command is performed in step S1208, this pressing order role process ends.
[0294] In this way, when winning the first promotion replay 1 to 4 in the situation of winning the lottery for transitioning to the attack mode, by notifying the operation order corresponding to the winning of the third replay, it becomes possible to transition the game state to the second RT state. On the other hand, if a negative determination is made in step S1202, the pressing order role process ends without performing the process for notifying the pressing order. Therefore, for example, in the first RT state, even if winning the first promotion replay 1 to 4 without winning the attack mode, there are cases where the first replay wins and cases where the third replay wins.
[0295] Also, when winning the fall replays 1 to 3 in the situation where the attack notification flag is set, by notifying the operation order corresponding to the winning of the first replay, it becomes possible not to transition the game state to the first RT state. On the other hand, if a negative determination is made in step S1206, the pressing order role process ends without performing the process for notifying the pressing order. Therefore, for example, when the attack mode ends, the attack notification flag is cleared, and the display mode transitions to the normal mode, there may be cases where the second replay wins due to winning the fall replays 1 to 3, and the RT state transitions from the second RT state to the first RT state.
[0296] Also, for example, in the first RT state, when winning the first promotion replay 1 to 4 without winning the attack mode, and even if the operation order happens to correspond to the third replay prize and the third replay prize is established (even when transitioning to the second RT state), the second replay prize can be established by winning the fall replay 1 to 3. Therefore, as described above, even when accidentally transitioning to the second RT state without winning the attack mode, subsequently, it will quickly transition to the first RT state.
[0297] If a negative determination is made in step S1205, in step S1209, it is determined whether the current lottery result is either the second promotion replay 1 or 2. A positive determination in step S1209 means that the first replay, the fourth replay, or the fifth replay wins according to the operation order of the current game. In this case, in step S1210, it is determined whether the above attack notification flag is set. If the attack notification flag is set, in step S1211, it is determined whether the VB notification flag is set in the various flag storage areas 106d of the RAM 106. As already described, the VB notification flag is a flag set when the number of precursor games in the precursor mode becomes 0 after winning the lottery for transitioning to the VB mode in the mode transition notification process (Fig. 36).
[0298] If the VB notification flag is set, in step S1212, the process for notifying the pressing order of the fourth replay or the fifth replay is executed. Specifically, among the first replay, the fourth replay, and the fifth replay, the operation order corresponding to the fourth replay win or the fifth replay win is notified (see Fig. 23(b)). After that, in step S1213, the process of setting the pressing order notification command is performed, and then this pressing order role process ends.
[0299] If a negative determination is made in step S1210, the push order role process ends as it is without performing the process for notifying the push order. On the other hand, if a negative determination is made in step S1211, the process for notifying the push order for the first replay is executed in step S1207, and after performing the process of setting the push order notification command in step S1208, this push order role process ends. Therefore, when winning the second promotion replay 1, 2 without winning the VB mode, if it is during the attack mode, a push order notification effect corresponding to the first replay winning is performed, and if it is not during the attack mode, the push order notification effect is not performed.
[0300] If a negative determination is made in step S1209, in step S1214, it is determined whether the lottery result this time is any of the BAR replays 1, 2. The case of making an affirmative determination in step S1214 is when, depending on the operation order of this game, any of the first replay, the third replay, and the sixth replay to the eighth replay wins. In this case, in step S1215, it is determined whether the attack notification flag is set. If the attack notification flag is set, in step S1216, it is determined whether the VB notification flag is set. If the attack notification flag is set and the VB notification flag is set, in step S1217, the process for notifying the push order for the sixth replay to the eighth replay is executed. Specifically, among the first replay, the third replay, and the sixth replay to the eighth replay, the operation order corresponding to the sixth replay winning to the eighth replay winning is notified (see Fig. 23(c)). Then, after performing the process of setting the push order notification command in step S1218, this push order role process ends.
[0301] If a negative determination is made in step S1215, the process for determining the pushing order ends without performing the process for notifying the pushing order. On the other hand, if a negative determination is made in step S1216, the process for notifying the pushing order for the first replay is executed in step S1207, and after performing the process of setting the pushing order notification command in step S1208, this process for determining the pushing order ends. Therefore, when BAR replay 1 or 2 is won without winning the VB mode, if it is during the attack mode, a pushing order notification effect corresponding to the first replay winning is performed, and if it is not during the attack mode, the pushing order notification effect is not performed.
[0302] If a negative determination is made in step S1214, in step S1219, it is determined whether the current lottery result is a win for the pushing order bell. If it is a win for the pushing order bell, in step S1220, it is determined whether the current display mode is the normal mode or the challenge mode. If it is not the normal mode or the challenge mode, in step S1221, the process for notifying the operation order corresponding to the first minor winning is executed (see Fig. 19). After that, after performing the process of setting the pushing order notification command in step S1222, this process for determining the pushing order ends. If a negative determination is made in step S1219 or a positive determination is made in step S1220, the process for determining the pushing order ends without performing the process for notifying the pushing order.
[0303] <Process for shifting the display mode based on the winning result> <Processing corresponding to the winning result> Next, the process when a winning combination corresponding to shifting the game state wins as a result of notifying the shift of the game state as described above will be explained (3). This process is performed in the winning result corresponding process (step S414) in the reel control process (Fig. 18). Hereinafter, the winning result corresponding process will be explained with reference to the flowchart of Fig. 39.
[0304] In step S1301, game count management processing is executed. Although details will be described later, in this game count management processing, in addition to counting the number of omen games in the above-mentioned omen mode, the number of continuous games in the challenge mode, attack mode, VB mode, and specialized zone is counted.
[0305] In the subsequent step S1302, it is determined whether or not the current stop result has established the third replay winning. As described above, when the third replay winning is established, in the RT state processing (FIG. 21), processing for shifting the game state to the second RT state is performed. In this case, in step S1303, it is determined whether or not the attack notification flag is set. The case where the attack notification flag is not set is the case where the third replay winning is established without the condition for shifting to the attack mode being satisfied. In this case, without performing the processing for starting the attack mode, the prize result corresponding processing is terminated as it is. When the attack notification flag is set, in step S1304, it is determined whether or not the current display mode is in the attack mode. Specifically, it is determined whether or not the attack mode flag is set in the various flag storage areas 106d. The attack mode flag is a flag for the CPU 102 to identify that the display mode is in the attack mode. Incidentally, as flags for identifying the display mode, in addition to the attack mode flag, a challenge mode flag, a VB mode flag, a specialized zone flag, and a BB mode flag are provided. In the present embodiment, when the display mode is a mode (VB mode, superimposed specialized zone) corresponding to an RT state higher than the attack mode, the attack mode flag coexists with the corresponding flag (VB mode flag, specialized zone flag) of that mode. Therefore, for example, the case where it is determined in step S1304 that the attack mode flag is set includes not only the case where it is in the attack mode but also the case where it is in the VB mode or the specialized zone.
[0306] In step S1304, if the attack mode flag is set, since the display mode is already the attack mode, the corresponding process for this winning result is terminated as it is. On the other hand, if the attack mode flag is not set, the processes for starting the attack mode are performed in steps S1305 to S1307.
[0307] That is, in step S1305, the attack mode flag is set. In the subsequent step S1306, the attack mode start command is set as the output target to the display control device 81. The display control device 81 that has received the attack mode start command notifies, via the auxiliary display unit 65 or the like, that the attack mode will start from the next game. Such notification will be described in detail later. Then, in step S1307, the counting of the attack mode continuation number is started. Specifically, an initial value (for example, 50) of the number of consecutive games in the attack mode is set in the attack mode continuation counter provided in the various counter areas 106e of the RAM 106.
[0308] After the process of step S1307 is performed, it is determined in step S1308 whether the specialization zone flag is set. A positive determination in step S1308 means that the attack mode won this time is the super attack mode. In this case, after clearing the specialization zone winning flag in step S1309, the process for starting the additional specialization zone (steps S1318 to S1320) is advanced. The process for starting the additional specialization zone will be described later. If a negative determination is made in step S1308, the corresponding process for the winning result is terminated as it is.
[0309] In step S1302, if it is determined that the third replay winning has not been achieved, the process proceeds to step S1310. In step S1310, as the current stop result, it is determined whether the fourth and fifth replay winnings have been achieved. As described above, if the fourth and fifth replay winnings have been achieved, in the RT state process (Figure 21), processing for shifting the game state to the third RT state is performed. In this case, in step S1311, it is determined whether the VB notification flag is set. If the VB notification flag is not set, it means that the fourth and fifth replay winnings have been achieved without winning the VB mode transition lottery. In this case, without performing the processing for the VB mode start appearance, the prize result corresponding process is ended as it is. If the VB notification flag is set, in step S1312, it is determined whether the VB mode flag is set. If the VB mode flag is set, since the display mode is already the VB mode, the present prize result corresponding process is ended as it is. On the other hand, if the VB mode flag is not set, the processing for starting the VB mode is performed in steps S1313 to S1315.
[0310] That is, in step S1313, the process of setting the VB mode flag is performed. In this case, in the various flag storage areas 106d, the attack mode flag and the VB mode flag will coexist. This is because the VB mode is a mode that shifts through the attack mode and, after the VB mode ends, always shifts to the attack mode.
[0311] After that, in step S1314, the VB mode start command is set as an output target to the display control device 81. The display control device 81 that has received the VB mode start command notifies the auxiliary display unit 65 or the like that the VB mode will be started from the next game. Such notification will be described in detail later. Then, in step S1315, the counting of the VB mode continuation number is started. Specifically, an initial value (for example, 60) of the number of continuous games in the VB mode is set in the VB mode continuation counter provided in each counter area 106e of the RAM 106. After the process of step S1315 is performed, this winning result corresponding process ends.
[0312] In step S1310, if it is determined that the fourth and fifth replay winnings are not established, the process proceeds to step S1316. In step S1316, it is determined whether the seventh replay winning is established as the current stop result. In the present embodiment, when the seventh replay winning is established, that is, when the "black BAR" symbol stops in the middle stage of the left reel 32L, the "black BAR" symbol stops in the middle stage of the middle reel 32M, and the "black BAR" symbol stops in the middle stage of the right reel 32R, and the "black BAR" symbol stops on the middle combination line, it is configured to shift to the addition specialization zone. In the addition specialization zone, not only for specific winning combinations, but also for all winning combinations (pushing order winning combinations, specific winning combinations, and bonuses) that can be won, the number of continuous games in the attack mode is increased. Note that the case where the seventh replay winning is established means that when winning on BAR replay 1 and the stop switches 42 to 44 are operated in the operation order corresponding to the seventh replay winning (FIG. 23(c)), and further, when winning the lottery for the seventh replay among the first, sixth, and seventh replays, for example, when winning on BAR replay 1, winning the lottery for the seventh replay to win with a probability of 1 / 20.
[0313] When the seventh replay game winning is established, at step S1317, it is determined whether the notification flag for VB is set. If the notification flag for VB is set, the processing for starting the specialization zone is performed at steps S1318 to S1320. As already described, when a positive determination is made at step S1308 and the processing of step S1309 is performed at the start of the super attack mode, the processing of steps S1318 to S1320 is also performed.
[0314] Specifically, at step S1318, a process of setting a specialization zone flag in the various flag storage areas 106d of the RAM 106 is performed. The specialization zone flag is a flag for the CPU 102 to recognize that it is the above-mentioned bonus specialization zone. When the specialization zone flag is set, the counting of the number of continuous games in the VB mode stops. In this case, the attack mode flag, the VB mode flag, and the specialization zone flag coexist in the various flag storage areas 106d.
[0315] Thereafter, at step S1319, the specialization zone start command is set as the output target to the display control device 81. The display control device 81 that has received the specialization zone start command notifies the auxiliary display unit 65 or the like that the specialization zone will start from the next game. Such notification will be described in detail later. Then, at step S1320, the counting of the specialization zone continuation number is started. Specifically, an initial value (for example, 5) of the number of continuous games in the specialization zone is set in the specialization zone continuation counter provided in the various counter areas 106e of the RAM 106. After the processing of step S1320 is performed, this winning result corresponding process ends. Also, if a negative determination is made at step S1316 or step S1317, the winning result corresponding process ends as it is.
[0316] As described above, based on the winning of a role (the third to fifth replay games) corresponding to the transition of the game state, a process for shifting the display mode is performed separately from the RT state process (Fig. 21). This is to avoid the situation where, even though not winning the lottery for the transition of the display mode, an attack mode or the like is started based on the accidental winning of a role corresponding to the transition of the game state.
[0317] Also, when transitioning the display mode, among those accompanied by the transition of the game state, for the transition to a higher mode, that is, when transitioning from the normal mode or the challenge mode to the attack mode, or when transitioning from the attack mode to the VB mode, or when transitioning from the VB mode to the specialized zone, it is configured to transition based on the winning result of the corresponding role. Therefore, the transition of the display mode and the transition of the game state are performed in a set in the same game. On the other hand, in the case of transitioning to a lower mode, for example, when the game state transitions due to the winning of the second replay game as a falling replay or the stop of the transition outcome, the display mode is not transitioned. When transitioning to a lower mode, the game state is managed by the winning result (processing for the RT state), while the display mode is managed by the number of games. Therefore, when transitioning to a lower mode, the transition of the game state and the transition of the display mode may be performed in separate games.
[0318] <Game number management process> Regarding the game number management process executed in step S1301 of the above winning result corresponding process, it will be described with reference to the flowchart of Fig. 40. In the game number management process, the number of precursor games in the precursor mode is counted, and the number of continuous games in the challenge mode, attack mode, VB mode, and specialized zone is counted. Based on the fact that the number of continuous games in these display modes becomes 0, a process for ending the corresponding display mode is performed.
[0319] In the game count management process, first, at step S1401, it is determined whether the bet number is a specific number. As already explained, in this embodiment, each game can be carried out with bet numbers of 1 to 3. At step S1401, it is determined whether the specific number is 3 bets among these. If it is not 3 bets, the game count management process ends as it is. That is, in 1 - bet or 2 - bet games, the count of the number of games in the omen mode and the continuous game count such as in the challenge mode is not performed.
[0320] If the game to end this time is a 3 - bet game, it proceeds to step S1402. At step S1402, it is determined whether the bonus winning flag is set or it is in the bonus state. If an affirmative determination is made at step S1402, at step S1403, after performing the process of clearing each display mode flag such as the challenge mode flag, attack mode flag, VB mode flag, and specialization zone flag, this game count management process ends. That is, when the bonus winning flag is set or during the bonus, the count of the number of games such as in the attack mode is not performed. Note that if each flag is not set at step S1403, that state is maintained.
[0321] Incidentally, at step S1403, while clearing the attack mode flag, VB mode flag, etc., the attack notification flag and VB notification flag are not cleared. Therefore, after the bonus ends, after going through the preparation state of the attack mode, etc., these flags can be used to give a push - order notification for shifting the game state and return to the game state before the bonus. On the other hand, if a bonus is won during the challenge mode or specialization zone, the challenge mode or specialization zone ends due to the bonus win.
[0322] If a negative determination is made in step S1402, then in step S1404, it is determined whether the number of precursor games is 0. If it is not 0, then in step S1405, a process of subtracting 1 from the number of precursor games is performed. If the number of precursor games is 0 in step S1404 (when not in the precursor mode), or after the process of step S1405 is executed, in steps S1406 to S1428, a count process of the number of continuous games in each mode is performed.
[0323] That is, in step S1406, it is determined whether the current display mode is the challenge mode. If it is the challenge mode, then the process proceeds to step S1407, and by performing a process of subtracting 1 from the challenge mode continuous counter, the number of continuous games in the challenge mode is subtracted. Then, in step S1408, it is determined whether the challenge mode continuous counter is 0. If it is not 0, then the game number management process is terminated as it is. If it is 0, then in step S1409, the challenge mode flag is cleared, and in step S1410, the challenge mode end command is set as an output target to the display control device 81. In the display control device 81 that has received the challenge mode end command, an auxiliary display unit 65 or the like notifies that the challenge mode ends in this game. After the process of step S1410 is performed, the game number management process is terminated.
[0324] If it is determined in step S1406 that it is not the challenge mode, then the process proceeds to step S1411. In step S1411, it is determined whether the current display mode is the attack mode. If it is the attack mode, then the process proceeds to step S1412, and it is determined whether it is a specialized zone during the attack mode. That is, when shifting to a specialized zone at the start of the attack mode like the super attack mode, an affirmative determination is made in step S1412. If it is in the specialized zone, then in steps S1425 to S1428, a game number management process for the specialized zone is performed. These processes will be described later.
[0325] If it is determined in step S1412 that it is not a specialized zone, in step S1413, the attack mode continuation counter is decremented by 1 to subtract the number of games in the attack mode continuation. Then, in step S1414, it is determined whether the attack mode continuation counter is 0. If it is not 0, the game number management process is terminated as it is. If it is 0, in step S1415, the attack mode flag is cleared, and in step S1416, the attack notification flag is cleared. Then, in step S1417, the attack mode end command is set as the output target to the display control device 81. In the display control device 81 that has received the attack mode end command, the auxiliary display unit 65 or the like notifies that the attack mode has ended in the current game. Such notification will be described in detail later. After the process of step S1417 is performed, the game number management process is terminated.
[0326] If it is determined in step S1411 that it is not in the attack mode, the process proceeds to step S1418. In step S1418, it is determined whether the current display mode is the VB mode. If it is the VB mode, the process proceeds to step S1419, and it is determined whether it is the overlay specialized zone. If it is not the overlay specialized zone, in step S1420, the VB mode continuation counter is decremented by 1 to subtract the number of games in the VB mode continuation. Then, in step S1421, it is determined whether the VB mode continuation counter is 0. If it is not 0, the game number management process is terminated as it is. If it is 0, in step S1422, the VB mode flag is cleared, and in step S1423, the VB notification flag is cleared. Then, in step S1424, the VB mode end command is set as the output target to the display control device 81. In the display control device 81 that has received the VB mode end command, the auxiliary display unit 65 or the like notifies that the VB mode has ended in the current game. Such notification will be described in detail later. After the process of step S1424 is performed, the game number management process is terminated.
[0327] In step S1419, if it is determined that it is a superimposition specialization zone, the process proceeds to step S1425. As already explained, if it is determined in step S1412 that it is a specialization zone during the attack mode, the process also proceeds to step S1425. In step S1425, the number of consecutive games in the specialization zone is decreased by performing a process of subtracting 1 from the specialization zone continuation counter. Then, in step S1426, it is determined whether the specialization zone continuation counter is 0. If it is 0, in step S1427, the specialization zone flag is cleared, and in step S1428, the specialization zone end command is set as an output target to the display control device 81. In the display control device 81 that has received the specialization zone end command, notification that the specialization zone ends in the current game is performed on the auxiliary display unit 65 or the like. As such notification, for example, the number of games in which the superimposition has been successfully performed in total in the current specialization zone is notified. After performing the process of step S1428, the game number management process ends. If a negative determination is made in step S1418 or step S1426, the game number management process ends as it is.
[0328] <End determination process> Next, as processing at the end of the bonus, the end determination process will be described with reference to the flowchart of FIG. 41. As already explained, the end determination process is the process implemented in step S615 in the bonus state process (FIG. 26). In the end determination process, it is determined whether the bonus end condition is satisfied, and when the bonus ends, processing for notifying the winning of the attack mode or the like that has won in duplicate with the bonus is performed, and processing for increasing the number of games of the attack mode or the like that has won in duplicate with the bonus is performed.
[0329] That is, in step S1501, it is determined whether a minor winning has occurred. As already described, during the bonus, the first minor winning (BB minor winning 1) is highly likely to occur (Fig. 28). Also, when winning with BB minor winning 2 (IV = 30), the stop switches 42 to 44 are operated in the operation sequence corresponding to the 39th minor winning (Fig. 27(b)). Further, when winning the lottery for the 39th minor winning out of the first minor winning and the 39th minor winning, the 39th minor winning is established. In this embodiment, for example, when winning with BB minor winning 2, the lottery for the 39th minor winning with a probability of 1 / 100 is won. When winning with BB minor winning 3 (IV = 31), the stop switches 42 to 44 are operated in the operation sequence corresponding to the 40th minor winning (Fig. 27(b)). Further, when winning the lottery for the 40th minor winning out of the first minor winning and the 40th minor winning, the 40th minor winning is established. In this embodiment, for example, when winning with BB medium BAR alignment winning, the lottery for the 40th minor winning with a probability of 1 / 200 is won. Note that by adjusting the winning probabilities of BB minor winning 2 and BB minor winning 3, the configuration may be such that the probabilities of the 39th minor winning and the 40th minor winning being established are adjusted. More specifically, the point value PV is allocated so that BB minor winning 2 is won with a probability of about 1 / 100 of the above configuration, and the point value PV is allocated so that BB minor winning 3 is won with a probability of about 1 / 200 of the above configuration. And if a stop operation is performed aiming at the corresponding minor winning (the 39th minor winning, the 40th minor winning) at the time of winning of BB minor winning 2 or BB minor winning 3, the configuration may be such that the corresponding minor winning can be established.
[0330] When it is determined in step S1501 that a minor winning has been established, in step S1502, a process of subtracting the payout number of the current game from the remaining payout number is performed. When a negative determination is made in step S1501, or after the process of step S1502 is executed, in step S1503, it is determined whether the remaining payout number has become 0. If it is not 0, the end determination process is terminated as it is. If it is 0, after setting the bonus end command as an output target to the display control device 81 in step S1504, in steps S1505 to S1518, processes for winning notification such as the attack mode and processes for adding to the number of continuous games such as the attack mode are performed.
[0331] That is, in step S1505, it is determined whether the attack mode winning flag is set. When the attack mode winning flag is set, in step S1506, a lottery process for the number of premonition games is performed, in step S1507, the number of premonition games is set, and in step S1508, the premonition command is set. Incidentally, in this embodiment, in the lottery process for the number of premonition games in step S1506, a lottery is performed with a 100% probability that the number of premonition games becomes 0. That is, in step S1507, the number of premonition games of 0 games is always set, and a winning notification such as the attack mode is performed in the next game after the bonus end game. After the process of step S1508 is executed, the end determination process is terminated.
[0332] If the attack mode selection flag is not set in step S1505, then in step S1509, it is determined whether the challenge mode selection flag is set. If the challenge mode selection flag is set, then after performing the pre-mode processing from step S1506 to step S1508, the end determination process is terminated. If the challenge mode selection flag is not set in step S1509, then in step S1510, it is determined whether the VB mode selection flag is set. If the VB mode selection flag is set, then after performing the pre-mode processing from step S1506 to step S1508, the end determination process is terminated. That is, when the bonus ends while the challenge mode or the VB mode is also selected, after the bonus ends, through the pre-game, the selection notification of the challenge mode or the VB mode is performed.
[0333] Note that the case where the bonus ends with the attack mode selection flag or the challenge mode selection flag set means that it is the case where the attack mode, the challenge mode, etc. are selected simultaneously with the bonus, or the case where the bonus is selected during the pre-mode of the selection notification of the attack mode, the challenge mode, etc. On the other hand, the case where the bonus ends with the VB mode selection flag set means that it is the case where the VB mode and the bonus are selected simultaneously during the attack mode, or the case where the bonus is selected during the pre-mode of the selection notification of the VB mode (in this case, since the pre-mode of 0 games is selected, the next game after winning the VB mode).
[0334] If the VB mode winning flag is not set in step S1510, the process proceeds to step S1511. In step S1511, it is determined whether the attack mode override flag is set. If the attack mode override flag is set, in step S1512, a lottery process for the number of additional games in the attack mode is performed, in step S1513, a process for increasing the number of games in the attack mode is performed, and in step S1514, an override command is set. The processes of steps S1512 to S1514 are the same as the processes of steps S917 to S919. After executing the process of step S1514, the end determination process ends.
[0335] If the attack mode override flag is not set in step S1511, in step S1515, it is determined whether the challenge mode override flag is set. If the challenge mode override flag is set, in step S1516, a lottery process for the number of additional games in the challenge mode is performed, in step S1517, a process for increasing the number of games in the challenge mode is performed, and in step S1518, an override command is set. The processes of steps S1516 to S1518 are the same as the processes of steps S822 to S824. If a negative determination is made in step S1515, or after executing the process of step S1518, the end determination process ends.
[0336] <Processing for Specialized Zone> Next, the processing for the specialized zone will be described with reference to the flowchart of FIG. 42. The processing for the specialized zone is the processing executed in step S713 in the lottery result corresponding processing (FIG. 31). As already described, the transition to the specialized zone occurs during the VB mode, and in the specialized zone, the number of consecutive games in the attack mode is increased for each game.
[0337] That is, in the processing for the specialized zone, first, the result of the current lottery process is grasped in step S1601. In the subsequent step S1602, a lottery process for the additional game count in the attack mode is performed. In the subsequent step S1603, a process for increasing the game count in the attack mode is performed. Then, in step S1604, after setting the additional command, the processing for the specialized zone is terminated. The processing from step S1602 to step S1604 is the same as the processing from step S917 to step S919. However, the lottery process for the additional game count in step S1602 selects a larger number of games than the lottery process for the additional game count in step S917.
[0338] <Processing related to the sub - side notification effect> Next, as (4) the processing related to the sub - side notification effect, various notification - related processes performed by the sub - side display control device 81 will be described. As the various notification - related processes, an effect setting process executed at a predetermined period (1.49 msec period) is provided. Therefore, the effect setting process will be described with reference to the flowchart of FIG. 43.
[0339] In the effect setting process, first, in step S1701, it is determined whether a new command has been received from the main control device 101. If a new command has been received, in step S1702, a process of storing the received command in the RAM 183 is executed. The RAM 183 is provided with a command storage area, and the command storage area is configured as a ring buffer that can store a plurality of commands individually and can read the previously stored commands.
[0340] If a negative determination is made in step S1701, or after the process of step S1702 is executed, in step S1703, it is determined whether the newly received command is a bet-time command. A bet-time command is a command output from the main control device 101 based on the occurrence of a bet operation. In addition to the bet command set in step S207 of the normal process, there are a challenge mode start command in the mode transition notification process (FIG. 36), an attack mode winning notification command, a VB mode winning notification command, a bonus winning notification command, and the like. If it is one of these bet-time commands, in step S1704, bet-time effect setting processing is executed.
[0341] If a negative determination is made in step S1703, or after the process of step S1704 is executed, in step S1705, it is determined whether the newly received command is a start-time command. A start-time command is a command output from the main control device 101 based on the operation of the start lever 41. In addition to the lottery result command set in step S313 of the lottery process, there are a precursor command and a topping-up command set in the first to third specific winning combination processes (FIGS. 32 to 34), a push order notification command set in the push order winning combination process (FIG. 38), and the like. If it is one of these start-time commands, in step S1706, start-time effect setting processing is executed.
[0342] If a negative determination is made in step S1705, or after the process of step S1706 is executed, in step S1707, it is determined whether the newly received command is a command at each stop operation time. A command at each stop operation time is a command output from the main control device 101 based on the stop operation of each of the reels 32L, 32M, and 32R, and is a stop command set in step S405 of the reel control process (FIG. 18). If it is a stop command as such a command at each stop operation time, in step S1708, effect setting processing at each stop operation time is executed.
[0343] If a negative determination is made in step S1707, or after the process of step S1708 is executed, in step S1709, it is determined whether the newly received command is a full stop command. The full stop command is a command output from the main control device 101 based on the fact that all the reels 32L, 32M, and 32R have stopped. In addition to the winning result command set in step S411 of the reel control process (FIG. 18), there are an attack mode start command, a VB mode start command, a specialization zone start command, a challenge mode end command, an attack mode end command, a VB mode end command, a specialization zone end command, etc. set in the winning result corresponding process (FIG. 39). If it is one of these full stop commands, the full stop performance setting process is executed in step S1710.
[0344] If a negative determination is made in step S1709, or after the process of step S1710 is executed, in step S1711, other processes are executed and then the performance setting process ends. In step S1711, settings for performances based on commands from the main control device 101 other than during betting, starting, and stopping (for example, performances based on operations of the settlement switch 59), settings for performances based on signals from sensors (such as performance switch detection sensors) connected without going through the main control device 101, settings for error notifications, etc. are performed.
[0345] Hereinafter, the betting-time performance setting process, the start-time performance setting process, the performance setting processes for each stop operation, and the full stop performance setting process will be described. In the description of each performance setting process, reference will be made to the schematic diagrams of the display performances in FIGS. 55 to 60.
[0346] <Betting-time performance setting process> The betting-time performance setting process will be described with reference to the flowchart of FIG. 44.
[0347] In step S1801, it is determined whether the received bet-time command includes a challenge mode start command. If the challenge mode start command is included, in step S1802, a process of setting a challenge mode start effect is performed. In the challenge mode start effect, for example, as shown in Fig. 55(a), the auxiliary display unit 65 displays the characters "Challenge Mode Start", and a display (for example, a display of a predetermined character) is performed to suggest that the display mode to shift to is the chance mode where it is easy to win the attack mode shift lottery. In addition, in the challenge mode start effect, control is performed so that a corresponding sound effect (for example, a deep male voice saying "Grab the attack mode!") is emitted from the speaker 64.
[0348] If the challenge mode start command is not included in step S1801, in step S1803, it is determined whether the received bet-time command includes an attack mode winning notification command. If the attack mode winning notification command is included, in step S1804, a process of setting an attack mode winning notification effect is performed. In the attack mode winning notification effect, for example, as shown in Fig. 56(a), the auxiliary display unit 65 displays the characters "Attack Mode Confirmed". In addition, in the attack mode winning notification effect, control is performed so that a corresponding sound effect (for example, a high female voice saying "Attack Number One!") is emitted from the speaker 64.
[0349] If the attack mode winning notification command is not included in step S1803, in step S1805, it is determined whether the received bet-time command includes a VB mode winning notification command. If the VB mode winning notification command is included, in step S1806, a process of setting a VB mode winning notification effect is performed. In the VB mode winning notification effect, for example, as shown in Fig. 56(b), the auxiliary display unit 65 displays the characters "VICTORY BONUS Confirmed". In addition, in the VB mode winning notification effect, control is performed so that a corresponding sound effect (for example, male and female voices saying "Victory!") is emitted from the speaker 64.
[0350] If the VB mode winning notification command is not included in step S1805, then in step S1807, it is determined whether the bonus winning notification command is included in the bet command received this time. If the bonus winning notification command is included, then in step S1808, a process of setting a bonus winning notification effect is performed. In the bonus winning notification effect, for example, the characters "Great! Bonus confirmed" are displayed on the auxiliary display unit 65. In addition, in the bonus winning notification effect, control is performed so that a corresponding sound effect (for example, "Great!" in male and female voices) is emitted from the speaker 64.
[0351] After executing any of the processes in step S1802, step S1804, step S1806, and step S1808, or when a negative determination is made in step S1807, then in step S1809, other bet-time effects are set, and then this effect setting process ends. In the process of step S1809, for example, in response to the reception of the bet command, a process of turning off the lamps around (or inside) the credit input switches 56 to 58 corresponding to the number of bets to notify that the operation has been accepted, or for example, a process for returning from the demo mode that shifts to a certain condition when the game has not been played for a predetermined time, or a process of turning on the lamp around the start lever 41 to notify that the operation has become effective, etc. are performed.
[0352] <Start-time effect setting process> Next, the start-time effect setting process will be described with reference to the flowchart of FIG. 45.
[0353] In step S1901, display mode setting processing is performed. In such processing, it is determined which of the normal mode, challenge mode, attack mode, VB mode, and specialization zone is the display mode currently set on the main control device 101 side, and the display effects of the auxiliary display unit 65 are set to be performed in the corresponding display mode. Specifically, in the various flag storage areas 183a of the RAM 183 on the display control device 81 side, there is also provided an area for setting a challenge mode flag, an attack mode flag, a VB mode flag, and a specialization zone flag as flags for grasping the display mode. When each mode starts, the corresponding flag is set, and when it ends, the corresponding flag is cleared. For example, in the setting process of the challenge mode start effect in step S1802 above, the challenge mode flag is set. In step S1901, by grasping these various mode corresponding flags, the current display mode is specified, and the auxiliary display unit 65, the speaker 64, the upper lamp 63, etc. are controlled so that the corresponding effects are performed.
[0354] In the subsequent step S1902, based on the received lottery result command, it is determined whether the lottery result of the game started this time is a winning order for the push order. If it is a winning order for the push order, in step S1903, processing for push order notification is performed. Here, the processing for push order notification will be described with reference to the flowchart of FIG. 46.
[0355] In step S2001, it is determined whether the start command received this time includes a push order notification command. If the push order notification command is not included, the processing for this push order notification is terminated as it is. If the push order notification command is included, the process proceeds to step S2002.
[0356] In step S2002, it is determined whether the lottery result this time is the first promotion replay 1 to 4. If it is the first promotion replay 1 to 4, in step S2003, the auxiliary display unit 65, etc. are controlled to perform a push order notification for which the third replay winning is established, and then the processing for push order notification is terminated.
[0357] If it is determined in step S2002 that the first promotion replay 1 to 4 is not a winning selection, in step S2004, it is determined whether the current lottery result is a fall replay 1 to 3. If it is a fall replay 1 to 3, the process proceeds to step S2005, and the auxiliary display unit 65 and the like are controlled to perform a push order notification for which the first replay winning is established, and then the process for the push order notification ends.
[0358] If it is determined in step S2004 that it is not a fall replay 1 to 3, in step S2006, it is determined whether the current lottery result is a second promotion replay 1, 2. If it is a second promotion replay 1, 2, in step S2007, it is determined whether the VB mode winning notification effect has already been executed. For example, when setting the VB mode winning notification effect in step S1806, a notified flag indicating that the VB winning notification has been performed is set in the various flag storage areas 183a of the RAM 183. The notified flag is cleared based on the transition to the VB mode. Then, it is preferable to configure to determine the presence or absence of the notified flag in step S2007. If the VB mode winning has been notified, in step S2008, the auxiliary display unit 65 and the like are controlled to perform a push order notification for which the fourth and fifth replay winnings are established, and then the process for the push order notification ends. If the VB mode winning has not been notified, the process proceeds to step S2005, a push order notification for the first replay winning is performed, and then the process for the push order notification ends.
[0359] If it is determined in step S2006 that it is not the second promotion replay 1 or 2, then in step S2009, it is determined whether the current lottery result is a BAR replay 1 or 2. If it is a BAR replay 1 or 2, then in step S2010, the above mode corresponding flag is checked to determine whether the current display mode is the VB mode. If it is in the VB mode, then in step S2011, the auxiliary display unit 65 and the like are controlled to perform a push order notification for which the 6th to 8th replay winnings are established, and then the push order notification process ends. If it is not in the VB mode, the process proceeds to the above step S2005, a push order notification for the first replay winning is performed, and then the push order notification process ends.
[0360] If it is determined in step S2009 that it is not a BAR replay 1 or 2, then in step S2012, it is determined whether the current lottery result is a bell. If it is a bell win, then in step S2013, the auxiliary display unit 65 and the like are controlled to perform a push order notification for which the bell winning as the first minor winning is established, and then the push order notification process ends. If a negative determination is made in step S2012, the push order notification process ends as it is.
[0361] Return to the explanation of the start-up production setting process (Fig. 45). If it is determined in step S1902 that it is not a push order winning, then in step S1904, it is determined whether it is a specific winning. If it is a specific winning, then in step S1905, a specific winning notification process is performed. The specific winning notification process will be described in detail later.
[0362] If a negative determination is made in step S1904, or after the processing of step S1903 or step S1905 is executed, the process proceeds to step S1906. In step S1906, it is determined whether a superimposed command is received as the current start command. If a superimposed command is received, in step S1907, a process of setting a superimposed effect is performed in advance so that the superimposed effect corresponding to the number of games of the superimposed command is executed at the time of stop. As the superimposed effect, for example, as shown in FIG. 59(b), a numerical value corresponding to the number of superimposed games is displayed as "+10" on the auxiliary display unit 65. In addition, in the superimposed effect, control is performed so that a corresponding sound effect (for example, "kyukyukyukyukyukyuin!" in electronic sound) is emitted from the speaker 64.
[0363] Details of the setting process of the superimposed effect in step S1907 will be described with reference to the flowchart of FIG. 47.
[0364] In step S2101, a process of grasping the number of superimposed games is performed based on the currently received superimposed command. In the subsequent step S2102, a notification timing lottery process is executed. The notification timing lottery process is a process of lottery for at which timing in the current game the superimposed effect is to be performed on the premise that the superimposed effect is to be performed in the current game.
[0365] The execution timing of the superimposed effect is set to be different according to the number of superimposed games. Specifically, as shown in the lottery table of FIG. 48, as the execution timing of the superimposed effect in the current game, assuming that the first reel, the second reel, and the third reel are in the stop operation order of each reel 32L, 32M, 32R, the stop operation timing of the first reel, the stop operation timing of the second reel, and the stop operation timing of the third reel are set. And, among the stop operations of each reel, the timing when the stop ON operation is performed when the pressing operation of the stop switches 42 to 44 is performed and the timing when the stop OFF operation is performed when the pressing operation is finished are set.
[0366] Here, a supplementary explanation will be given regarding the operation modes of the stop switches 42 to 44. The stop switches 42 to 44 can be displaced from the initial position arranged on the front side to the operation position arranged on the back side. In the situation where they are arranged at the initial position, the detection signals from the stop detection sensors 42a to 44a are in the LOW state. By operating from the initial position to the operation position, the detection signals from the stop detection sensors 42a to 44a are switched from the LOW signal to the HI signal. Then, based on the fact that the detection signal has been switched from the LOW signal to the HI signal, the main control device 101 grasps that a stop ON operation, assuming that the pressing operation of the stop switches 42 to 44 has been performed, has been carried out.
[0367] Also, the stop switches 42 to 44 are biased toward the initial position by a spring or the like. Therefore, if the hands are released from the stop switches 42 to 44 and no operating force (pressing force) is applied toward the operation position, the stop switches 42 to 44 will return to the initial position due to the biasing force of the spring or the like. In this case, the detection signals from the stop detection sensors 42a to 44a are switched from the HI signal to the LOW signal. Then, based on the fact that the detection signal has been switched from the HI signal to the LOW signal, the main control device 101 grasps that a stop OFF operation, assuming that the pressing operation of the stop switches 42 to 44 has ended, has been carried out.
[0368] The overriding effect is set to be able to occur in either the stop ON operation or the stop OFF operation as the stop operation of each of the stop switches 42 to 44. That is, in the game where the overriding effect occurs, the overriding effect can occur not only at the timing when the stop switches 42 to 44 are pressed but also at the timing when the pressing operation ends.
[0369] In the execution timing table of the superimposed performance, when the number of superimposed games is relatively small, for example, when superimposition occurs in 5 to 10 games, the timing when the stop ON operation of the first reel is performed is selected at 5%, the timing when the stop OFF operation of the first reel is performed is 10%, the stop ON operation of the second reel is 15%, the stop OFF operation of the second reel is 20%, the stop ON operation of the third reel is 20%, and the stop OFF operation of the third reel (when all reels stop) is 30%, and each is selected. In this case, the stop OFF operation is more likely to be selected than the stop ON operation of each reel, and the operation on the rear side is more likely to be selected.
[0370] On the other hand, when the number of superimposed games is relatively large, for example, when superimposition occurs in 100 or more games, the timing when the stop ON operation of the first reel is performed is selected at 5%, the timing when the stop OFF operation of the first reel is performed is 10%, the stop ON operation of the second reel is 5%, the stop OFF operation of the second reel is 30%, the stop ON operation of the third reel is 5%, and the stop OFF operation of the third reel (when all reels stop) is 45%, and each is selected. Also in this case, the stop OFF operation of each reel is more likely to be selected than the stop ON operation, and the operation on the rear side is relatively more likely to be selected.
[0371] That is, in the present embodiment, the superimposed performance is set to be more likely to occur during the stop OFF operation of each reel than during the stop ON operation. Also, when comparing the first to third reels, the stop operation of the third reel (ON operation, OFF operation) is most likely to be selected, the stop operation of the second reel is next most likely to be selected, and the stop operation of the first reel is least likely to be selected.
[0372] Returning to the description of the setting process for the superimposed performance, after performing the notification timing lottery process in step S2102, in step S2103, it is determined whether the lottery result in step S2102 is at the time of the stop ON of any of the reels. If it is at the time of the stop ON, in step S2104, the target reel for generating the superimposed performance is set, and it is set so that the superimposed performance occurs when the stop ON operation of the target reel is performed. Specifically, a process of setting any one of the first reel stop ON operation flag to the third reel stop ON operation flag in the various flag storage areas 183a is performed. These flags are flags for the CPU 181 to grasp the superimposed performance generation timing. Also, in step S2104, the performance data of the superimposed performance corresponding to the number of superimposed games to be generated at the time of such a stop ON operation is read from the performance data storage area 182b, and a process of temporarily storing the data in a predetermined performance data setting area is performed. When the CPU 181 grasps that the superimposed performance occurs at the timing corresponding to the stop ON operation flag, the performance data temporarily stored in the performance data setting area is read, and the superimposed performance is performed.
[0373] If a negative determination is made in step S2103, in step S2105, it is determined whether it is at the time of the stop OFF operation of the first reel or the second reel. If it is at the time of the stop OFF operation of these reels, in step S2106, the target reel for generating the superimposed performance is set, and it is set so that the superimposed performance occurs when the stop OFF operation of the target reel is performed. Specifically, a process of setting either the first reel stop OFF operation flag or the second reel stop OFF operation flag in the various flag storage areas 183a is performed. These flags are also flags for the CPU 181 to grasp the superimposed performance generation timing. Also, in step S2106, the performance data of the superimposed performance corresponding to the number of superimposed games is read from the performance data storage area 182b, and a process of temporarily storing the data in a predetermined performance data setting area is performed.
[0374] If a negative determination is made in step S2105, in step S2107, the current additional performance is set to occur at the time of all-reel stop (when the stop OFF operation of the third reel is performed). Specifically, a process of setting the third reel stop OFF operation flag is performed in the various flag storage areas 183a. Also, in step S2107, a temporary storage process of the performance data of the additional performance corresponding to the number of additional games is performed. After the process of step S2104, step S2106, or step S2107 is executed, the setting process of the additional performance ends.
[0375] Returning to the explanation of the start performance setting process, if the additional command is not received in step S1906, or after the process of step S1907 is executed, in step S1908, the bonus performance setting process is executed, in step S1909, the continuous performance setting process is executed, and then, in step S1910, after setting other start performances, the start performance setting process ends. The bonus performance setting process and the continuous performance setting process will be described in detail later. In the process of step S1910, for example, a performance suggesting the lottery result is set in response to the start of the game, or a process of turning off the lamps around the start lever 41 to notify that the operation has been received is performed.
[0376] <Performance setting process at each stop operation> Next, the performance setting process at each stop operation performed in step S1708 will be described with reference to the flowchart of FIG. 49.
[0377] In step S2201, it is determined whether the command for each stop operation received this time is a stop ON operation command. The stop ON operation command is a command output from the main control device 101 when the stop switches 42 to 44 are pressed among the stop operations of each reel.
[0378] If the determination in step S2201 is affirmative, the process proceeds to step S2202, and it is determined whether an effect set for the stop ON operation of the reels is set as the effect for this game. If not, this setting process ends as it is. If it is set, in step S2203, it is determined whether the received stop ON operation command is for the stop operation of the reel that is the target of the effect at the set stop ON operation. If it is not the stop ON operation of the target reel, this setting process ends as it is. If it is the stop ON operation of the target reel, in step S2204, the auxiliary display unit 65 etc. is controlled so that the effect at the stop ON operation is performed, and then this setting process ends.
[0379] For example, when a bonus effect is set as the effect at the current stop ON operation, as shown in Fig. 50(a), at the timing when the stop switches 42 to 44 are pressed (ON operation), a bonus effect occurs on the auxiliary display unit 65. Also in this case, a sound effect corresponding to the bonus effect is emitted from the speaker 64.
[0380] Also, for example, if the current game is a push order role selection and a push order notification effect is set, when the corresponding reel stops based on each stop ON operation, the push order notification effect changes to an effect indicating the next reel to be the operation target. Specifically, if all the reels 32L, 32M, and 32R are rotating before the stop ON operation, a display with the first reel as the operation target is made as shown in Fig. 37(a). Then, when the corresponding reel (the middle reel 32M in the figure) stops due to the stop ON operation corresponding to the first reel, it changes to an effect indicating the next reel to be the operation target (the right reel 32R in the figure) as shown in Fig. 37(b). Also, if two reels are rotating before the stop ON operation, a display with the second reel as the stop target is made as shown in Fig. 37(b), and based on the second reel stopping due to the stop ON operation, it changes to a display with the third reel as the stop target (Fig. 37(c)).
[0381] If a negative determination is made in step S2201, the process proceeds to step S2205 to determine whether each stop operation command received this time is a stop OFF operation command. The stop OFF operation command is a command output from the main control device 101 when the pressing operation of the stop switches 42 to 44 among the stop operations of each reel is completed.
[0382] If an affirmative determination is made in step S2205, the process proceeds to step S2206 to determine whether an effect is set for the stop OFF operation of the reel as an effect of this game. If not, this setting process ends as it is. If it is set, in step S2207, it is determined whether the stop OFF operation command received this time is for the stop operation of the reel that is the target of the effect at the time of the set stop OFF operation. If it is not the stop OFF operation of the target reel, this setting process ends as it is. If it is the stop OFF operation of the target reel, in step S2208, the auxiliary display unit 65 etc. is controlled so that the effect at the time of the stop OFF operation is performed, and then this setting process ends.
[0383] For example, if a bonus effect is set as the effect at the time of this stop OFF operation, as shown in Fig. 50(b), when the pressing operation of the stop switches 42 to 44 is completed and the hand is released from the stop switches 42 to 44, a bonus effect occurs on the auxiliary display unit 65. Also in this case, a sound effect corresponding to the bonus effect is emitted from the speaker 64. If a negative determination is made in step S2205, this effect setting process ends as it is.
[0384] <All Stop Effect Setting Process> Next, the all stop effect setting process will be described with reference to the flowchart of Fig. 51.
[0385] First, in step S2301, it is determined whether the stop command received this time includes a challenge mode end command. If the challenge mode end command is included, then in step S2302, the auxiliary display unit 65 and the like are controlled so that a challenge mode end effect is performed. In the challenge mode end effect, for example, as shown in FIG. 55(b), the characters "Challenge Mode End" are displayed on the auxiliary display unit 65. In addition, in the challenge mode end effect, a sound effect corresponding to the end of the challenge mode (for example, a deep male voice saying "Work harder!") is controlled to be emitted from the speaker 64.
[0386] If the challenge mode end command is not included in step S2301, then in step S2303, it is determined whether the stop command received this time includes an attack mode start command. If the attack mode start command is included, then in step S2304, a process of setting an attack mode start effect is performed. In the attack mode start effect, for example, as shown in FIG. 57(a), the characters "Attack Mode!! Ver.1" are displayed on the auxiliary display unit 65. In addition, in the attack mode start effect, a corresponding sound effect (for example, a high female voice saying "Attack Mode Start!") is controlled to be emitted from the speaker 64.
[0387] Incidentally, the display of "Ver.1" in the attack mode start effect corresponds to the rank of the attack mode. That is, it is a display indicating that the attack mode started this time is the first attack mode. When the rank of the attack mode is upgraded to the second attack mode (when an upgrade command is received), as an upgrade effect, the characters "Attack Mode!! Ver.2" are displayed on the auxiliary display unit 65. When the rank of the attack mode is upgraded to the third attack mode, the characters "Attack Mode!! Ver.3" are displayed, and when it is upgraded to the fourth attack mode, the characters "Attack Mode!! Ver.4" are displayed.
[0388] If the attack mode start command is not included in step S2303, then in step S2305, it is determined whether an attack mode end command is included as the stop command received this time. If the attack mode end command is included, then in step S2306, a process of setting an attack mode end effect is performed. In the attack mode end effect, for example, as shown in FIG. 57(b), in the auxiliary display unit 65, the characters "ATTACK MODE END" are displayed, and the number of consecutive games in the current attack mode (including the VB mode and the specialized zone) is displayed. Also, the total number of payout coins in the current attack mode (including the VB mode, the specialized zone, and the bonus) is displayed. In addition, in the attack mode end effect, control is performed so that a corresponding sound effect (for example, a high-pitched female voice saying "See you later") is emitted from the speaker 64.
[0389] If the attack mode end command is not included in step S2305, then in step S2307, it is determined whether a VB mode start command is included as the stop command received this time. If the VB mode start command is included, then in step S2308, a process of setting a VB mode start effect is performed. In the VB mode start effect, for example, as shown in FIG. 58(a), in the auxiliary display unit 65, the characters "777 VICTORY!!" are displayed. In addition, in the VB mode start effect, control is performed so that a corresponding sound effect (for example, male and female voices saying "VICTORY BONUS START") is emitted from the speaker 64.
[0390] If the VB mode start command is not included in step S2307, then in step S2311, it is determined whether the VB mode end command is included as the stop command received this time. If the VB mode end command is included, then in step S2312, a process of setting a VB mode end effect is performed. In the VB mode end effect, for example, as shown in FIG. 58(b), the auxiliary display unit 65 displays the characters "VICTORY BONUS END", and also displays the number of continuous games of the attack mode at the end of the current VB mode (including the VB mode and the specialized zone), and the total number of payout coins of the attack mode (including the VB mode, the specialized zone, and the bonus) at the end of the current VB mode. In addition, in the VB mode end effect, control is performed so that a corresponding sound effect (for example, a male and female voice saying "There's still a long way to go") is emitted from the speaker 64.
[0391] If the VB mode end command is not included in step S2311, then in step S2313, it is determined whether the specialized zone start command is included as the stop command received this time. If the specialized zone start command is included, then in step S2314, a process of setting a specialized zone start effect is performed. In the specialized zone start effect, for example, as shown in FIG. 59(a), the auxiliary display unit 65 displays the characters "Overload Challenge!!", and also displays a character suggesting that it is a special mode in which an overload of the attack mode is likely to occur. In addition, in the specialized zone start effect, control is performed so that a corresponding sound effect (for example, a boy's voice saying "Let's go") is emitted from the speaker 64.
[0392] If the specialization zone start command is not included in step S2313, then in step S2315, it is determined whether the specialization zone end command is included as the stop command received this time. If the specialization zone end command is included, then in step S2316, a process of setting the specialization zone end effect is performed. In the specialization zone end effect, for example, the total number of games added in the current specialization zone is displayed on the auxiliary display unit 65. In addition, in the specialization zone end effect, control is performed so that a corresponding sound effect (for example, the electronic sound "Kyu Kyu Kyu Kyu Kyu Kyu In!") is emitted from the speaker 64. Note that the display content of the auxiliary display unit 65 and the sound effect emitted from the speaker 64 may be made different according to the total number of added games.
[0393] If the specialization zone end command is not included in step S2315, then in step S2317, it is determined whether the bonus end command is included as the stop command received this time. If the bonus end command is included, then in step S2318, a process of setting the bonus end effect is performed. In the bonus end effect, for example, the total number of paid-out medals obtained during the current bonus is displayed on the auxiliary display unit 65, and if it is a bonus that has shifted to the attack mode, VB mode, or specialization zone, the total number of paid-out medals in the attack mode (including the VB mode, specialization zone, and bonus) is displayed. In addition, in the bonus end effect, an effect is performed by a character or the like that suggests these contents according to whether the attack mode is valid, whether the challenge mode is valid, and the number of added games.
[0394] After executing any one of the processes of step S2302, step S2304, step S2306, step S2308, step S2312, step S2314, step S2316, and step S2318, or after making a negative determination in step S2317, the process proceeds to step S2309 and step S2319. In step S2309 and step S2319, when the superimposed effect is set, the auxiliary display unit 65 and the like are controlled to execute the superimposed effect. As already described, the setting of the superimposed effect is performed in step S1907 in the start-up effect setting process. Specifically, in the setting process of the superimposed effect (FIG. 47), when the occurrence timing of the current superimposed effect is set at the time of full stop, as shown in FIG. 50(c), the superimposed effect occurs in the auxiliary display unit 65 at the timing when all the respective reels 32L, 32M, and 32R stop. Also in this case, a sound effect corresponding to the superimposed effect is emitted from the speaker 64.
[0395] Thereafter, in step S2310 and step S2320, after setting other stop-time effects, this effect setting process ends. In step S2310 and step S2320, for example, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.
[0396] As described above, based on various commands from the main control device 101, various processes for notifying the transition of the display mode are performed on the display control device 81 side, and the notification is performed by the auxiliary display unit 65 and the like. In addition, on the display control device 81 side, in addition to the notification of the transition of these display modes, various effect processes during the games are performed.
[0397] <Effect processes during various games> In this embodiment, as effects during various games, a continuous effect and an effect during bonus are provided. The continuous effect is an effect that makes the player expect a favorable result (winning a bonus, an attack mode, a challenge mode, a VB mode, etc.), which can continue over a plurality of (four times in this embodiment) games, and in the final game, it is an effect that notifies whether or not the favorable result has occurred. The effect during bonus is an effect that is performed in each game in the bonus state that transitions based on winning the first BB or the second BB.
[0398] Regarding the continuous effect, its outline will be described with reference to FIG. 60.
[0399] For example, as shown in FIG. 60(a), at the start of the first game in which the continuous effect is set, a display suggesting the number of continuous times of the continuous effect is made (in the figure, a four-stage daruma-drop effect corresponding to a continuous effect of four games is shown). And at the end of the first game in which the continuous effect is set, an effect notifying the presence or absence of continuation of the continuous effect is performed (in the figure, an effect showing that the first-stage daruma-drop was successful, indicating that the continuous effect continues). When the continuous effect is interrupted, at the end of the first game in which the continuous effect is set, an effect notifying that the continuous effect ends midway is performed (for example, an effect showing that the first-stage daruma-drop fails). The effect regarding the presence or absence of continuation of the continuous effect is the same in each game in the continuous effect.
[0400] As shown in FIG. 60(b), at the start of the second game in which the continuous effect is set, a display suggesting the remaining number of continuous times of the continuous effect is made (in the figure, the remaining three-stage daruma-drop effect). And at the end of the second game, an effect notifying the presence or absence of continuation of the continuous effect is performed (in the figure, an effect showing that the second-stage daruma-drop was successful, indicating that the continuous effect continues).
[0401] As shown in FIG. 60(c), at the start of the third game with a continuous performance set, a display indicating the remaining number of continuous performances is presented (in the figure, a daruma dropping performance with two remaining stages). Then, at the end of the third game, a performance notifying whether the continuous performance continues is presented (in the figure, it shows the performance of the successful daruma dropping in the third stage, indicating that the continuous performance continues).
[0402] As shown in FIG. 60(d), at the start of the final game (the fourth game) of the continuous performance, a display suggesting that it is the final game of the continuous performance is presented (in the figure, a one-stage daruma dropping performance). Then, at the end of the final game, a performance indicating whether the result was advantageous for the player is presented (in the figure, it shows the performance of the successful daruma dropping in the final stage).
[0403] As described above, in the continuous performance, the performance of the next game is set while inheriting the performance of the previous game, and the performances of each game have continuity. Also, it is clearly recognizable which game it is from the start of the continuous performance (how many games there are until the end of the continuous performance).
[0404] Here, in each game of the continuous performance, whether the continuous performance continues until the next game is set so that the continuation rate increases as the game of the continuous performance progresses. That is, at the end of the first game of the continuous performance, the possibility of notifying non - continuation of the continuous performance is the highest, and as the game progresses, the possibility of notifying non - continuation becomes lower. Therefore, in the continuous performance, the level of the player's interest varies greatly depending on which game it is in the continuous performance, and higher interest is drawn as it progresses from the start game to the end game.
[0405] Hereinafter, as processing related to the above - mentioned continuous performance and bonus - in performance, the bonus - in performance setting process (step S1908), specific winning notification process (step S1905), and continuous performance setting process (step S1909) in the start - time performance setting process (FIG. 45) will be explained respectively.
[0406] <Bonus in-game production process> First, the bonus in-game production process will be described with reference to the flowchart of FIG. 52.
[0407] In the bonus in-game production setting process, first, at step S2401, it is determined whether a bonus game is started from the current game. The bonus game corresponds to the games from the next game in which the first BB or second BB is won until the bonus ends. A positive determination at step S2401 means that the ...
Claims
【Claim 1】 As a gaming state, a normal state and a specific state that is more advantageous for the player than the normal state are set, grasping means for grasping the remaining number of games in the specific state, ending means for ending the specific state, comprising: As the ending means, first ending means for ending the specific state based on the remaining number grasped by the grasping means; second ending means for ending the specific state regardless of the remaining number when a predetermined forced ending condition is satisfied in the specific state; comprising: A gaming machine provided with a plurality of stages of set values capable of changing the increase / decrease rate or increase / decrease mode of game media, and provided with setting means for setting one of the set values of the plurality of stages, means for grasping the total number of actual executions of the game, suggestion notification execution means for executing a suggestion notification indicating information on the set value set by the setting means, comprising: The suggestion notification execution means includes specific means capable of executing a predetermined suggestion notification when the specific state ends by the ending means, The specific means is characterized by comprising means capable of making different the execution rate of the predetermined suggestion notification when the total number of actual executions of the game is less than or equal to a specific number and the execution rate of the predetermined suggestion notification when the specific number is exceeded.
Citation Information
Patent Citations
Game machine
JP2017000182A
gaming machines
JP7251603B2
Game machine
JP2008295707A