Game machine

The gaming machine improves amusement by using cyclic display and operation order notifications to increase winning probabilities and notifications, addressing the need for enhanced engagement in slot machines.

JP2025111729AActive Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2025075242
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2025-07-30
Estimated Expiration
2042-02-25

AI Technical Summary

Technical Problem

Existing gaming machines, such as slot machines, lack enhancements to improve gaming amusement and engagement.

Method used

A gaming machine with a plurality of cyclic display means, start operation means, lottery means, stop operation means, and privilege granting means, featuring different determination targets and operation order notification to enhance winning probabilities and frequency of notifications, thereby improving gaming amusement.

Benefits of technology

Enhances gaming amusement by increasing the probability and frequency of winning certain game media through strategic operation order notifications.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: When a start lever 41 provided in a slot machine 10 is operated, a lottery of winning combinations is performed inside and visible reels 32L, 32M, 32R through display windows 26L, 26M, 26R start rotating. When stop switches 42 to 44 are operated, the reels 32L, 32M, and 32R corresponding to the respective switches 42 to 44 are stopped. In an auxiliary display part 65, a predetermined auxiliary performance is executed, and a customer waiting performance is executed at a lapse of 90 seconds after completion of a game. Operation methods for changing a level of sound volume outputted from a speaker 64 include an operation method for changing the level of sound volume on a volume setting screen after going through a menu, and an operation method for changing the level of sound volume on a non-customer waiting screen or a customer waiting screen without going through the menu screen.SELECTED DRAWING: Figure 232
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Description

[Technical Field]

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

[0002] An example of a gaming machine that stops multiple reels after spinning is a slot machine. In a slot machine, multiple symbols are attached to the outer periphery of each reel, and a portion of the symbols attached to each reel is visible through a display window. When a player inserts a medal, a winning line is set. Then, when the player operates the start lever, a lottery is held within the slot machine for winning combinations such as a big bonus (hereinafter referred to as "BB") combination, a small bonus combination, and a replay. The reels begin to spin, and when the player operates the stop switch after each reel has started to spin, the reels stop sequentially, completing one game. When all reels have stopped spinning, if a combination of symbols corresponding to a winning combination stops on a winning line, the player wins a prize, and the player is awarded a prize, such as a medal payout or a game state change (see, for example, Patent Document 1).

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

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-355364 Summary of the Invention [Problem to be solved by the invention]

[0005] In the gaming machine as exemplified above, further improvement in gaming amusement is required.

[0006] Note that the above problems are not limited to the slot machine as exemplified above, and are also problems applicable to other gaming machines that cyclically display a plurality of types of patterns and end the cyclic display based on the operation of the subsequent stop operation means.

[0007] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving gaming amusement.

Means for Solving the Problems

[0008] In the invention according to claim 1, a plurality of cyclic display means for cyclically displaying a plurality of types of patterns, start operation means operated to start the cyclic display of the patterns, lottery means for conducting a lottery for roles, a plurality of stop operation means operated to individually stop the cyclic display of the patterns, and privilege granting means for granting a privilege to a player when a winning combination corresponding to a winning role in the lottery for the roles is formed and stopped at a valid position. In the gaming machine, as a determination target determined in the lottery for the roles, a first determination target in which a winning in which a first number of game media are granted is established when the plurality of stop operation means are operated in a first operation order, and a second determination target in which a winning in which the first number of game media are granted is established when the plurality of stop operation means are operated in a second operation order are provided. Operation order notification means for notifying an operation order capable of establishing a winning in which the first number of game media are granted, and notification determination means for determining whether or not to notify the operation order are provided. The configuration is such that the probability of winning the first determination target is higher than the probability of winning the second determination target, and the operation order notification means is configured such that, in a specific gaming state, the frequency of notifying the operation order when winning the first determination target is higher than the frequency of notifying the operation order when winning the second determination target.

Effects of the Invention

[0009] It becomes possible to improve gaming amusement.

Brief Description of the Drawings

[0010]

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Embodiments for Carrying Out the Invention

[0011] (First Embodiment)

[0012] Hereinafter, an embodiment of a reel-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.

[0013] 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 facilities when installed in a game hall.

[0014] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, a pair of upper and lower support shafts 13a and 13b are provided on the left side portion of the housing 11 when viewed from the front, and bearing portions 14a and 14b are provided on the front door 12 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.

[0015] 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 three display windows 26L, 26M, and 26R may be combined into one common display window.

[0016] 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 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, and 32R is rotatably supported such that its central axis serves as the rotation axis of the reel. The rotation axes of the respective reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, and 32R correspond one-to-one with the respective display windows 26L, 26M, and 26R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is visible through the corresponding display windows 26L, 26M, and 26R. Further, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected as if they are moving downward from top through the respective display windows 26L, 26M, and 26R.

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

[0018] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each reel 32L, 32M, 32R can be rotationally driven individually, that is, independently, by driving each stepping motor. The stepping motor is set to rotate once when, for example, a drive signal of 480 pulses (hereinafter also referred to as an excitation pulse) is applied, and 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 rotated once is installed in each of the reels 32L, 32M, 32R in the reel unit 31. And when the reel index sensor detects that the reel has rotated once, a detection signal is output to the main control device 101 described later each time such detection occurs. For this reason, 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.

[0019] On the outer peripheral surfaces of each of the reels 32L, 32M, 32R, a plurality of patterns as identification information are drawn in the long side direction (circumferential direction). More specifically, 20 patterns are drawn at equal intervals. For this reason, in order to switch a certain pattern to the next pattern at a predetermined position, an output of 24 pulses (= 480 pulses ÷ 20 patterns) of excitation pulses is required. 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.

[0020] Next, the patterns drawn on each of the reels 32L, 32M, 32R will be described.

[0021] 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, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Also, numbers from 0 to 19 are assigned to correspond to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 101 to recognize the symbols visible through 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.

[0022] The symbols include 8 types, namely, the "Cherry" symbol (e.g., the 19th symbol on the left reel 32L), the "Watermelon" symbol (e.g., the 18th symbol on the left reel 32L), the "Bell" symbol (e.g., the 17th symbol on the left reel 32L), the "Red 7" symbol (e.g., the 16th symbol on the left reel 32L), the "Replay" symbol (e.g., the 15th symbol on the left reel 32L), the "Star" symbol (e.g., the 14th symbol on the left reel 32L), the "BAR" symbol (e.g., the 11th symbol on the left reel 32L), and the "White 7" symbol (e.g., the 6th symbol 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.

[0023] Each of the display windows 26L, 26M, and 26R is formed such that 3 symbols out of the 20 symbols attached to the corresponding reel are visible in their entirety. Therefore, when all of the reels 32L, 32M, and 32R are stopped, 3 × 3 = 9 symbols are in a visible state through the display windows 26L, 26M, and 26R.

[0024] In this slot machine 10, five combination lines are set in total: three horizontally parallel lines and two diagonal lines that connect the positions where these nine symbols can be visually recognized. More specifically, as shown in Fig. 7(a), as the horizontal combination lines, an upper line L1 that connects the upper symbols of each reel 32L, 32M, 32R, a middle line L2 that connects the middle symbols of each reel 32L, 32M, 32R, and a lower line L3 that connects the lower symbols of each reel 32L, 32M, 32R are set. Also, as the diagonal combination lines, a downward right diagonal line L4 that connects 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 an upward right diagonal line L5 that connects 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 are set. And when symbols stop in a predetermined combination on the activated combination line, that is, the effective line, a privilege is given such that a predetermined number of medals as game media are paid out as a winning, or a privilege that the game state is shifted is given.

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

[0026] Fig. 8 is a diagram showing the correspondence between the symbol combinations for winning and the privileges given when winning occurs.

[0027] As the state transition wins where only the game state is shifted, there are BB1 win and BB2 win.

[0028] When the "Red 7" symbols of each reel 32L, 32M, 32R stop on the effective line, it becomes a BB1 win. When the "Red 7" symbols of the left reel 32L and the middle reel 32M and the "White 7" symbol of the right reel 32R stop on the effective line, it becomes a BB2 win. When these BB wins are established, the game state shifts to the BB state.

[0029] As a winning that grants a bonus of a replay game that enables playing the next game without inserting medals, there is a replay winning.

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

[0031] As small winning combinations where medal payouts are made, there are a watermelon winning, a cherry winning, a bell winning, and a supplementary role winning.

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

[0033] When the "Bell" symbols on each of the reels 32L, 32M, and 32R stop on any of the combination lines, nine medals are paid out as a bell winning. More specifically, in addition to the case where the "Bell" symbols on each of the reels 32L, 32M, and 32R stop on the middle line L2, when the combination of symbols where the "Bell" symbols on each of the reels 32L, 32M, and 32R stop on the upper line L1 stops on the middle line L2, nine medals are paid out as a bell winning. Examples of the combination of symbols that visually result in a bell winning include combinations such as the "Red 7" symbol, "Star" symbol, "Star" symbol, or the "BAR" symbol, "Cherry" symbol, "BAR" symbol. Also, although the details of the combination of winning symbols are omitted, when a supplementary role winning is established, one medal is paid out.

[0034] Hereinafter, the combination of symbols corresponding to each winning is also referred to as the winning symbol combination. For example, the combination of BB2 symbols refers to the combination of symbols that result in a BB2 win, that is, the combination of the "red 7" symbol, the "red 7" symbol, and the "white 7" symbol. Also, the symbols on each of the three reels 32L, 32M, and 32R corresponding to each winning are also referred to as winning symbols. For example, the BB2 symbol means that the "red 7" symbol appears on the left reel 32L and the middle reel 32M, and the "white 7" symbol appears on the right reel 32R.

[0035] On the lower left side of the game 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 starting 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.

[0036] On the right side of the start lever 41, button-shaped stop switches 42 to 44 are provided for operating to individually stop 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. 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 for stopping the variable display of symbols based on the rotation of the reels 32L, 32M, and 32R.

[0037] Below the lower right sides of the windows 26L, 26M, and 26R, a medal insertion port 45 for inserting medals is provided. The medal insertion port 45 constitutes an input means for inputting game media. Also, focusing on the fact that the medal insertion port 45 involves the operation of directly inserting medals by the player, it can also be said to constitute a direct input means for directly inputting game media.

[0038] The medals inserted from the medal insertion port 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.

[0039] The hopper device 51 is composed of a storage tank 52 for storing medals and a payout device 53 for paying out medals to 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 medals to the medal tray 50 through the discharge passage 48. Also, to the right of the hopper device 51, a reserve tank 54 is provided to avoid storing more than a predetermined amount of medals 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 where the guide plate 52a is provided, such medals will be stored in the reserve tank 54.

[0040] Below the medal insertion slot 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 slot 45 are jammed in the selector 46, the selector 46 mechanically operates in conjunction, and the medals jammed in the selector 46 are returned from the medal discharge port 49.

[0041] 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 once is provided. Further, on the left side of the first credit insertion switch 56, a second credit insertion switch 57 and a third credit insertion switch 58 are provided. The second credit insertion switch 57 is for inserting two virtual medals at once, and the third credit insertion switch 58 is for inserting one virtual medal. Each of the credit insertion switches 56 to 58 constitutes an input means for inputting game media together with the medal insertion slot 45. Also, while the medal insertion slot 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 be said that they constitute an indirect input means for indirectly inputting game media.

[0042] On the left side of the start lever 41, a settlement switch 59 is provided. That is, this slot machine 10 has a credit function of storing surplus inserted medals and payout 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 in a situation where virtual medals are stored in memory, the virtual medals are paid out as actual medals from the medal discharge port 49. In this case, if we focus on the function of paying out the credited virtual medals as actual medals, the settlement switch 59 can be said to constitute a settlement operation means for actually paying out the stored game media.

[0043] Below the display windows 26L, 26M, and 26R of the gaming panel 25, a credit display section 60 for displaying the number of virtual medals credited, a remaining payout number display section 61, and a payout number display section 62 for displaying the number of medals paid out at the time of winning are provided respectively. Also, at the lower right corner of the payout number display section 62, a section indicator 66 for indicating the gaming section is provided. These display sections 60 to 62 and the section indicator 66 are constituted by 7-segment displays, but it is of course possible to replace them with a liquid crystal display or the like.

[0044] At the upper part of the front door 12, an upper lamp 63 that lights up or blinks as the game progresses, a pair of left and right speakers 64 that emit various sound effects and notify the player of the game state as the game progresses, and an auxiliary display section 65 for giving various information to the player are provided. The auxiliary display section 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 section, it is referred to as the auxiliary display section 65 in this embodiment. At the back of the auxiliary display section 65, a display control device 81 for driving the upper lamp 63, the speakers 64, and the auxiliary display section 65 is provided.

[0045] Inside the cabinet 11, to the left of the hopper device 51, a power box 70 is provided. The power 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 perform adjustment of the medal payout. 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 operated not only when resetting the error state but also when changing the winning probability of the slot machine 10.

[0046] Above the reel unit 31, a main control device 101 that comprehensively manages the game is attached to the housing 11.

[0047] Next, the electrical configuration of this slot machine 10 will be described based on the block diagram of FIG. 9.

[0048] The main control device 101 is equipped with a microcomputer centered on a CPU 102 that is an arithmetic processing means. 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 to the CPU 102 via an internal bus. Such a main control device 101 functions as a main board built into the slot machine 10.

[0049] On the input side of the main control device 101, there are a reel unit 31 (more specifically, a reel index sensor that individually detects that each of the reels 32L, 32M, and 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 the medals inserted from the medal insertion port 45, a paid-out detection sensor 51a that detects the medals paid out from the hopper device 51, credit insertion detection sensors 56a to 58a that individually detect the operations of the respective credit insertion switches 56 to 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, and various other sensors are connected. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0050] 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.

[0051] The power outage monitoring circuit 91b monitors the power-off state and generates a power outage signal not only during a power outage but also when the power is turned off by the power switch 71. Therefore, the power outage monitoring circuit 91b monitors the stabilized drive voltage of 12 volts DC in this example output from the power supply unit 91a, and when this drive voltage drops to less than 10 volts, for example, it is determined that the power supply has been cut off, and the power outage signal is configured to be output. The power outage signal is supplied to each of the CPU 102 and the input / output port 104, and the CPU 102 executes the power outage process described later by recognizing this power outage signal. Also, this power outage signal is configured to be supplied to the display control device 81 as well.

[0052] The power supply unit 91a is configured to output a stabilized voltage of 5 volts 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 volts. As the time for which this stabilized voltage is output, sufficient time is ensured to execute the power outage process by the main control device 101.

[0053] 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, a stepping motor for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, the section indicator 66, the display control device 8T, a hall management device (not shown), etc., are connected via the input / output port 104.

[0054] The display control device 81 is a control device for driving the upper lamp 63, the speaker 64, and the auxiliary display unit 65, and includes a substrate in which a CPU, a ROM, a RAM, etc. for driving these are integrated. And, after receiving a signal from the main control device 101, the display control device 81 independently drives and controls the upper lamp 63, the speaker 64, and the auxiliary display unit 65. Therefore, the display control device 81 serves as a sub-base that executes auxiliary control in relation to the main control device 101, which is the main base for overall management of the game. Incidentally, the various display units 60 to 62 may also be configured to be driven and controlled by the display control device 81.

[0055] In addition to the ROM 105 that stores various control programs and fixed-value data executed by the CPU 102 and the RAM 106 that secures a work area for temporarily storing various data when executing the control programs stored in the ROM 105, as is well known although not shown in the drawings, 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 coins 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 shown in the flowcharts of FIGS. 10 to 36 are stored in the above-mentioned ROM 105 as a part of the control programs.

[0056] 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 turned 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, a section information storage area 106d for storing the game section, etc., a backup area is provided.

[0057] 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) in the event that the power supply is cut off due to a power failure or the like, and 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. 10), and the restoration of each value written to the backup area is executed in the main process at the time of power-on.

[0058] Also, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power-off signal from the power-off monitoring circuit 91b is input at the time of power-off due to a power failure or the like. And at the time of power-off, the NMI interrupt process as the power-off flag generation process is immediately executed.

[0059] Subsequently, each control process executed by the CPU 102 of the main control device 101 will be described. Such processing of the CPU 102 is 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-off signal is input to the NMI terminal. Hereinafter, 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 the flowcharts of FIGS. 10 to 36.

[0060] FIG. 10 is a flowchart of the timer interrupt process that is 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.

[0061] First, in the register save process shown in step S101, the values of all registers in the CPU 102 used in the normal process described later are saved 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 to execute the power failure process.

[0062] Here, a general overview of the power failure process will be described.

[0063] When the power supply 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.

[0064] In the power failure process, the value of the stack pointer of the CPU 102 is saved in the backup area of the RAM 106. Thereafter, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM determination value for determining whether the data in the RAM 106 is normal when the power failure is resolved is calculated and saved 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 checked 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 process 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 checked whether the power failure signal is being output, and when the power failure signal stops being output, the process proceeds to the main process.

[0065] Returning to the description of the timer interrupt process, if the power failure flag is not set in step S102, various processes after step S104 are performed.

[0066] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunctions. 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 drive motors, to rotate each of the reels 32L, 32M, and 32R, or to apply a brake to the corresponding stepping motor to stop the rotating reels 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the states of various sensors (see FIG. 9) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104, and to monitor whether the read result is normal. In step S108, a timer subtraction process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medal bets and the number of payout medals to the external centralized terminal board 121.

[0067] In step S110, 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 S111, 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 S112, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S113, the values of the respective registers saved in the backup area in the previous step S101 are restored to the corresponding registers in the CPU 102. Thereafter, in step S114, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0068] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 11.

[0069] 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.

[0070] 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. Thereafter, in step S204, a wait-for-start process is performed.

[0071] In the start waiting process, it is determined whether a replay winning has been achieved in the previous game. If a replay winning has been achieved, an automatic coin input process is performed to automatically input the same number of virtual medals as the number of bets in the previous game, and the start waiting process is terminated. In the automatic coin input process, the virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if a replay winning has been achieved in the previous game, the player can play the current game without reducing the medals owned and without inputting medals. If a replay winning has not been achieved, 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. After the end of the medal return process or if the settlement switch 59 has not been operated, it is determined whether a medal input or an operation of the credit input switches 56 to 58 has been performed between the previous start waiting process and the current start waiting process. If any of them has been performed, a medal input process for changing the number of bets, etc. is performed, and the start waiting process is terminated. Also, if neither a medal input nor an operation of the credit input switches 56 to 58 has been performed between the previous start waiting process and the current start waiting process, the start waiting process is terminated as it is.

[0072] 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" and "3" are set as the specified numbers. If the number of bet medals 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. If the number of bet medals has reached the specified number, it is determined in step S206 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.

[0073] 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 condition that the specified number of medals are bet, it means that a start command has been generated to start the game. In such a case, in step S207, an effective line setting process of setting the middle line L1 as an effective line is performed, and in step S208, the medal passage switching solenoid 46a is switched to the non-excited state to prohibit bet reception. After that, the lottery process in step S209, the rotation initialization process in step S210, the 4.1-second elapsed waiting process in step S211, the reel control process in step S212, the medal payout process in step S213, the game section process in step S214, and the BB state process in step S215 are executed in order, and the process returns to step S203.

[0074] Next, the lottery process in step S209 will be described based on the flowchart in FIG. 12.

[0075] In step S301, a random number used for determining the validity of a combination is acquired. 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 65,535. After the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hard circuit in the RAM 106. With such a configuration, it becomes possible to quickly acquire 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.

[0076] After acquiring the random number, in step S302, a lottery table for determining the validity of a combination is selected. In this slot machine 10, six levels of winning probabilities 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 which internal processing is to be executed based on which winning probability. In step S302, when the setting state is "Setting 1", a lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", a lottery table with the highest expected value of medal payout is selected.

[0077] The lottery table will be briefly described. FIG. 13 is a lottery table selected in the three-coin game of "Setting 3", and FIG. 14 is a lottery table selected in the two-coin game of "Setting 3". An index value IV is set in the lottery table, and each index value IV is uniquely associated with a winning combination and a point value PV is set.

[0078] 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 role 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. In the first determination value setting process, the random number value obtained in step S301 is used 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.

[0079] Thereafter, in step S305, a winning or losing determination of the role corresponding to the index value IV is performed. In the winning or losing determination of the role, it is determined whether the determination value DV exceeds 65535. If it exceeds 65535, the process proceeds to step S306, and the winning flag corresponding to the index value IV at that time is set in the winning flag storage area 106a of the RAM106. For example, when the determination value DV exceeds 65535 when IV = 5, in step S306, the middle-right-left bell winning flag indicating winning in the bell, substitute role 2, and substitute role 4 is set in the winning flag storage area 106a.

[0080] Incidentally, if the set winning flag is not the BB1 winning flag indicating winning in BB1 and the BB2 winning flag indicating winning in BB2, 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 is set (see S203 in the normal process). On the other hand, if the winning flag is the BB1 winning flag or the BB2 winning flag, these winning flags are reset on the condition that the corresponding winning is established. That is, the BB1 winning flag and the BB2 winning flag may be valid over a plurality of games. In step S306 in the state where the BB1 winning flag or the BB2 winning flag is carried over, if winning in a role other than BB1 and BB2, the corresponding winning flag is set, and if winning in BB1 and BB2, the corresponding winning flag is not set. Therefore, for example, in a two-card game, if winning in BB2 and performing a three-card game in a state where the BB2 winning flag is carried over, winning in BB1 does not occur.

[0081] If the determination value DV does not exceed 65535 in step S305, it means that the corresponding role of the index value IV has failed. In such a case, the index value IV is incremented by 1 in step S307, and in the subsequent step S308, 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 right or wrong. 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 right or wrong, the process returns to step S304 to continue the determination of whether the role is correct or not. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the determination value DV (that is, the current determination value DV) used in the previous determination of whether the role is correct or not to obtain a new determination value DV, and in step S305, the determination of whether the role is correct or not is performed based on the determination value DV.

[0082] Incidentally, when determining whether a role is correct or not using the lottery table shown in FIG. 13 in a three - coin game, the probability of winning a replay is about 1 / 7.3, the probability of winning for left - middle - right bell, left - right - middle bell, middle - left - right bell, middle - right - left bell, right - middle - left bell, right - left - middle bell is about 1 / 9.0 respectively, the probability of winning for watermelon, cherry is about 1 / 50 respectively, and the probability of winning for BB1 is about 1 / 12. In a three - coin game, the events of winning a single - coin role and winning BB2 do not occur.

[0083] When determining whether a role is correct or not using the lottery table shown in FIG. 14 in a two - coin game, the probability of winning a replay is about 1 / 7.3, the probability of winning for left - middle - right bell, left - right - middle bell, middle - left - right bell, middle - right - left bell, right - middle - left bell, right - left - middle bell is about 1 / 16000 respectively, the probability of winning for watermelon, cherry is about ¼0 respectively, the probability of winning a single - coin role is about 1 / 1.9, and the probability of winning for BB2 is about 1 / 4.0. In a two - coin game, the event of winning BB1 does not occur.

[0084] After setting the winning flag in step S306, or when it is determined in step S308 that there is no determination target to be determined, it means that the determination of the winning or losing of the role has ended. In such a case, the process proceeds to step S309, and interval lottery processing related to the transition of the game section is performed. In step S310, a lottery result command is transmitted to the display control device 81. By receiving the lottery result command, the display control device 81 grasps various results obtained in this lottery process, specifically, the result of the winning or losing determination of the role and the lottery result in the interval lottery process. When the lottery result command is transmitted, the lottery process ends.

[0085] When the lottery process ends, as shown in the flowchart of FIG. 11, rotation initialization processing is performed in step S210. In the RAM 106, a motor control storage area for storing information used for driving control of the stepping motor is provided, and in the rotation initialization processing, processing for initializing the motor control storage area is performed. In step S211, a waiting process for 4.1 seconds is performed. In the waiting process for 4.1 seconds, it is confirmed whether a predetermined wait time (about 4.1 seconds in this embodiment) has elapsed since the time when 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 the waiting process for 4.1 seconds ends. Due to performing such a waiting process for 4.1 seconds, 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.

[0086] Next, the reel control process in step S212 will be described based on the flowchart of FIG. 15. In this slot machine 10, in addition to a game (hereinafter also referred to as "this game") in which a privilege such as medal payout is given when a combination of symbols corresponding to the winning combination stops in one game round, a pseudo game may be performed. Hereinafter, for ease of understanding, first, the reel control process in the case where no pseudo game is performed, that is, only this game is performed, will be described.

[0087] In the reel control process, in step S401, a pseudo-game determination process for determining whether to perform a pseudo-game is performed. In step S402, a rotation start process for starting the rotation of each reel 32L, 32M, 32R is performed.

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

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

[0090] As described above, in the rotation start process, acceleration is started in the order of the left reel 32L → the middle reel 32M → the right reel 32R.

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

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

[0093] Returning to the description of the reel control process, if the command transmission process 1 ends in step S406, proceed to step S407 to determine whether there is a reel that is accelerating. If there is a reel that is accelerating, wait until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, and 32R is completed and all the reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotational speed, proceed to step S408 and perform the instruction monitor display process. In the subsequent step S409, perform the command transmission process 2.

[0094] In the command transmission process 2, as shown in the flowchart of FIG. 20, determine in step S901 whether the pseudo-game flag is set. If the pseudo-game flag is not set, proceed to step S902 and transmit a stoppable command to the display control device 81. By receiving the stoppable command, the display control device 81 recognizes that all the reels 32L, 32M, and 32R have reached a constant rotation in this game. Also, in step S902, by lighting the lamps (not shown) of each stop switch 42 to 44, inform the player or the like that it has become possible to generate a stop command in this game. Then, end the command transmission process 2.

[0095] If the command transmission process 2 ends, proceed to step S410 and perform the stop control process.

[0096] In the stop control process, as shown in the flowchart of FIG. 21, determine in step S1001 whether the pseudo-game flag is set. If the pseudo-game flag is not set, proceed to step S1008 and determine whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has occurred. If a stop command has not occurred, return to step S1001. If a stop command has occurred, proceed to step 1009 and perform the stop positioning process to stop the rotating reel.

[0097] In the stop position determination process, as shown in the flowchart of FIG. 22, in step S1101, the symbol number of the reaching symbol that has reached the base point position (the lower stage in this embodiment) at the timing when the stop switch is operated is acquired. Specifically, the symbol number of the reaching symbol that has reached the base point position is acquired based on the number of excitation pulses output since the detection signal of the reel index sensor was input. In step S1102, 1 is subtracted from the value of the reel rotation count counter. In step S1103, it is determined whether or not the pseudo-game flag is set. If the pseudo-game flag is not set, the process proceeds to step S1106, and a stop command is transmitted to the display control device 81. By receiving the stop command, the display control device 81 grasps which stop switch was operated to generate the stop command and which reel will stop. Also, in step S1106, by turning off the lamp (not shown) of the stop switch that generated the stop command, it is notified to the player or the like that it has become impossible to generate a stop command in this game. In the subsequent step S1107, 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 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 base point position is stopped as it is, a stop mode in which the corresponding reel is stopped after slipping by one symbol, a stop mode in which the reel is stopped after slipping by two symbols, a stop mode in which the reel is stopped after slipping by three symbols, and a stop mode in which the reel is stopped after slipping by four symbols. Therefore, in step S1107, based on the stop information stored in the stop information storage area 106b, a value of either 0 to 4 is calculated as the slip number. Then, in step S1108, 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 base point position is determined. In step S1109, it is determined whether or not the pseudo-game flag is set. If the pseudo-game flag is not set, after performing the stop information change process in step S1110, the stop position determination process ends.

[0098] Here, the stop information change 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 change 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, when a win occurs in any of the left-middle-right bell, left-right-middle bell, middle-left-right bell, middle-right-left bell, right-middle-left bell, or right-left-middle bell (see FIG. 13), the stop information change 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.

[0099] For example, when the left-middle-right bell is the winning combination, if the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in this order, a bell win is established. If the stop switches 42 to 44 are operated in any other order, the stop information is changed so that a consolation prize 1 win or a consolation prize 4 win is established. The same applies to the left-right-middle bell, middle-left-right bell, middle-right-left bell, right-middle-left bell, and right-left-middle bell. When the stop switches 42 to 44 are operated in the order corresponding to the name of the winning combination, the stop information is changed so that a bell win is established. When the stop switches 42 to 44 are operated in any other order, the stop information is changed so that a consolation prize win corresponding to the winning combination is established. Hereinafter, the left-middle-right bell, left-right-middle bell, middle-left-right bell, middle-right-left bell, right-middle-left bell, and right-left-middle bell are collectively referred to as "pushing order combinations" or "pushing order bells".

[0100] Incidentally, in this slot machine 10, when winning a replay by the stop information setting process and the stop information changing process, a replay winning is established regardless of the operation order and operation timing of the stop switches 42 to 44. When winning a bell by pushing order, if the stop switches 42 to 44 are operated in the correct operation order, a bell winning is established regardless of the operation timing, and if the stop switches 42 to 44 are operated in an incorrect operation order, a supplementary winning is established regardless of the operation timing. When winning a single-coin combination, a supplementary winning is established regardless of the operation order and operation timing of the stop switches 42 to 44. When winning a watermelon, a cherry, a BB1, or a BB2, if the winning symbol is aimed at, that is, if the stop switches 42 to 44 are operated at a predetermined timing, the corresponding winning is established.

[0101] Returning to the explanation of the stop control process, when the stop position determination process ends, it proceeds to step S1010 to determine whether the value of the reel rotation count counter has become 0. If the value of the reel rotation count counter has not become 0, it returns to step S1001. That is, in this slot machine 10, when the stop symbol number of the reel where the stop command has occurred is determined, regardless of whether the reel where the stop command has occurred has actually stopped, it is determined in step S1008 whether the next stop command has occurred. Therefore, the player can continuously generate stop commands without waiting for the reel to stop. Note that the stop of the reel is not performed in the stop control process (normal process), but is performed in the stepping motor control process S107 of the timer interrupt process described above. In the stepping motor control process, it is determined whether the symbol number of the arrival symbol of the reel where the stop command has occurred is equal to the stop symbol number, and when they are equal, the reel where the stop command has occurred is stopped by performing a brake process.

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

[0103] Returning to the description of the reel control process, when the stop control process ends, the process proceeds to step S411 to determine whether the pseudo-game flag is set. If the pseudo-game flag is not set, this process ends as it is.

[0104] Next, an overview of the medal payout process in step S213 will be described.

[0105] In the medal payout process, first, a payout determination process is performed. 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 valid line. In the payout determination process, the combination of symbols formed on the valid 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 or not a winning has been established on the valid line. If a winning has not been established, the payout determination process is terminated as it is. If a winning has been established, it is further determined whether or not the winning condition device corresponds to the winning flag set in the winning flag storage area 106a. If the winning condition device corresponds to the winning flag, the winning condition device and the payout number corresponding to the condition device are set in the payout information storage area provided in the RAM106, and the payout determination process is terminated. On the other hand, if the winning condition device does not correspond to the winning flag, an abnormality occurrence process is performed in which the slot machine 10 is set to an error state and the occurrence of the error is notified. Such an error state is maintained until the reset switch 72 is operated. When the payout determination process is completed, a winning result command is transmitted to cause the display control device 81 to recognize the condition device that won in the current game round.

[0106] When the winning result command is transmitted, it is determined whether or not the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it has been determined in the previous payout determination process that a minor winning has not been established. In such a case, based on the condition device set in the payout determination process, it is determined whether or not a replay winning has been established. If a replay winning has not been established, the medal payout process is terminated as it is. If a replay winning has been established, a replay setting process is performed, and the medal payout process is terminated. In the start waiting process S204 described above, an automatic insertion process is performed when it is determined that the replay setting process has been performed.

[0107] On the one hand, if the paid-out number set in the payout information storage area is not 0, the same number of medals as the paid-out number 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 paid-out number 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 paid-out number, the medal payout rotating plate is driven, and the medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. In the medal payout process, a process of changing the paid-out number displayed on the paid-out number display unit 62 in accordance with the payout of medals is also performed.

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

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

[0110] If any BB winning flag is set, it is determined whether the corresponding BB winning has occurred based on the conditional device set in the previous payout determination process. If the corresponding BB winning has not occurred, a status command is transmitted and the BB status process is terminated. If the corresponding BB winning has occurred, the BB winning flag set in the winning flag storage area 106a of the RAM 106 is cleared. At this time, if the BB1 winning has occurred, the BB1 setting flag is set in the status information storage area 106c, and 30 is set in the remaining BB game number counter provided in the status information storage area 106c. If the BB2 winning has occurred, the BB2 setting flag is set in the status information storage area 106c, and 30 is set in the remaining BB game number counter provided in the status information storage area 106c. Then, a status command is transmitted and the BB status process is terminated.

[0111] When the current gaming state is the BB state, 1 is subtracted from the value of the remaining BB game number counter, and it is determined whether the value of the remaining BB game number counter has become 0. If the value of the remaining BB game number counter has not become 0, the BB status process is terminated after transmitting a status command. If the value of the remaining BB game number counter has become 0, since it means that the end condition of the BB state has been satisfied, the BB setting flag is cleared. Then, a status command is transmitted and the BB status process is terminated.

[0112] As described above, when the BB1 setting flag or the BB2 setting flag is set in the status information storage area 106c, the game status becomes the BB status until 30 games are played. In the BB status based on the BB1 setting flag, only 3-coin games are possible, and a supplementary winning combination that always wins a single-coin award and pays out one medal is established. Therefore, when shifting to the BB status based on the BB1 setting flag, the player will reduce the owned medals by 60 (=(3 - 1)×30) until the end of the BB status. In the BB status based on the BB2 setting flag, only 2-coin games are possible, and a supplementary winning combination that always wins a single-coin award and pays out one medal is established. Therefore, when shifting to the BB status based on the BB2 setting flag, the player will reduce the owned medals by 30 (=(2 - 1)×30) until the end of the BB status.

[0113] In this slot machine 10, the main control device 101 manages two types of game statuses, namely the normal status and the BB status, and also manages two types of game intervals, namely the normal interval and the advantageous interval.

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

[0115] The normal interval is a game interval in which a transition lottery to shift to the advantageous interval can be performed. In the normal interval, when winning the push-order bell, the operation order of the stop switches 42 to 44 is not notified. For this reason, in the normal interval, for 2-coin games, it is expected that about 0.95 medals will be reduced for each game played, and for 3-coin games, it is expected that about 0.91 medals will be reduced for each game played. When winning the transition lottery to the advantageous interval, the game interval shifts to the advantageous interval.

[0116] The advantageous section is a gaming section in which, when winning the push-order bell, the operation order of the stop switches 42 to 44 can be notified. That is, the advantageous section is a gaming section that is more advantageous to the player than the normal section in that the operation order can be notified. The advantageous section is composed of two gaming modes: the chance mode and the notification mode. When winning the lottery for transitioning to the advantageous section in the normal section, it transitions to the chance mode of the advantageous section. When 1500 games are played in the advantageous section and when the difference in the number of medals in the advantageous section reaches 2400, the advantageous section ends regardless of the gaming mode at that time. The case where the difference in the number of medals in the advantageous section reaches 2400 is, more specifically, the case where the increase in the number of medals owned by the player in the advantageous section reaches 2400 without becoming 0, in other words, the case where the difference in the number of medals from the base point when the number of medals owned by the player decreased the most in the advantageous section reaches 2400.

[0117] The chance mode is a gaming mode in which a lottery for whether to transition to the notification mode is conducted. The chance mode ends when winning the lottery for transition and when a predetermined number of games are played under the chance mode. When the chance mode ends, it transitions to the notification mode. In the chance mode, similar to the normal section, when winning the push-order bell, the operation order of the stop switches 42 to 44 is not notified. For this reason, in the chance mode, if it is a two-coin game, a medal decrease of about 0.95 coins is expected for each game played, and if it is a three-coin game, a medal decrease of about 0.91 coins is expected for each game played.

[0118] The notification mode is a gaming mode in which, in the case of a three-coin game, when winning the bell in the pressing order bell, the operation order of the stop switches 42 to 44 that can establish a bell winning is notified. Therefore, in the notification mode, in the case of a two-coin game, it is expected that about 0.95 coins will be reduced every time one game is played, while in the case of a three-coin game, it is expected that about 3.5 coins will be increased every time one game is played. The notification mode ends when the net increase in the number of medals reaches a predetermined number under the said notification mode. When the notification mode ends, the advantageous section also ends and the normal section is entered.

[0119] As described above, in this slot machine 10, it has a gameplay of increasing the owned medals by playing a three-coin game under the notification mode.

[0120] Hereinafter, various processes performed by the main control device 101 in managing the game sections will be described with reference to the flowcharts after FIG. 25. For the sake of easy understanding, various processes performed by the main control device 101 in each game section will be described individually.

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

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

[0123] In step S1301, it is determined whether the current game is a three-coin game. If it is a three-coin game, the process proceeds to step S1302 to determine whether a winning flag is set in the winning flag storage area 106a, that is, whether a win has occurred in some combination. If the winning flag is set, the process proceeds to step S1303 to determine whether the winning flag was set in the current game. Specifically, as shown in FIG. 13, in a three-coin game, an event of winning on BB2 does not occur. Therefore, if the only winning flag set is the BB2 winning flag, it is determined that the winning flag was not set in the current game, and if a winning flag other than the BB2 winning flag is set, it is determined that the winning flag was set in the current game. If the winning flag was set in the current game, the transition flag is set in step S1304, the section indicator 66 is turned on in step S1305, and this process ends. If the current game is a two-coin game, if the winning flag is not set, or if the winning flag is set but not in the current game, this process simply ends.

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

[0125] In step S1401, it is determined whether the transition flag is set. If the transition flag is set, it means that a win has occurred in the transition lottery in the current game. In such a case, the advantageous section transition process shown in steps S1402 to S1408 is performed.

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

[0127] When it is determined in step S1401 that the transition flag is not set and when 0 is set in the difference number of sheets counter in step S1408, a section command is transmitted in step S1409 to end this process. Here, the section command is a command transmitted to the display control device 81 to make it grasp various information regarding the game section at the end of the game (that is, the game section and game mode of the next game, and if it is a favorable section, the number of games played in the favorable section and the number of games played in the game mode, etc.). In step S1409, a section command corresponding to the game section flag, game mode flag, and values of various counters set in the section information storage area 106d is transmitted.

[0128] As described above, when winning a certain combination in the three - coin game in the normal section, it transitions to the chance mode in the favorable section. As shown in FIG. 13, for example, in the case of "Setting 3", if the BB1 winning flag and the BB2 winning flag are not carried over, a miss occurs only with a probability of about 1 / 13, and if the BB1 winning flag or the BB2 winning flag is carried over, a miss occurs only with a probability of about 1 / 6.4. Therefore, the normal section will end in a few games if three - coin games are played. Note that when two - coin games are played, regardless of the winning or losing result of the combination, it does not transition to the favorable section.

[0129] Next, the processing in the chance mode of the advantageous section will be described.

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

[0131] In step S1501, it is determined whether the current game is a three-coin game. If it is a three-coin game, the process proceeds to step S1502, and it is determined whether a jackpot has been won. In this slot machine 10, since watermelon and cherry are set as jackpot symbols, in step S1502, it is determined whether the watermelon win flag or the cherry win flag is set. If a jackpot has been won, the process proceeds to step S1503, and a transfer lottery is performed to determine whether to shift to the notification mode. In the transfer lottery in the chance mode, a winning or losing determination is made based on the set win flag and the random number obtained when making the winning or losing determination of the hand. In step S1504, it is determined whether the transfer lottery has been won. If the transfer lottery has been won, after setting the transfer flag in step S1505, this process ends. If the transfer lottery has not been won, this process ends as it is without setting the transfer flag. If the current game is not a three-coin game but a two-coin game, or if a jackpot has not been won, this process ends as it is without performing the above transfer lottery.

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

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

[0134] In the end determination process, as shown in the flowchart of FIG. 29, at step S1701, 1 is added to the value of the interval game number counter, and at step S1702, it is determined whether the value of the interval game number counter has become 1500. If the value of the interval game number counter has not become 1500, the process proceeds to step S1706, and it is determined whether a replay winning has been achieved. If a replay winning has not been achieved, the process proceeds to step S1707, and a difference number adjustment process for changing the value of the difference number counter is performed.

[0135] In the difference number adjustment process, the number of medals bet (3 or 2 in this embodiment) is subtracted from the number of medals paid out in the current game, and the subtraction result is added to the difference number counter. Then, it is determined whether the value of the difference number counter is 0 or more. If the value of the difference number counter is less than 0, after changing the value of the difference number counter to 0, the difference number adjustment process ends. If the value of the difference number counter is 0 or more, the difference number adjustment process ends as it is. Note that the reason for not performing the difference number adjustment process when a replay winning has been achieved is that the result of subtracting the number of medals bet from the number of medals paid out in the current game becomes 0, so there is no need to perform the difference number adjustment process.

[0136] When it is determined at step S1706 that a replay winning has been achieved and when the difference number adjustment process is performed at step S1707, at step S1708, it is determined whether the value of the difference number counter is greater than 2400. If the value of the difference number counter is 2400 or less, this process ends as it is.

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

[0138] Returning to the description of the game interval process, in step S1602, it is determined whether the current game interval is an advantageous interval. If it is determined that the current game interval is not an advantageous interval but a normal interval, since it means that the advantageous interval end process was performed in the end determination process of step S1601, after transmitting the interval command in step S1610, this process ends.

[0139] If the current game interval is an advantageous interval, the process proceeds to step S1603, and it is determined whether the current game is a three - card game. If it is a three - card game, in step S1604, 1 is added to the value of the mode game number counter, and in step S1605, it is determined whether the transfer flag is set. If the transfer flag is set, since it means winning the transfer lottery to the notification mode, in step S1606, the transfer flag is cleared, and in step S1608, the game mode flag stored in the interval information storage area 106d is changed to a notification flag. In step S1609, 120 is set in the net increase card number counter provided in the interval information storage area 106d. Then, in step S1610, the interval command is transmitted, and this process ends.

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

[0141] If it is determined in step S1603 that the current game is a 2 - coin game instead of a 3 - coin game, without updating the mode game number counter or the like, the section command is transmitted in step S1610 and this process ends.

[0142] As described above, from the chance mode, even if the lottery for transitioning is not won, if a 3 - coin game corresponding to the value of the transition game number counter is played, the notification mode is entered. The value set in the transition game number counter when transitioning from the normal section to the advantageous section is 700. For this reason, in the end - of - game - section determination process of the game section process, the event where the value of the section game number counter becomes 1500 (see step S1702, Figure 21) does not occur if a 3 - coin game is being played. Also, since the expected value of the medal increase / decrease number in the chance mode is - 0.91 coins (3 - coin game) or - 0.95 coins (2 - coin game), the event where the value of the difference number counter exceeds 2400 (see step S1708, Figure 21) in the end - of - game - section determination process of the game section process also does not occur. That is, in this slot machine 10, when a 3 - coin game is played, the event of ending the advantageous section and transitioning to the normal section under the chance mode does not occur.

[0143] Next, the processing in the notification mode of the advantageous section will be described.

[0144] Figure 30 is a flowchart showing the section lottery process in the notification mode. The section lottery process is a process (see step S309, Figure 12) that is performed after the success or failure determination of the role in the lottery process, and is performed at the start stage of the game.

[0145] In step S1801, it is determined whether the current game is a three-card game. If it is a three-card game, the process proceeds to step S1802, and it is determined whether a rare role has been won. If a rare role has been won, the process proceeds to step S1803, and a bonus lottery is performed to determine whether to increase the value of the net increase counter. In the bonus lottery, the winning or losing determination is made based on the set winning flag and the random number obtained when performing the success or failure determination of the role. Incidentally, in the bonus lottery, for example, in the case of setting 3, if a watermelon win is obtained, there is a probability of about 1 / 5 of winning one of the bonus numbers 30, 50, 100, 300, and if a cherry win is obtained, there is a probability of about 1 / 3 of winning one of the bonus numbers 10, 20, 30, 50. In step S1804, it is determined whether the bonus lottery has been won. If the bonus lottery has been won, the bonus flag is set in step S1805, and a bonus command is transmitted in step S1806. Here, the bonus command is a command transmitted to the display control device 81 to make it grasp that the bonus lottery has been won and the bonus number added to the value of the net increase counter. In step S1807, the value corresponding to the lottery result of the bonus lottery is added to the value of the net increase counter. Then, this process ends. If the bonus lottery is not won, this process ends without setting the bonus flag. If the current game is not a three-card game but a two-card game, or if a rare role is not won, this process ends without performing the above bonus lottery.

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

[0147] As shown in the flowchart of Figure 15, in step S401, a pseudo-game determination process is performed.

[0148] In the pseudo-game determination process, as shown in the flowchart of FIG. 16, at step S501, it is determined whether the current game mode is the notification mode. If it is not the notification mode, this process is terminated as it is. If the current game mode is the notification mode, the process proceeds to step S502 to determine whether the additional bet flag is set. If the additional bet flag is set, that is, if the player wins the additional bet lottery, the additional bet flag is cleared at step S503, the pseudo-game flag is set at step S504, and this process is terminated. If the additional bet flag is not set, that is, if the player does not win the additional bet lottery, a pseudo-game lottery is conducted at step S505 to determine whether to conduct a pseudo-game. In the pseudo-game lottery, a win / loss determination is made based on the set winning flag and the random number obtained when determining the success or failure of the combination. At step S506, it is determined whether the player wins the pseudo-game lottery. If the player does not win the pseudo-game lottery, this process is terminated as it is. If the player wins the pseudo-game lottery, the pseudo-game flag is set at step S504, and this process is terminated.

[0149] As described above, in the notification mode, the pseudo-game flag is set when the player wins the additional bet lottery and when the player wins the pseudo-game lottery, and a pseudo-game is conducted in that game round.

[0150] FIG. 31 is a diagram showing an example of the rotation mode of each reel 32L, 32M, 32R and the display mode of the auxiliary display unit 65 when a pseudo-game is conducted.

[0151] In the notification mode, the state of the young character walking on the road is displayed on the auxiliary display unit 65, and the remaining number of payouts until the end of the notification mode is displayed in the upper right part of the auxiliary display unit 65. In FIG. 31(a), a bell winning was achieved in the previous game, and it is displayed that there are 84 remaining until the end of the notification mode in the upper right part of the auxiliary display unit 65. When a pseudo-game is being played, when each of the reels 32L, 32M, and 32R starts rotating, as shown in FIG. 31(b), a notification prompting the operation of the stop switches 42 to 44 aiming at the "Red 7" symbol and a notification that the current game is a pseudo-game are displayed on the auxiliary display unit 65. At this time, the remaining number of payouts until the end of the notification mode is not displayed. Then, when the "Red 7" symbols of each of the reels 32L, 32M, and 32R pseudo-stop on the middle line L2, as shown in FIG. 31(c), in addition to the notification that the current game is a pseudo-game, it is displayed on the auxiliary display unit 65 that a bonus of 100 coins is given. When the pseudo-game ends, as shown in FIG. 31(d), the left reel 32L starts rotating. At this time, on the auxiliary display unit 65, the notification that it is a pseudo-game ends, and the state of the young character walking on the road and the fact that the remaining number of payouts until the end of the notification mode has increased to 184 are displayed, notifying that the game has shifted from the pseudo-game to the main game.

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

[0153] In Fig. 32(a), a bell winning occurred in the previous game, and it is displayed in the upper right part of the auxiliary display unit 65 that there are 84 remaining until the end of the notification mode. When a pseudo game is played, when each reel 32L, 32M, 32R starts to rotate, as shown in Fig. 32(b), a notification prompting the operation of the stop switches 42 to 44 aiming at the "red 7" symbol and a notification that the current game is a pseudo game are displayed on the auxiliary display unit 65. At this time, the remaining number of payouts until the end of the notification mode is not displayed. And when the "red 7" symbols of each reel 32L, 32M, 32R do not pseudo-stop on the middle line L2, as shown in Fig. 32(c), in addition to the notification that the current game is a pseudo game, it is displayed on the auxiliary display unit 65 that no additional amount will be added. When the pseudo game ends, as shown in Fig. 32(d), rotation starts from the left reel 32L. At this time, on the auxiliary display unit 65, when winning the push-order bell, the notification that it is a pseudo game ends, and the operation sequence that can establish a bell winning and that the remaining number of payouts until the end of the notification mode remains 84 are displayed, and it is notified that the game has shifted from the pseudo game to the main game. When winning the middle-left-right bell, as shown in Fig. 32(d), the operation sequence of "213" is displayed on the auxiliary display unit 65.

[0154] As described above, in this slot machine 10, when a pseudo game is played, the game progresses in the order of pseudo game → main game in one game round. Therefore, hereinafter, the reel control process in the pseudo game will be described in order.

[0155] As shown in the flowchart of Fig. 15, in step S402, a rotation start process for starting the rotation of each reel 32L, 32M, 32R is performed.

[0156] In the rotation start process, as shown in the flowchart of FIG. 17, at step S601, the repetition count counter provided in the RAM 106 is set to 3. At step S602, it is determined whether or not a post-simulation game flag indicating that a simulation game has been performed is set. If the post-simulation game flag is not set, that is, if a simulation game has not been performed, the process proceeds to step S607, and the acceleration of the reels according to the value of the repetition count counter is started. At step S608, 1 is subtracted from the value of the repetition count counter. At step S609, it is determined whether or not the value of the repetition count counter has become 0. If the value of the repetition count counter has not become 0, the process returns to step S602. When the value of the repetition count counter has become 0, the process proceeds to step S610, and it is determined whether or not the post-simulation game flag is set. If the post-simulation game flag is not set, this process is terminated as it is.

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

[0158] In command transmission process 1, as shown in the flowchart of FIG. 18, at step S701, a simulation game rotation start command is set. At step S702, it is determined whether or not a simulation game flag is set. If the simulation game flag is set, the process proceeds to step S705, and the simulation game rotation start command is transmitted to the display control device 81. Thereafter, this process is terminated. The display control device 81 starts the auxiliary effect for the simulation game shown in FIG. 31(b) etc. by receiving the simulation game rotation start command.

[0159] Returning to the description of the reel control process, if the command transmission process 1 ends in step S406, the process proceeds to step S407 to determine whether there is a reel that is accelerating. If there is a reel that is accelerating, it waits until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, and 32R is completed and all the reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotational speed, the process proceeds to step S408 to perform the instruction monitor display process.

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

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

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

[0163] In the command transmission process 2, as shown in the flowchart of FIG. 20, it is determined in step S901 whether the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S903 to transmit a pseudo-stop available command to the display control device 81. By receiving the pseudo-stop available command, the display control device 81 recognizes that all the reels 32L, 32M, and 32R have reached a constant speed rotation in the pseudo-game. Also, in step S903, by lighting the lamps (not shown) of each stop switch 42 to 44, it is notified to the player or the like that it has become possible to generate a pseudo-stop command in the pseudo-game. Then, the command transmission process 2 is terminated.

[0164] When the command transmission process 2 is terminated, the process proceeds to step S410 to perform the stop control process.

[0165] In the stop control process, as shown in the flowchart of FIG. 21, it is determined at step S1001 whether or not the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S1002 to determine whether or not a cancel operation to end the pseudo-game has been performed. More specifically, in this slot machine 10, since the settlement switch 59 has a function as a cancel operation means, it is determined whether or not the settlement switch 59 has been operated. If no cancel operation has been performed, the process proceeds to step S1008 to determine whether or not the stop switch corresponding to the reel that is rotating in the pseudo-game has been operated, that is, whether or not a pseudo-stop command has been generated. If no pseudo-stop command has been generated, the process returns to step S1001. If a pseudo-stop command has been generated, the process proceeds to step 1009 to perform a stop position determination process to pseudo-stop the rotating reel.

[0166] In the stop position determination process, as shown in the flowchart of FIG. 22, at step S1101, the symbol number of the reached symbol is acquired. At step S1102, 1 is subtracted from the value of the reel rotation count counter. At step S1103, it is determined whether or not the pseudo-game flag is set. If the pseudo-game flag is set, the process proceeds to step S1104 to refer to the pseudo-game stop information. In the ROM 105 of the main control device 101, a slippage table (stop table) for pseudo-stop control in a pseudo-game based on a top-up lottery win and a slippage table for pseudo-stop control in a pseudo-game based on a pseudo-game lottery win are stored in advance, and at step S1104, the slippage table corresponding to the execution trigger of the pseudo-game is referred to. Here, the slippage table is a table in which it is determined how much the reels 32L, 32M, and 32R are slid (rotated) after the stop switches 42 to 44 are operated and then pseudo-stopped. That is, the slippage table is a group of stop data capable of deriving the relationship between the reached symbol that reaches the base point position when the stop switches 42 to 44 are pressed and the pseudo-stop symbol that is actually pseudo-stopped at the base point position.

[0167] FIG. 33 is a slip table referred to in a pseudo game based on a bonus lottery win. The symbol of the number with a slip number of 0 is the symbol that actually pseudo-stops at the lower stage. For example, when the left stop switch 42 is operated when the "REPLAY" symbol at position 15 of the left reel 32L reaches the lower stage, the left reel 32L pseudo-stops as it is without slipping, and the "RED 7" symbol at position 16 pseudo-stops in the middle stage. Also, the symbol of the number with a non-zero slip number means that the reel slips by the number of symbols described. For example, when the left stop switch 42 is operated when the "BAR" symbol at position 11 of the left reel 32L reaches the lower stage, the left reel 32L slips by 4 symbols, the "REPLAY" symbol at position 15 pseudo-stops at the lower stage, and the "RED 7" symbol at position 16 pseudo-stops in the middle stage. Thus, in the slip table, the slip number when the stop switches 42 to 44 are operated at the timing when the symbols attached to each of the reels 32L, 32M, and 32R reach the lower stage is set for each symbol number. And in the slip table shown in FIG. 33, regardless of the operation timing of each of the stop switches 42 to 44, the "RED 7" symbol at position 16 of each of the reels 32L, 32M, and 32R pseudo-stops in the middle stage.

[0168] FIG. 34 is a slip table referred to in a pseudo game based on a pseudo game lottery win. In such a slip table, regardless of the operation timing of each of the stop switches 42 to 44, the "RED 7" symbol at position 16 of the left reel 32L and the middle reel 32M pseudo-stops in the middle stage, while the "RED 7" symbol at position 16 of the right reel 32R pseudo-stops at the lower stage instead of the middle stage.

[0169] Returning to the description of the stop position determination process, in step S1105, a pseudo-stop command is transmitted to the display control device 81. By receiving the pseudo-stop command, the display control device 81 grasps which stop switch was operated to generate the pseudo-stop command and which reel is to be pseudo-stopped. Also, in step S1106, by turning off the lamp (not shown) of the stop switch that generated the pseudo-stop command, it is notified to the player or the like that it has become impossible to generate a pseudo-stop command in the pseudo game. In step S1107, based on the referenced pseudo-game stop information, the number of slips of the reel to be stopped this time is acquired. After that, in step S1108, the acquired number of slips is added to the symbol number of the target symbol, and the symbol number of the stop symbol to be actually pseudo-stopped at the base point position is determined. In step S1109, it is determined whether or not the pseudo-game flag is set. If the pseudo-game flag is set, this process is terminated as it is.

[0170] Returning to the description of the stop control process, when the stop position determination process ends, the process proceeds to step S1010 to determine whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has not become 0, the process returns to step S1001.

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

[0172] Returning to the explanation of the reel control process, when the stop control process is completed, the process proceeds to step S411 to determine whether the pseudo game flag is set. If the pseudo game flag is set, the process proceeds to step S412 to perform a transition preparation process to transition to this game.

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

[0174] Returning to the description of the reel control process, when the transition preparation process ends, the process returns to step S402 to perform the rotation start process.

[0175] In the rotation start process, as shown in the flowchart of FIG. 17, the number 3 is set in the repetition count counter provided in the RAM 106 in step S601. In step S602, it is determined whether a post-pseudo game flag indicating that a pseudo game has been performed is set. As described above, when a pseudo game is performed, the post-pseudo game flag is set in the transition preparation process, so the process proceeds to step S603 to determine whether the push order bell has been won. If the push order bell has been won, the process proceeds to step S604 to display the operation order of the stop switches 42 to 44 that can establish a bell winning on the instruction monitor. Also, in step S604, an operation order command indicating the operation order to be notified is transmitted to the display control device 81. The display control device 81 displays the operation order of the stop switches 42 to 44 that can establish a bell winning on the auxiliary display unit 65 by receiving the operation order command. Therefore, the operation order will be displayed on the auxiliary display unit 65 with a slight delay from the timing when the operation order is displayed on the instruction monitor.

[0176] When the instruction monitor is displayed in step S604 and when it is determined in step S603 that the push order bell has not been won, the process proceeds to step S605 to obtain the delay time. In the RAM 106 of the main control device 101, a delay timer for determining the start timing of each of the reels 32L, 32M, and 32R that have been pseudo-stopped is provided. In step S605, a random number is obtained and a value corresponding to the obtained result (that is, a value obtained by a predetermined lottery) is set in the delay timer. Note that the subtraction of the value of the delay timer is performed in the timer subtraction process (see step S108 and FIG. 10) of the timer interrupt process. In step S606, the process waits until the value of the delay timer becomes 0. When the value of the delay timer becomes 0, the process proceeds to step S607 to start accelerating the reel according to the value of the repeat count counter. In step S608, 1 is subtracted from the value of the repeat count counter. In step S609, it is determined whether the value of the repeat count counter has become 0. If the value of the repeat count counter has not become 0, the process returns to step S602. When the value of the repeat count counter becomes 0, the process proceeds to step S610 to determine whether the post-pseudo-game flag is set. If the post-pseudo-game flag is set, the pseudo-game flag is cleared in step S611, and the post-pseudo-game flag is cleared in step S612, and this process ends.

[0177] Returning to the description of the reel control process, in step S403, it is determined whether stop information is set. In step S403 after the pseudo-game is performed, since the stop information has already been set, a negative determination is made, and the process proceeds to step S405 without performing the stop information setting process. In step S405, 3 is set in the reel rotation count counter provided in the RAM 106. In step S406, command transmission process 1 is performed. In command transmission process 1 after the pseudo-game is performed, a rotation start command is transmitted to the display control device 81. The display control device 81 starts the auxiliary effect for this game shown in FIG. 31(d) etc. by receiving the rotation start command.

[0178] In step S407, it is determined whether there is a reel under acceleration. If there is a reel under acceleration, it waits until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, and 32R is completed and all the reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotational speed, it proceeds to step S408 and performs the instruction monitor display process.

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

[0180] Returning to the explanation of the reel control process, the command transmission process 2 in step S409 and the stop control process in step S410 are as described in the reel control process in this game, so the explanation is omitted. When the stop control process is completed, it proceeds to step S411 and determines whether the pseudo game flag is set. If the pseudo game flag is not set, this process ends as it is.

[0181] In this slot machine 10, it is configured to be able to cancel the pseudo game and shift to the main game. Therefore, the following will specifically describe such a configuration based on the flowchart of FIG. 21.

[0182] When it is determined in step S1001 that the pseudo game flag is set, the process proceeds to step S1002 to determine whether a cancel operation to end the pseudo game has been performed. More specifically, in this slot machine 10, since the settlement switch 59 has a function as a cancel operation means, it is determined whether the settlement switch 59 has been operated. If a cancel operation has been performed, the process proceeds to step S1003 to determine whether the value of the reel rotation counter is 3, that is, whether all the reels 32L, 32M, and 32R are rotating. If all the reels 32L, 32M, and 32R are rotating, in step S1004, the pseudo game flag is cleared, and in step S1005, the above-described instruction monitor display process is performed. In the subsequent step S1006, a pseudo game end command is transmitted to the display control device 81. The display control device 81 grasps that the pseudo game has been canceled by receiving the pseudo game end command. Thereafter, in step S1007, a wait of 30 msec is performed, and the process returns to step S1001. Incidentally, the 30 msec wait in step S1007 is to wait for the display control device 81 to switch from the auxiliary effect for the pseudo game to the auxiliary effect for the main game.

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

[0184] In the notification mode, an image of the young character walking on the road is displayed on the auxiliary display unit 65, and the remaining number of payouts until the end of the notification mode is displayed in the upper right part of the auxiliary display unit 65. In Fig. 35(a), a bell winning occurred in the previous game, and it is displayed that there are 84 remaining until the end of the notification mode in the upper right part of the auxiliary display unit 65. When a pseudo game is being played, when each of the reels 32L, 32M, and 32R starts rotating, as shown in Fig. 35(b), a notification prompting the player to operate the stop switches 42 to 44 aiming at the "red 7" symbol and a notification indicating that the current game is a pseudo game are displayed on the auxiliary display unit 65. At this time, the remaining number of payouts until the end of the notification mode is not displayed. When a cancel operation is performed while all of the reels 32L, 32M, and 32R are rotating, as shown in Fig. 35(c), all of the reels 32L, 32M, and 32R directly shift to the main game without pseudo-stopping. At this time, on the auxiliary display unit 65, the notification indicating that it is a pseudo game ends without notifying whether or not a bonus has been added in more detail than the result of the pseudo game, an image of the young character walking on the road and the remaining number of payouts until the end of the notification mode are displayed, and it is notified that the game has shifted from the pseudo game to the main game. However, if the player has won the bonus lottery, as shown in Fig. 35(c), the remaining number of payouts until the end of the notification mode is updated from 84 to 184 and then displayed.

[0185] Returning to the description of the stop control process, if it is determined in step S1003 that the value of the reel rotation counter is not 3, that is, when a cancel operation is performed under the condition that at least one reel is in a pseudo-stop state, after setting a cancel operation flag indicating that the cancel operation has been performed, the process proceeds to step 1009, and a stop position determination process is performed to pseudo-stop the rotating reel. Then, in step S1010, it is determined whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has not become 0, it means that the remaining one reel is rotating, so the process returns to step S1001 and a positive determination is made in this step S1001, and the process proceeds to step S1002. In step S1002, it is determined that a cancel operation has been performed based on the fact that the cancel operation flag is set. Then, a negative determination is made in step S1003, and a stop position determination process is performed in step S1009. In step S1010, it is determined whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has become 0, after clearing the cancel operation flag, the processes after step S1011 are performed.

[0186] As described above, when a cancel operation is performed while all the reels 32L, 32M, and 32R are rotating, the game proceeds directly to the main game without pseudo-stopping all the reels 32L, 32M, and 32R. When a cancel operation is performed while at least one reel is in a pseudo-stop state, after pseudo-stopping all the rotating reels, the game proceeds to the main game.

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

[0188] In step S1901, the above-described end determination process is performed. In step S1902, it is determined whether the current game section is an advantageous section. If it is determined that the current game section is not an advantageous section but a normal section, since it means that the advantageous section end process has been performed in the end determination process of step S1901, after transmitting the section command in step S1908, this process ends.

[0189] If the current game section is an advantageous section, in step S1903, a net increase count update process for updating the value of the net increase count counter is performed. Specifically, the number of medals paid out in this game is subtracted from the value of the net increase count counter, and the number of medal bets (3 or 2 in this embodiment) is added to the subtraction result. In step S1904, it is determined whether the value of the net increase count counter has become 0. If the value of the net increase count counter has not become 0, after transmitting the section command in step S1908, this process ends. If the value of the net increase count counter has become 0, the advantageous section end process shown in steps S1905 to S1907 is performed, and the section command is transmitted in step S1908, and this process ends. In the advantageous section end process, in step S1905, the game section flag stored in the section information storage area 106d is changed to a normal flag, and in step S1906, the section display 66 is turned off and extinguished. In step S1907, an initialization process associated with the end of the advantageous section is executed. In the initialization process, a process for initializing the information related to the instruction function (for example, the section game number counter value, etc.) stored in the section information storage area 106d is executed.

[0190] Here, the game performance of this slot machine 10 will be described.

[0191] In this slot machine 10, 2-coin games and 3-coin games are possible. However, when a 2-coin game is played in the normal section, even if a player wins a certain combination, the game does not shift to the advantageous section. Also, when a 2-coin game is played in the advantageous section, if the game mode at that time is the notification mode, even if the player wins the push-order bell, the operation order of the stop switches 42 to 44 is not notified. If the game mode at that time is the chance mode, the transition lottery is not conducted. In addition, in a 2-coin game, the update of the mode game number counter, which is the trigger for shifting to the notification mode, is not performed, while the update of the section game number counter, which is the trigger for shifting to the normal section, is performed (refer to the end determination process, Figure 29). Furthermore, in a 2-coin game, there is a probability of 1 in about 4.0 that the player wins BB2. When a BB2 winning is established, it is necessary to reduce the number of owned medals by 30 over 30 games. Therefore, when comparing 2-coin games and 3-coin games, the 3-coin game is more advantageous for the player.

[0192] In a 3-coin game, there is a probability of 1 in about 12 that the player wins BB1. When a BB1 winning is established, it is necessary to reduce the number of owned medals by 60 over 30 games. However, when a 3-coin game is played with the BB2 winning flag carried over, the event of winning BB1 does not occur, and the event of a BB2 winning being established also does not occur. Therefore, playing a 3-coin game with the BB2 winning flag carried over is the most advantageous game for the player. Therefore, below, the gameplay when a 3-coin game is played with the BB2 winning flag carried over will be explained.

[0193] In the normal section, when a player wins a certain combination in a 3-coin game, the player wins the transition lottery to the advantageous section. For example, in the case of "Setting 3", there is a probability of 1 in about 1.2 that the player wins a certain combination, and a probability of 1 in about 6.4 that the player loses. Therefore, in the normal section, if a 3-coin game is played, the game will end in almost 1 game.

[0194] When shifting from the normal section to the advantageous section, the game starts from the chance mode, and 700 is set as the transition game number (refer to Figure 26).

[0195] In the chance mode, when winning a rare combination, a lottery for shifting to the notification mode is conducted. If winning the lottery for shifting, it shifts from the chance mode to the notification mode. Also, even if not winning the lottery for shifting, when 700 three - coin games are played in the chance mode, it shifts to the notification mode (see S1603, S1604, S1607, FIG. 28). That is, in this slot machine 10, when shifting from the normal section to the chance mode, 700 times has the function as a so - called ceiling number of times. The advantageous section ends when 1500 games are played regardless of the game mode at that time, and when the difference in the number of medals reaches 2400. When shifting to the notification mode based on reaching the ceiling of 700 times, the remaining number of games in the advantageous section is 800. In the notification mode, since the operation order is always notified when winning the push - order bell, it can be expected that about 3.5 medals increase for each game played. Assuming that the game in the notification mode can be played 800 times, an increase of about 2700 medals can be expected. Therefore, even when shifting to the notification mode based on reaching the ceiling, it can be expected that the difference in the number of medals reaches 2400 and the advantageous section ends before 1500 games are played.

[0196] When shifting from the chance mode to the notification mode, 120 is set in the net increase medal counter (see FIG. 28). For this reason, when shifting to the notification mode, at least an increase of 120 medals can be expected. Also, when winning a rare combination in the notification mode, a supplementary lottery for whether to increase the net increase medal count is conducted (see FIG. 30). At this time, when winning the supplementary lottery based on winning watermelon, one of 30, 50, 100, 300 is added, and when winning the supplementary lottery based on winning cherry, one of 10, 20, 30, 50 is added. And when the value of the net increase medal counter becomes 0, the notification mode and the advantageous section end and it shifts to the normal section (see FIG. 36).

[0197] If one wins the bonus draw, a pseudo-game flag is set and a pseudo-game is played in the game. In the pseudo-game based on winning the bonus draw, the "Red 7" symbols on each of the reels 32L, 32M, and 32R pseudo-stop on the middle line L2, and the number of additional credits added to the net win counter is notified. Also, even if one does not win the bonus draw, if one wins the pseudo-game draw, a pseudo-game flag is set and a pseudo-game is played in the game. In the pseudo-game based on winning the pseudo-game draw, the "Red 7" symbols on the left reel 32L and the middle reel 32M pseudo-stop on the middle line L2 while the "Red 7" symbol on the right reel 32R does not pseudo-stop on the middle line L2, and it is notified that no additional credits are added to the net win counter. These pseudo-games can be canceled by operating the settlement switch 59. If the settlement switch 59 is operated while all the reels 32L, 32M, and 32R are rotating, all the reels 32L, 32M, and 32R directly shift to the main game without pseudo-stopping. If the settlement switch 59 is operated in a situation where at least one reel is pseudo-stopped, all the reels 32L, 32M, and 32R pseudo-stop and then shift to the main game.

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

[0199] When one wins the bonus draw, a configuration is adopted such that a pseudo-game is executed. In the pseudo-game, each of the reels 32L, 32M, and 32R starts rotating, and the corresponding reel pseudo-stops when the stop switches 42 to 44 are operated. Then, when all the reels 32L, 32M, and 32R pseudo-stop, the pseudo-game ends. By adopting a configuration that enables such a pseudo-game to be executed, it becomes possible to execute an auxiliary performance using the reels, and it becomes possible to improve the gaming interest.

[0200] On the other hand, there may be players who find it troublesome to operate the stop switches 42 to 44 in the pseudo game. Therefore, in this slot machine 10, when the settlement switch 59 is operated during the execution of the pseudo game, a configuration is adopted in which the pseudo game can be terminated. By adopting such a configuration, it is possible to prevent players who find it troublesome to operate the stop switches 42 to 44 in the pseudo game from losing their gaming motivation when the pseudo game is started.

[0201] As a result, it becomes possible to improve the gaming interest.

[0202] When the settlement switch 59 is operated while all the reels 32L, 32M, and 32R are rotating, the pseudo game is terminated as it is without pseudo-stopping each of the reels 32L, 32M, and 32R. By adopting such a configuration, it becomes possible to have a configuration in which the pseudo-stop result of the symbols in the pseudo game cannot be grasped unless the stop switches 42 to 44 are operated in the pseudo game, and it becomes possible to encourage the operation of the stop switches 42 to 44 in the pseudo game.

[0203] When the pseudo game is executed, the main game is executed after the pseudo game ends. By adopting such a configuration, when the pseudo game can end as it is without the reels 32L, 32M, and 32R pseudo-stopping, it becomes possible to avoid the occurrence of an event where the reels 32L, 32M, and 32R are not stopped at the stage of starting the next game. Also, in such a configuration, when the settlement switch 59 is operated while all the reels 32L, 32M, and 32R are rotating, it becomes possible to shift to the determination of whether or not a stop command has occurred without pseudo-stopping or restarting the rotation of each of the reels 32L, 32M, and 32R. Therefore, it becomes possible to quickly shift from the pseudo game to the main game.

[0204] When the settlement switch 59 is operated in a situation where at least one reel is in a pseudo-stop state, the pseudo-game is ended after all the rotating reels are put in a pseudo-stop state. With such a configuration, a player who wants to end the pseudo-game without operating the stop switches 42 to 44 during the pseudo-game can end the pseudo-game by operating the settlement switch 59 without operating the stop switches 42 to 44.

[0205] When the settlement switch 59 is operated during the execution of the pseudo-game, the subsequent processing is configured to change according to the value of the reel rotation counter. With such a configuration, it becomes possible to change the end mode of the pseudo-game according to the situation where the settlement switch 59 is operated, and it becomes possible to improve the game interest. For example, when the settlement switch 59 is operated, it is also possible to configure to always put all the rotating reels in a pseudo-stop state. However, if such a configuration is adopted, there is a concern that the significance of operating the stop switches 42 to 44 in the pseudo-game will be impaired. Such a concern becomes more prominent in the case of a configuration where the stop result of the symbols in the pseudo-game does not depend on the operation timing of the stop switches 42 to 44, such as in this slot machine 10. However, when the subsequent processing is configured to change according to the value of the reel rotation counter, the above concern can be preferably resolved.

[0206] A configuration is adopted such that a pseudo-game is performed when winning the top-up lottery. With such a configuration, it becomes possible to make the pseudo-game a game for notifying that the net increase number of sheets increases, and it becomes possible to improve the game interest.

[0207] In the pseudo game, when the combination of "Red 7" symbols pseudo-stops on the middle line L2, it is configured to notify that the net increase in the number of medals increases, and when the combination of "Red 7" symbols does not pseudo-stop on the middle line L2, it is configured not to notify that the net increase in the number of medals increases. By adopting such a configuration, while prompting the player who wants to receive the notification of the increase in the net increase in the number of medals to operate the stop switches 42 to 44, it is possible to cause the player who does not need to receive the notification of the increase in the net increase in the number of medals to operate the settlement switch 59.

[0208] Furthermore, the stop result of the symbols in the pseudo game does not directly contribute to the increase in the net increase in the number of medals. In this game, no special benefits such as medal payouts can be received unless a winning combination is formed. However, in the pseudo game, since the increase in the net increase in the number of medals has already been determined by the bonus lottery, the player will not suffer any disadvantages even if the combination of "Red 7" symbols does not pseudo-stop on the middle line L2. When the combination of "Red 7" symbols does not pseudo-stop on the middle line L2, the player is only not notified that the net increase in the number of medals increases. In this way, by making the pseudo game irrelevant to the direct benefits of the player, it becomes possible to position the pseudo game as one of the performances in which the player can actively participate, and at the same time, it becomes possible to avoid the player suffering disadvantages by operating the settlement switch 59, and it becomes possible to improve the gaming interest.

[0209] When winning the bonus lottery, a configuration is adopted in which pseudo-games are played in the game. By adopting such a configuration, it is possible to enhance the gaming interest. Certainly, it is also possible to adopt a configuration in which pseudo-games are played in a game different from the game in which the bonus lottery is won. However, in the case of adopting such a configuration, if the player forgets that they won a rare combination in the game before the pseudo-game starts, there is a concern that the player may recognize the above pseudo-game as a fake and stop operating the stop switches 42 to 44 aiming at the "red 7" symbol. Also, if the player wins a rare combination in the final game of the notification mode and the notification mode ends as it is without winning the bonus lottery, there is a concern that the player may suspect that they did not actually participate in the bonus lottery. On the other hand, when adopting a configuration in which pseudo-games are played in the game in which the bonus lottery is won, since the game flow becomes pseudo-game → main game, it is possible to appropriately resolve the above concerns.

[0210] Even when not winning the bonus lottery, if winning the pseudo-game lottery, a configuration is adopted in which pseudo-games are played. By adopting such a configuration, in the pseudo-game, it is possible to provide an opportunity for the increase in the net number of winning combinations to be notified and an opportunity for the increase in the net number of winning combinations not to be notified, and it is possible to enhance the gaming interest.

[0211] When playing a pseudo-game, a configuration is adopted in which the auxiliary display unit 65 notifies that it is a pseudo-game. By adopting such a configuration, it is possible to avoid the player misrecognizing that one game has ended when the pseudo-game ends. Also, even when shifting from the pseudo-game to the main game without all the reels 32L, 32M, and 32R stopping, it is possible to avoid the player being unable to tell whether it is a pseudo-game or a main game.

[0212] When performing a pseudo game in a game that has won the push-order bell, a configuration is adopted to notify the operation sequence that can establish a bell winning after pseudo-stopping all the reels 32L, 32M, and 32R in the pseudo game. By adopting such a configuration, it is possible to avoid operating the stop switches 42 to 44 in the above operation sequence in the pseudo game. Also, a configuration is adopted to notify the above operation sequence after all the reels 32L, 32M, and 32R have been pseudo-stopped and before starting the acceleration of the pseudo-stopped reels. By adopting such a configuration, it is possible to avoid operating the stop switches 42 to 44 in an operation sequence different from the above operation sequence in this game and making it impossible to establish a bell winning.

[0213] In a game round where a pseudo game is not executed, a configuration is adopted to notify the operation sequence that can establish a bell winning after all the reels 32L, 32M, and 32R have reached a constant speed. By adopting such a configuration, it is possible to make the notification timing of the above operation sequence in this game different between a game round where a pseudo game is executed and a game round where a pseudo game is not executed. In this way, while ensuring that the above operation sequence is notified before the operation of the stop switches 42 to 44 becomes effective, by adopting a configuration that makes the notification timing of the above operation sequence in this game different depending on whether a pseudo game is executed or not, it is possible to arouse the player's attention to check the instruction monitor.

[0214] When the pseudo game ends, a configuration is adopted to set a delay time based on the random numbers obtained for each of the reels 32L, 32M, and 32R and start the acceleration of the reels after waiting for the delay time. By adopting such a configuration, it is possible to shift the starting times of the respective reels 32L, 32M, and 32R when transitioning to this game, and even if the "red 7" symbols of the respective reels 32L, 32M, and 32R are lined up on the middle line L2 and pseudo-stopped in the pseudo game, it is possible to make it so that the "red 7" symbols are not lined up when the respective reels 32L, 32M, and 32R reach a constant rotation. As a result, it is possible to avoid the stop outcome of the pseudo game becoming an aid for button pressing in the subsequent actual game.

[0215] When notifying the operation sequence that can establish the Bell winning, in addition to notifying at the auxiliary display unit 65 controlled by the display control device 81, it is configured to notify at the instruction monitor controlled by the main control device 101. Since the main control device 101 determines whether or not the stop switches 42 to 44 have been operated, with such a configuration, it is possible to surely avoid the occurrence of an event of determining whether or not the stop switches 42 to 44 have been operated before notifying the above operation sequence.

[0216] When the settlement switch 59 is operated, it is configured to determine that a cancellation operation of the pseudo game has been performed. With such a configuration, it is possible to reduce the chance that the player accidentally performs a cancellation operation. For example, when the start lever 41 is operated after the start of the pseudo game, it is also possible to configure it to determine that a cancellation operation has been performed. However, in the case of such a configuration, when the player repeatedly presses the start lever 41 when generating a start command, the operation of the start lever 41 after the second time is determined as a cancellation operation, and an event may occur in which the pseudo game ends even though the player wanted to enjoy the pseudo game.

[0217] When executing the pseudo game, after rotating each reel 32L, 32M, 32R, that is, during the execution of the pseudo game, it is configured to set the stop information for this game. With such a configuration, it is possible to quickly shift from the pseudo game to this game as compared with a configuration in which the stop information for this game is set after the pseudo game ends.

[0218] The pseudo game stop information is configured to be set after a pseudo stop command is generated. With such a configuration, even in the case of a configuration in which the stop information is set during the execution of the pseudo game, it is possible to shorten the time required to determine whether or not a pseudo stop command has occurred in the pseudo game.

[0219] On the other hand, when configured to set pseudo-game stop information after a pseudo-stop command is generated, there is a possibility that there will be a delay between the generation of the pseudo-stop command and the pseudo-stopping of the corresponding reel. Therefore, in this slot machine 10, in the case of a pseudo-game based on a bonus lottery win, regardless of the operation timing of each stop switch 42 to 44, the "red 7" symbol at position 16 of each reel 32L, 32M, 32R pseudo-stops in the middle stage. In the case of a pseudo-game based on a pseudo-game lottery win, regardless of the operation timing of each stop switch 42 to 44, the "red 7" symbol at position 16 of the left reel 32L and the middle reel 32M pseudo-stops in the middle stage, while the "red 7" symbol at position 16 of the right reel 32R pseudo-stops not in the middle stage but in the lower stage. In this way, by adopting a configuration in which the stop result of the symbols in the pseudo-game does not depend on the operation timing of the stop switches 42 to 44, even when configured to set pseudo-game stop information after a pseudo-stop command is generated, it is possible to suppress the delay between the generation of the pseudo-stop command and the pseudo-stopping of the corresponding reel.

[0220] In the pseudo-game, it is configured to pseudo-stop after slipping a maximum of 19 symbols from the timing when the stop switches 42 to 44 are operated. By adopting such a configuration, it is possible to secure the time for setting the pseudo-game stop information after the pseudo-stop command is generated, the time for determining the stop position of the reel based on the pseudo-game stop information, and so on. Further, in this game, since the reel must be stopped within a predetermined time after the stop command is generated, it is difficult to set the stop information after the stop command is generated, and it is necessary to set the stop information before determining whether the stop command has been generated. On the other hand, in the pseudo-game, since the above constraints are not provided, by adopting a configuration in which it is possible to pseudo-stop after slipping a maximum of 19 symbols, it is possible to secure the above-mentioned times.

[0221] (Second Embodiment)

[0222] In the above-described first embodiment, the configuration is such that the additional number of sheets is notified in the pseudo game, but it may also be a configuration that notifies the additional number of sheets in this game. Therefore, the following will describe such a configuration in detail. Since the basic configuration is the same as that of the first embodiment above, only the differences will be described below.

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

[0224] In step S2001, 3 is set in the repetition number counter provided in the RAM 106. In step S2002, acceleration of the reel according to the value of the repetition number counter is started. More specifically, when the value of the repetition number counter is 3, the rotation start setting table address for the left reel 32L is acquired, when the value of the repetition number counter is 2, the rotation start setting table address for the middle reel 32M is acquired, and when the value of the repetition number counter is 1, the rotation start setting table address for the right reel 32R is acquired. Note that the drive control of the stepping motor is performed in the stepping motor control process S107 of the timer interrupt process based on the acquired rotation start setting table.

[0225] If the rotation start setting table address corresponding to the value of the repetition count counter is obtained in step S2002, the process proceeds to step S2003, and 1 is subtracted from the value of the repetition count counter. In step S2004, it is determined whether the value of the repetition count counter has become 0. If the value of the repetition count counter has not become 0, the process returns to step S2002. If the value of the repetition count counter has become 0, the process proceeds to step S2005, and a stop information setting process for setting stop information is performed. In the stop information setting process, stop information corresponding to the result of the success or failure determination of the role is created, and the creation result is stored in the stop information storage area 106b. In step S2006, 3 is set in the reel rotation number counter provided in the RAM 106. In step S2007, a rotation start command is transmitted to the display control device 81. In step S2008, it is determined whether there is a reel in acceleration. If there is a reel in acceleration, the process waits until the acceleration of all the reels 32L, 32M, and 32R is completed. When the acceleration of all the reels 32L, 32M, and 32R is completed and all the reels 32L, 32M, and 32R are rotating at a constant speed at a predetermined rotation speed, the process proceeds to step S2009, and an instruction monitor display process is performed.

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

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

[0228] In the stop control process, as shown in the flowchart of FIG. 39, in step S2201, it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has occurred. If no stop command has occurred, it waits until a stop command occurs. If a stop command has occurred, it proceeds to step 2202 and performs stop positioning processing to stop the rotating reel.

[0229] In the stop position determination process, as shown in the flowchart of FIG. 40, in step S2301, the symbol number of the reached symbol that has reached the reference position (the lower stage in this embodiment) at the timing when the stop switch is operated is acquired. Specifically, the symbol number of the reached symbol that has reached the reference position is acquired based on the number of excitation pulses output since the detection signal of the reel index sensor was input. In step S2302, 1 is subtracted from the value of the reel rotation counter. In step S2303, a stop command is transmitted to the display control device 81. Also, in step S2303, by turning off the lamp (not shown) of the stop switch that has generated the stop command, it is notified to the player or the like that it has become impossible to generate a stop command in this game. In the subsequent step S2304, 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 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 reached 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 S2304, a value of 0 to 4 is calculated as the slip number based on the stop information stored in the stop information storage area 106b. Thereafter, in step S2305, the calculated slip number is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that is actually stopped at the reference position. In step S2306, it is determined whether the value of the reel rotation counter is not 0. If the value of the reel rotation counter is not zero, that is, if a stop command has not been generated for at least one reel, the stop position determination process is terminated after performing the stop information change process in step S2307. If the value of the reel rotation counter is 0, that is, if stop commands have been generated for all reels, the stop position determination process is terminated without performing the stop information change process.

[0230] Returning to the description of the stop control process, if the stop position determination process has ended, proceed to step S2203 to determine whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has not become 0, return to step S2201. That is, in this slot machine 10, when the stop symbol number of the reel where the stop command has occurred is determined, regardless of whether the reel where the stop command has occurred has actually stopped, it is determined whether the next stop command has occurred in step S2201. Therefore, the player can continuously generate stop commands without waiting for the reel to stop. Note that the stop of the reel is not performed in the stop control process (normal process), but is performed in the stepping motor control process S107 of the timer interrupt process. In the stepping motor control process, it is determined whether the symbol number of the reached symbol of the reel where the stop command has occurred is equal to the stop symbol number, and when they are equal, the reel where the stop command has occurred is stopped by performing the brake process.

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

[0232] Next, various processes performed by the display control device 81 when executing a bonus notification effect for notifying the additional number of sheets will be described.

[0233] Figure 41 is a flowchart showing the production determination process performed at the start stage of the game session.

[0234] In step S2401, it is determined whether a lottery result command has been received. If not, this process ends as it is. If a lottery result command has been received, the process proceeds to step S2402 to determine whether the current game mode is the notification mode. If the current game mode is not the notification mode, this process ends as it is. If the current game mode is the notification mode, it is determined in step S2403 whether a rare combination has been won. If a rare combination has not been won, this process ends as it is. If a rare combination has been won, the process proceeds to step S2404 to conduct a production execution lottery. In the production execution lottery, a pass / fail determination is made based on the type of the won rare combination and the random number acquired by the display control device 81. Incidentally, in the production execution lottery, if a watermelon win occurs, there is a probability of about 1 / 10 of winning the production execution lottery, and if a cherry win occurs, there is a probability of about 1 / 2 of winning the production execution lottery. In step S2405, it is determined whether the production execution lottery has been won. If the production execution lottery has been won, the production flag is set in step S2406 and this process ends. If the production execution lottery has not been won, the process proceeds to step S2407 to determine whether a bonus command has been received. The bonus command is a command transmitted from the main control device 101 when winning the bonus lottery, and is transmitted before the lottery result command when winning the bonus lottery (see FIGS. 12 and 30). Therefore, if the bonus command has been received, it means winning the bonus lottery in this game session. In such a case, the production flag is set in step S2406 and this process ends. If the bonus command has not been received, this process ends as it is. Incidentally, when the display control device 81 receives the bonus command, the bonus number indicated by the bonus command is stored in the bonus number counter provided in the RAM of the display control device 81.

[0235] Figure 42 is a flowchart showing the effect execution process performed during the execution of this game.

[0236] In step S2501, it is determined whether the effect flag is set. If the effect flag is not set, this process ends as it is. If the effect flag is set, since it means to execute the additional credit notification effect, the process proceeds to step S2502 to determine whether a stop command has been received. If a stop command has not been received, it waits until a stop command is received. If a stop command is received, in step S2503, 1 is added to the value of the stop operation count counter provided in the RAM of the display control device 81. In step S2504, it is determined whether the value of the stop operation count counter has become 3. If it has not become 3, in step S2505, a notification sound corresponding to the value of the stop operation count counter is output from the speaker 64, and the process returns to step S2502. When the value of the stop operation count counter becomes 3, after performing the additional credit notification process in step S2506, this process ends.

[0237] In the additional credit notification process, as shown in the flowchart of Figure 43, in step S2601, it is determined whether an additional credit command has been received, that is, whether the player has won the additional credit lottery in this game round. If it is a game round in which the player has won the additional credit lottery, it waits in step S2602 until a all reels stop completion command is received. When a all reels stop completion command is received, the process proceeds to step S2603, and a notification sound corresponding to the value 3 of the stop operation count counter is output from the speaker 64. Thereafter, it waits in step S2604 until an operation end command is received. When an operation end command is received, the process proceeds to step S2605, and the number of additional credits won in the additional credit lottery is displayed on the auxiliary display unit 65. Thereafter, in step S2606, the value of the stop operation count counter is set to 0, and in step S2607, the effect flag is cleared, and this process ends.

[0238] If it is determined in step S2601 that the additional bet command has not been received, that is, if the player has not won the additional bet lottery in the current game round, the process proceeds to step S2608, where a notification sound execution lottery is performed to determine whether to output a notification sound. In the notification sound execution lottery, a win / loss determination is made based on the random number acquired by the display control device 81. Incidentally, the probability of winning the notification sound execution lottery is approximately one-third. In step S2609, it is determined whether the player has won the notification sound execution lottery. If the player has won the notification sound execution lottery, the process waits in step S2610 until the all-reel stop completion command is received. When the all-reel stop completion command is received, the process proceeds to step S2611, where a notification sound corresponding to the value 3 of the stop operation count counter is output from the speaker 64. Thereafter, in step S2606, the value of the stop operation count counter is set to 0, and in step S2607, the effect flag is cleared, and this process ends. If the player has not won the notification sound execution lottery, without outputting a notification sound from the speaker 64, in step S2606, the value of the stop operation count counter is set to 0, and in step S2607, the effect flag is cleared, and this process ends.

[0239] Here, the operation of the additional bet notification effect will be described.

[0240] The additional bet notification effect is performed when the player wins the additional bet lottery and when the player wins the effect execution lottery.

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

[0242] When the superimposed lottery is not won or when a stop command based on the first stop instruction is received, the control device 81 outputs a first notification sound (for example, the sound of "do"), and when a stop command based on the second stop instruction is received, the control device 81 outputs a second notification sound (for example, the sound of "re"). Then, when a stop command based on the third stop instruction is received, if the lottery for executing the notification sound is won, after receiving the all-reel stop completion command indicating that all the reels 32L, 32M, and 32R have reached the stop positions, the control device 81 outputs a third notification sound (for example, the sound of "mi"), and if the lottery for executing the notification sound is not won, after receiving the all-reel stop completion command, the control device 81 does not output the third notification sound (for example, the sound of "mi").

[0243] As described above, in the superimposed notification performance, when the superimposed lottery is won, the flow is the first notification sound output → the second notification sound output → the third notification sound output → the superimposed number notification, and when the superimposed lottery is not won, the flow is the first notification sound output → the second notification sound output → the third notification sound output, or the first notification sound output → the second notification sound output. Here, the probability of winning the superimposed lottery is, for example, about 1 / 5 in the case of winning a watermelon and about 1 / 3 in the case of winning a cherry. The probability of winning the lottery for executing the performance is about 1 / 10 in the case of winning a watermelon and about 1 / 2 in the case of winning a cherry. Therefore, in the case of winning a watermelon, at the stage when the first notification sound is output, that is, at the stage when the superimposed notification performance starts, the performance has an expected degree of more than 66% that the superimposed number will be notified. In the case of winning a cherry, at the stage when the first notification sound is output, that is, at the stage when the superimposed notification performance starts, the performance has an expected degree of more than 40% that the superimposed number will be notified. Since the probability of winning the lottery for executing the notification sound is about 1 / 3, when the third notification sound is output, the expected degree that the superimposed number will be notified will be even higher than the above-mentioned ratio. Since the third notification sound is output after all the reels 32L, 32M, and 32R have reached the stop positions, the player can continue to operate the stop switch that generated the third stop instruction until satisfied and then end it.

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

[0245] In the stop control process, when the stop symbol number of the reel where the stop command has occurred is determined, regardless of whether the reel where the stop command has occurred has actually stopped, it is configured to determine whether the next stop command has occurred in step S2201. With such a configuration, the player can operate another stop switch without waiting for the reel corresponding to the operated stop switch to stop. As a result, it is possible to improve the gaming interest by enhancing the operability of the stop switches 42 to 44.

[0246] On the other hand, when it is configured to determine whether the next stop command has occurred without waiting for the reel to stop, new problems may occur, such as the next game round can be started even when the reel has not stopped. Therefore, in this slot machine 10, when the stop symbol numbers of all the reels 32L, 32M, and 32R are determined, a standby process of waiting for 100 msec is performed. With such a configuration, it is possible to converge the oscillation of the reel while the standby process is being performed, and it is possible to preferably eliminate the above concerns.

[0247] As a result, it is possible to improve the gaming interest.

[0248] The standby process of waiting for 100 msec is configured to be performed after it is determined that the symbol numbers of the arrival symbols of all the reels 32L, 32M, and 32R have become the stop symbol numbers. With such a configuration, it is possible to shorten the time waited in the standby process, and even when it is configured to perform the standby process, it is possible to suppress the delay until the next game round can be started.

[0249] Certainly, when it is determined that the value of the reel rotation counter is 0, it is also possible to adopt a configuration in which standby processing is performed before determining whether or not the symbol numbers of the reached symbols of all the reels 32L, 32M, and 32R have become the stop symbol numbers, that is, between step S2203 and step S2204. However, in the case of such a configuration, as the standby time in the standby processing, it is necessary to consider not only the time for the oscillation of the reel to converge but also the time required for the symbol number of the reached symbol of the reel to become the stop symbol number (that is, the slip time of the reel). In this slot machine 10, since it is possible to slide a maximum of four symbols, in addition to the time for the oscillation of the reel to converge, it is necessary to secure about 179 msec (= 1.49 × 24 × 5) as the standby time. And when the reel stops with a slip number of three symbols or less instead of four symbols, a standby time of about 36 msec (= 1.49 × 24 × 1) or more becomes wasted time, leading to a delay in the game. On the other hand, when adopting a configuration in which standby processing is performed after it is determined that the symbol numbers of the reached symbols of all the reels 32L, 32M, and 32R have become the stop symbol numbers, it becomes possible to suitably eliminate each of the above concerns.

[0250] The standby process of waiting for 100 msec is configured to be performed after it is determined that all stop switches 42 to 44 are in an unoperated state. By adopting such a configuration, even when the standby process is configured, it is possible to equalize the time required until the next game round can be started, and it is possible to improve the operability when starting the next game round. For example, it is also possible to adopt a configuration in which the standby process is performed after it is determined that the symbol numbers of the reached symbols of all the reels 32L, 32M, and 32R have become the stop symbol numbers, without providing the process S2206 for determining whether or not all the stop switches 42 to 44 are in an unoperated state. However, in the case of such a configuration, depending on whether the timing when the player finishes operating all the stop switches 42 to 44 is after the end of the standby process or during the standby process, the time required until the next game round can be started will change. And when the time required until the next game round can be started changes, an event may occur in which the player's medal insertion operation to start the next game round, for example, is not accepted, and the operability when starting the next game round will deteriorate.

[0251] A standby process that waits for 100 msec is performed before the medal payout process. By adopting such a configuration, it is possible to avoid an event in which a privilege such as medal payout is granted in a situation where the oscillation of the reel has not converged. Further, by adopting a configuration in which the standby process is performed before the payout determination process performed in the medal payout process, it is possible to enhance the versatility of the processing program related to the standby process while suppressing the complication of the processing configuration. For example, when it is determined that a small winning has been established in the payout determination process, a standby process that does not perform the standby process or waits for a time corresponding to the number of medals to be paid out is performed. When it is determined that a small winning has not been established in the payout determination process, a standby process that waits for a predetermined time may be performed. In such a configuration, since the standby time changes depending on the presence or absence of medal payout or the like, it is possible to suppress the delay until the next game round can be started. However, in such a configuration, the processing configuration becomes complicated, and when the above processing program is applied to other slot machines with different numbers of medals paid out when a small winning is established, it is necessary to appropriately change the processing time, resulting in low versatility.

[0252] In a configuration where a push-order bell is provided as a lottery combination and it is advantageous for the player to operate the stop switches 42 to 44 in the notified operation order, a configuration is adopted in which stop commands can be continuously generated without waiting for the reels to stop. By adopting such a configuration, it is possible to reduce the chance that the player accidentally mistakes the operation order of the stop switches 42 to 44. That is, in a configuration where it is advantageous for the player to operate the stop switches 42 to 44 in the notified operation order, the player may accidentally mistake the operation order of the stop switches 42 to 44. Such an event occurs because, although the player operates the stop switches 42 to 44 in the notified operation order, for example, the player operates the stop switch that should be operated second in a situation where the reel corresponding to the first stop command has not stopped, and the operation is not validated, and the stop switch operated third is determined to be the operation of the second stop command.

[0253] When the standby process of waiting for 100 msec is configured to be performed after making the operation sequence non - displayed if it is being displayed on the instruction monitor, by adopting such a configuration, it is possible to promptly end the notification of the operation sequence by the instruction monitor and shorten the waiting time in the standby process. This is because the waiting time in the standby process can be shortened by the time required for the processes of step S2208 and step S2209.

[0254] In the case of adopting a configuration to determine whether the next stop command has occurred without waiting for the reels to stop, for example, new problems may occur such as when the operations of all the stop switches 42 - 44 have ended while the reel corresponding to the second stop command, for example, has not stopped, or when all the reels 32L, 32M, 32R have stopped while the operation of at least one stop switch has not ended. And when problems as described above occur, problems will occur in the control performed on the display control device 81 side. Therefore, in this slot machine 10, on the main control device 101 side, when the stop positions of all the reels 32L, 32M, 32R are determined, it is configured to determine whether the symbol numbers of the reached symbols of all the reels 32L, 32M, 32R have become the stop symbol numbers, and to determine whether all the stop switches 42 - 44 are in the unoperated state. And when the symbol numbers of the reached symbols of all the reels 32L, 32M, 32R have become the stop symbol numbers, a all - reels - stop - completed command is transmitted to the display control device 81, and when all the stop switches 42 - 44 are in the unoperated state, an operation - ended command is transmitted to the display control device 81. By adopting such a configuration, the display control device 81 can perform control corresponding to the fact that all the reels 32L, 32M, 32R have stopped by receiving the all - reels - stop - completed command, and can perform control corresponding to the fact that the operations of all the stop switches 42 - 44 have ended by receiving the operation - ended command. As a result, the above concerns can be preferably resolved.

[0255] As a result of the above, it becomes possible to improve the amusement of the game.

[0256] The main control device 101 is configured to transmit an operation end command after transmitting a full reel stop completion command. With such a configuration, the display control device 81 can perform control according to the operation of all the stop switches 42 to 44 after performing control according to the stop of all the reels 32L, 32M, and 32R. Further, the maximum time required from when the stop position of the reel where the stop command has occurred is determined until the reel actually reaches the stop position can be grasped by the main control device 101 to be about 179 msec for scrolling four symbols at most. On the other hand, since the time required until all the stop switches 42 to 44 are not operated depends on the operation of the player, it cannot be grasped and predicted by the main control device 101 side. Therefore, by adopting a configuration in which an operation end command is transmitted after transmitting a full reel stop completion command, for example, it is possible to reduce the deviation that occurs between the timing when all the reels 32L, 32M, and 32R stop and the timing when the display control device 81 performs control based on the reception of the full reel stop completion command.

[0257] When it is determined that the symbol numbers of the reached symbols of all the reels 32L, 32M, and 32R have become the stop symbol numbers, a configuration is adopted in which a full reel stop completion command is transmitted before determining whether or not all the stop switches 42 to 44 are in the unoperated state. With such a configuration, it is possible to reduce the deviation that occurs between the timing when all the reels 32L, 32M, and 32R stop and the timing when the display control device 81 performs control based on the reception of the full reel stop completion command. Also, when it is determined that all the stop switches 42 to 44 are in the unoperated state, a configuration is adopted in which an operation end command is transmitted before determining whether or not the instruction monitor is being displayed. With such a configuration, it is possible to reduce the deviation that occurs between the timing when the operation of all the stop switches 42 to 44 ends and the timing when the display control device 81 performs control based on the reception of the operation end command.

[0258] The additional load notification effect is configured to progress when all the reels 32L, 32M, and 32R have stopped and when the operations of all the stop switches 42 to 44 have ended, and the display control device 81 controls the additional load notification effect. In such a configuration, depending on which occurs first, that all the reels 32L, 32M, and 32R have stopped or that the operations of all the stop switches 42 to 44 have ended, there is a concern that one of the carefully prepared effect contents may become impossible to execute. To address such a concern, for example, when one of that all the reels 32L, 32M, and 32R have stopped and that the operations of all the stop switches 42 to 44 have ended occurs, a third notification sound is output, and when the other occurs, the additional load notification is executed. However, in such a configuration, since the command type received from the main control device 101 and the processing content to be executed do not match, a new problem may occur in that the processing configuration related to the additional load notification effect becomes complicated and the storage capacity increases.

[0259] On the other hand, by configuring the main control device 101 to transmit a all-reel stop completion command indicating that all the reels 32L, 32M, and 32R have reached the stop position and an operation end command indicating that the operations of all the stop switches 42 to 44 have ended, the display control device 81 can grasp that all the reels 32L, 32M, and 32R have stopped through the reception of the all-reel stop completion command, and can grasp that the operations of all the stop switches 42 to 44 have ended through the reception of the operation end command. Also, since the main control device 101 transmits the operation end command after transmitting the all-reel stop completion command, the display control device 81 may perform control to output a third notification sound based on the reception of the all-reel stop completion command, and then perform control to execute the additional load notification based on the reception of the subsequent operation end command. Therefore, it becomes possible to suitably address each of the above concerns.

[0260] In the superimposed notification effect, based on the reception of the all-reel stop completion command, a third notification sound is output from the speaker 64, and based on the reception of the operation end command, the superimposed notification is executed on the auxiliary display unit 65. Thus, by configuring the device that executes the effect based on the reception of the all-reel stop completion command and the device that executes the effect based on the reception of the operation end command to be different, even when the interval from the reception of the all-reel stop completion command to the reception of the operation end command is short, it is possible to surely execute the output of the third notification sound.

[0261] (Third Embodiment)

[0262] In the above first embodiment, as shown in FIG. 20 for example, a command for pseudo-game and a command for this game are prepared individually, and a command corresponding to the presence or absence of the pseudo-game flag is transmitted to the display control device 81. However, this configuration is changed. Since the basic configuration is the same as that of the first embodiment above, only the differences will be described below.

[0263] FIG. 44(a) is a diagram showing the configuration of the pseudo-game flag storage area provided in the RAM 106 of the main control device 101. The pseudo-game flag storage area is composed of 1 byte. Each bit of the pseudo-game flag storage area has the most significant 7th bit and the 5th to 0th bits blank, and the 6th bit has a function as a pseudo-game flag storage bit. When the main control device 101 sets the pseudo-game flag (see step S504, FIG. 16), it sets "1" to the 6th bit of the pseudo-game flag storage area, and when it clears the pseudo-game flag (see step S611, FIG. 17 or step S1004, FIG. 21), it sets "0" to the 6th bit of the pseudo-game flag storage area. Therefore, when the values obtained by arranging each bit of the pseudo-game flag storage area from the upper side as an 8-digit binary number and converting it to hexadecimal, it becomes 40H (01000000) when the pseudo-game flag is set, and 00H (00000000) when the pseudo-game flag is not set.

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

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

[0266] Here, the configuration of the command will be briefly described. The command is composed of a header indicating the command type, a body indicating the specific content, and a footer indicating that it is the last information of the command. As shown in FIG. 44(b), the header is composed of 1 byte. The functions of each bit of the header are as follows. The 7th bit, which is the highest bit, has the function of a header identification bit and always stores "1". The 6th bit has the function of a pseudo-game identification bit indicating whether it is a pseudo-game or not. The 5th bit is blank. The 4th to 0th bits have the function of command type storage bits indicating the command type. For example, the rotation start header information is 86H, that is, 10000110, and is stored in advance in the ROM 105 of the main control device 101.

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

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

[0269] In the command transmission process 2, as shown in the flowchart of FIG. 46, stoppable header information is acquired in step S2801. The stoppable header information is 87H, that is, 10000111, and is stored in advance in the ROM 105 of the main control device 101. In step S2802, pseudo-game determination information is added to the stoppable header information. That is, in step S2802, 40H or 00H is added to 87H which is the stoppable header information. As a result, when the pseudo-game flag is set, that is, during a pseudo-game, the addition result in step S2802 becomes C7H (11000111), and when the pseudo-game flag is not set, that is, during the main game, the addition result in step S2802 becomes 87H (10000111). In step S2803, the addition result is transmitted to the display control device 81 as a header. In step S2804, it is determined whether there is body information. If there is body information, in step S2805, the body information is transmitted to the display control device 81, and in step S2806, a footer is transmitted to the display control device 81, and this process ends. If there is no body information, in step S2806, a footer is transmitted to the display control device 81, and this process ends. Note that in the command transmission process 2, since body information is not set in the stoppable command (pseudo-stoppable command), a header indicating that it is a stoppable command (pseudo-stoppable command) and a footer are transmitted to the display control device 81.

[0270] FIG. 47 is a flowchart showing the stop position determination process. In the stop position determination process in the first embodiment, it is determined in step S1103 whether the pseudo-game flag is set, and a pseudo-stop command or a stop command is transmitted to the display control device 81 according to the determination result (see FIG. 22). In this embodiment, as in the first embodiment, although it is determined in step S2903 whether the pseudo-game flag is set, regardless of the determination result, command transmission process 3 is performed to transmit a pseudo-stop command or a stop command in step S2905.

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

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

[0273] In the case of a pseudo game and in the case of this game, different commands are transmitted. By adopting such a configuration, it becomes possible for the display control device 81 to recognize whether it is a pseudo game or this game.

[0274] As a result of the above, it becomes possible to cause the display control device 81 to perform control such as auxiliary effects according to the pseudo game or this game, and it becomes possible to improve the amusement of the game.

[0275] On the other hand, when the commands to be transmitted in the case of a pseudo game and the commands to be transmitted in the case of this game are stored in the ROM 105 in advance, there is a concern that the amount of data to be stored in advance will increase. In addition, since it is necessary to determine whether it is a pseudo game when transmitting a command, in addition to the increase in the amount of data due to the addition of the determination process, there is also a concern that the processing configuration will become complicated.

[0276] Therefore, in the present embodiment, in the command transmission process 1 or the like, a header to be transmitted to the display control device 81 is created by adding header information such as rotation start header information and information stored in the pseudo game flag storage area. By adopting such a configuration, it is not necessary to store in advance the header to be transmitted in the case of a pseudo game, so that it is possible to reduce the amount of data. Further, in such a configuration, since the created header includes whether it is a pseudo game or not, the determination process of whether it is a pseudo game or not becomes unnecessary. Therefore, it is possible to reduce the amount of data by simplifying the processing configuration.

[0277] The configuration is such that information indicating whether it is a pseudo game is included in the header. By adopting such a configuration, it is possible to suppress the redundancy of the commands transmitted from the main control device 101 to the display control device 81. That is, as a configuration for allowing the display control device 81 to determine whether it is a pseudo game, instead of performing operations as in the present embodiment, it is also possible to transmit 00H or 40H in the body instead of the header, for example. However, in such a configuration, since the command to be transmitted increases by 1 byte, the command becomes redundant.

[0278] The header is provided with a header identification bit, a pseudo game identification bit, and a command type storage bit, and the header is configured to fit within 1 byte. By adopting such a configuration, while suppressing the redundancy of the commands, it is possible to allow the display control device 81 to grasp a lot of information through the header.

[0279] In the header, the pseudo game identification bit is provided at a position lower than the header identification bit and higher than the command type storage bit. By adopting such a configuration, it is possible to store information indicating whether it is a pseudo game in a bit that was conventionally unused, and it is possible to preferably suppress the redundancy of the commands transmitted from the main control device 101 to the display control device 81. Also, by adopting a configuration in which the header information is created by adding the pseudo game determination information, it is possible to include information indicating whether it is a pseudo game in the header without changing the conventional header configuration. As a result, it is possible to suppress an increase in the man-hours for developing the slot machine 10.

[0280] The pseudo game flag storage area is configured with 1 byte, which is the same byte as the header, and the bits other than the 6th bit are made blank. By adopting such a configuration, it is possible to avoid the values of other bits such as the command type storage bit from changing when adding the pseudo game determination information to the header information.

[0281] A configuration is adopted in which a header is created using the information stored in the pseudo-game flag storage area. By adopting such a configuration, it is possible to endow the information stored in the pseudo-game flag storage area with a function as information used for determining whether to execute a pseudo-game and a function as information used when creating a header. As a result, it is not necessary to provide a storage area in the RAM 106 for storing the pseudo-game determination information, so it is possible to suppress an increase in the storage capacity.

[0282] (Fourth Embodiment)

[0283] In the above-described first embodiment, a configuration is adopted in which a pseudo-game is performed. However, a configuration may be adopted in which only the main game is performed without performing a pseudo-game. Therefore, the following will describe such a configuration in detail. Since the basic configuration is the same as that of the first embodiment described above, only the differences will be described below.

[0284] FIG. 49 is a perspective view of the slot machine 10 according to the present embodiment.

[0285] To the right of the first credit input switch 56 and to the left of the medal input port 45, an effect switch 67 and a selection switch 68 are provided. The effect switch 67 is operated when a pressing effect described later is executed and when a menu screen is called in a situation where no game is being played, and the character "PUSH" is displayed on its upper surface. The selection switch 68 is composed of four switches: an up switch, a down switch, a left switch, and a right switch for designating the up, down, left, and right directions, and is operated when selecting desired information from various information displayed on the menu screen. The effect switch 67 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 67) and the selection switch 68 (more specifically, a selection switch detection sensor that detects the operation of the selection switch 68) are connected to the display control device 81 as shown in FIG. 50.

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

[0287] In step S3101, 3 is set to the repetition count counter provided in the RAM 106. In step S3102, acceleration of the reel according to the value of the repetition count counter is started. More specifically, when the value of the repetition count counter is 3, the rotation start setting table address for the left reel 32L is acquired; when the value of the repetition count counter is 2, the rotation start setting table address for the middle reel 32M is acquired; and when the value of the repetition count counter is 1, the rotation start setting table address for the right reel 32R is acquired. Note that the drive control of the stepping motor is performed in the stepping motor control process S107 of the timer interrupt process based on the acquired rotation start setting table.

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

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

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

[0291] In the stop control process, as shown in the flowchart of FIG. 53, at step S3301, it is determined whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has occurred. If no stop command has occurred, wait until a stop command occurs. If a stop command has occurred, the process proceeds to step 3302 to perform stop positioning processing to stop the rotating reel.

[0292] In the stop position determination process, as shown in the flowchart of FIG. 54, in step S3401, the symbol number of the reaching symbol that has reached the base point position (the lower stage in this embodiment) at the timing when the stop switch is operated is acquired. Specifically, the symbol number of the reaching symbol that has reached the base point position is acquired based on the number of excitation pulses output since the detection signal of the reel index sensor was input. In step S3402, 1 is subtracted from the value of the reel rotation count counter. In step S3403, a stop command is transmitted to the display control device 81. Also, in step S3403, by turning off the lamp (not shown) of the stop switch that has generated the stop command, it is notified to the player or the like that it has become impossible to generate a stop command in this game. In the subsequent step S3404, 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 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 base point position is stopped as it is; a stop mode in which the corresponding reel is made to slip by one symbol and then stopped; a stop mode in which the reel is made to slip by two symbols and then stopped; a stop mode in which the reel is made to slip by three symbols and then stopped; and a stop mode in which the reel is made to slip by four symbols and then stopped. Therefore, in step S3404, 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. Thereafter, in step S3405, 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 base point position is determined. In step S3406, it is determined whether the value of the reel rotation count counter is not 0. If the value of the reel rotation count counter is not 0, that is, if a stop command has not been generated for at least one reel, after performing the stop information change process in step S3407, the stop position determination process ends. If the value of the reel rotation count counter is 0, that is, if a stop command has been generated for all the reels, the stop position determination process ends without performing the stop information change process.

[0293] Returning to the description of the stop control process, if the stop position determination process has ended, proceed to step S3303 to determine whether the value of the reel rotation counter has become 0. If the value of the reel rotation counter has not become 0, return to step S3301. That is, in this slot machine 10, when the stop symbol number of the reel where the stop command has occurred is determined, regardless of whether the reel where the stop command has occurred has actually stopped, it is determined whether the next stop command has occurred in step S3301. Therefore, the player can continuously generate stop commands without waiting for the reel to stop. Note that the stop of the reel is not performed in the stop control process (normal process), but is performed in the stepping motor control process S107 of the timer interrupt process. In the stepping motor control process, it is determined whether the symbol number of the reach symbol of the reel where the stop command has occurred is equal to the stop symbol number, and when they are equal, the reel where the stop command has occurred is stopped by performing the brake process.

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

[0295] Next, the processing related to the present invention among the various processes performed by the display control device 81 will be described. Briefly explaining the processing configuration of the display control device 81, the display control device 81, similar to the main control device 101, performs main processing and timer interrupt processing that is periodically executed. The timer interrupt processing in the display control device 81 is performed approximately every 10 msec. Also, the display control device 81 grasps the progress status of the game, etc. by receiving various commands such as the lottery result command transmitted from the main control device 101, and starts the corresponding processing.

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

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

[0298] FIG. 56 is a flowchart showing the start waiting process. The start waiting process is a process performed in the main process and is executed based on the reception of the operation end command.

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

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

[0301] In the menu process, as shown in the flowchart of FIG. 57, a menu screen is displayed on the auxiliary display unit 65 in step S3701. In step S3702, a selected menu execution process is performed. In this slot machine 10, as the selected menu, a game history, a payout table, volume adjustment, clearing of the game history, and menu termination are displayed on the menu screen. In the selected menu execution process, when the selection switch 68 is operated, a process of highlighting the selected menu corresponding to the operation of the selection switch 68 is performed, and when the effect switch 67 is operated, a process of executing the highlighted selected menu is performed. In step S3703, it is determined whether or not the effect switch 67 has been operated in the situation where menu termination has been selected, that is, whether or not a menu termination operation has been performed. If the menu termination operation has not been performed, the process proceeds to step S3704 to determine whether or not the bet number is 0. If the bet number is 0, the process returns to step S3702 to continue the selected menu execution process. On the other hand, if it is determined in step S3703 that the menu termination operation has been performed, a menu termination process is performed in step S3705. In the menu termination process, a process of making the menu screen and the like displayed on the auxiliary display unit 65 non-displayed and displaying the normal screen is performed. In the subsequent step S3706, 18000 is set in the waiting timer. Then, the process proceeds to step S3603 of the above-described start waiting process. Also, if it is determined in step S3704 that the bet number is not 0, it means that the player has performed an operation (betting of medals or virtual medals) to start the next game while the menu screen and the like are being displayed. In such a case, the process proceeds to step S3707 to perform the above-described menu termination process. Then, the process proceeds to step S3901 of the start command waiting process described later.

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

[0303] In the standby process, as shown in the flowchart of FIG. 58, the customer waiting effect is started at step S3801. In the customer waiting effect, a predetermined demo movie (attraction effect) is displayed on the auxiliary display unit 65. Note that, instead of or in addition to the customer waiting effect, it may be configured to shift to the power saving mode and display that it is in the power saving mode on the auxiliary display unit 65. Alternatively, it may be configured to shift to the power saving mode by reducing the brightness of the auxiliary display unit 65 without performing the customer waiting effect or the display during power saving. At step S3802, it is determined whether the effect switch 67 has been operated. If the effect switch 67 has not been operated, it is determined at step S3803 whether the bet number is 0. If the bet number is not 0, the process returns to step S3802. If it is determined at step S3802 that the effect switch 67 has been operated, the customer waiting effect is ended at step S3804, and 18000 is set in the standby timer at step S3805. Then, the process proceeds to step S3701 of the menu process. If it is determined at step S3803 that the bet number is not 0, the customer waiting effect is ended at step S3806, and 18000 is set in the standby timer at step S3807. Then, the process proceeds to step S3901 of the start command waiting process described later.

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

[0305] In the start command waiting process, as shown in the flowchart of FIG. 59, it is determined whether a start command is received in step S3901. The start command is a command transmitted from the main control device 101 to the display control device 81, and is transmitted when it is determined that a start command has occurred in step S206 (see FIG. 11) of the normal process. If the start command has not been received, it is determined in step S3902 whether the number of bets is 0. If the number of bets is not 0, the process returns to step S3901. On the other hand, if the number of bets is 0, 18000 is set in the waiting timer in step S3903, and the process proceeds to step S3603 of the start waiting process. As a typical example of the situation where the number of bets becomes 0 in step S3902, there is a case where the player operates the settlement switch 59 after betting a predetermined number of medals. If it is determined in step S3901 that the start command has been received, since it means that the game has started, the process proceeds to the in-game process in step S3904. Although the detailed description of the in-game process is omitted, in the in-game process, for example, when winning the push order bell in the notification mode, processing such as displaying the operation order that can establish a bell win on the auxiliary display unit 65 is performed.

[0306] As described above, when the effect switch 67 is operated in a situation where the game is not being played, the display control device 81 causes the menu screen to be displayed on the auxiliary display unit 65, and when the value of the waiting timer becomes 0, the customer waiting effect is started.

[0307] In this slot machine 10, when winning the additional draw in the notification mode, after the operation of all the stop switches 42 to 44 is completed, a pressing effect is performed to cause the player to operate the effect switch 67 to notify the number of additional medals. Therefore, hereinafter, the processing performed by the display control device 81 when executing such a pressing effect will be described.

[0308] FIG. 60 is a flowchart showing the effect determination process performed in the above-described in-game process. The effect determination process is performed at the start stage of the game.

[0309] In step S4001, it is determined whether a lottery result command has been received. If not, this process is terminated as it is. If a lottery result command has been received, the process proceeds to step S4002, where it is determined whether the current game mode is the notification mode. If the current game mode is not the notification mode, this process is terminated as it is. If the current game mode is the notification mode, in step S4003, it is determined whether a rare combination has been won. If a rare combination has not been won, this process is terminated as it is. If a rare combination has been won, the process proceeds to step S4004, where a performance execution lottery is conducted. In the performance execution lottery, a win / loss determination is made based on the type of the won rare combination and the random number acquired by the display control device 81. Incidentally, in the performance execution lottery, if a watermelon win occurs, there is a probability of about 1 / 10 of winning the performance execution lottery, and if a cherry win occurs, there is a probability of about 1 / 2 of winning the performance execution lottery. In step S4005, it is determined whether the performance execution lottery has been won. If the performance execution lottery has been won, in step S4006, a performance flag is set and this process is terminated. If the performance execution lottery has not been won, the process proceeds to step S4007, where it is determined whether a bonus command has been received. The bonus command is a command transmitted from the main control device 101 when winning the bonus lottery, and is transmitted before the lottery result command when winning the bonus lottery (see FIGS. 12 and 30). Therefore, if the bonus command has been received, it means that the bonus lottery has been won in the current game round. In such a case, in step S4006, a performance flag is set and this process is terminated. If the bonus command has not been received, this process is terminated as it is. Incidentally, when the display control device 81 receives the bonus command, the bonus number indicated by the bonus command is stored in the bonus number counter provided in the RAM of the display control device 81.

[0310] When the operations of all the stop switches 42 to 44 are completed, an operation end command is transmitted from the main control device 101 to the display control device 81.

[0311] When the control device 81 receives an operation end command, if it determines in step S3303 of the operation end command process shown in FIG. 55 that the effect flag is set, it proceeds to step S3304. In step S3304, the effect switch 67 is displayed on the auxiliary display unit 65, and the pressing display for prompting the player to operate the effect switch 67 is started. In the subsequent step S3305, 1000 is set in the first timer provided in the RAM of the display control device 81. Note that the value of the first timer is decremented by 1 in the timer interrupt process. Since the timer interrupt process is performed approximately every 10 msec, the value of the first timer becomes 0 after approximately 10 seconds. When 1000 is set in the first timer, the operation end command process ends.

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

[0313] In the pressing effect process, as shown in the flowchart of FIG. 61, it is determined in step S4101 whether the effect switch 67 has been operated. If the effect switch 67 has not been operated, it waits as it is. If the effect switch 67 has been operated, it proceeds to step S4102 and the result flag is set. Here, the result flag is a flag for starting the result display that notifies the additional number of sheets if winning the additional lottery and notifies that no additional sheets are added if not winning the additional lottery.

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

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

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

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

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

[0319] Here, the subsequent flow when the pressing display is performed will be specifically described.

[0320] When the pressing display is performed, the pressing display is continued on the auxiliary display unit 65 until the effect switch 67 is operated. Then, when the effect switch 67 is operated in the situation where the pressing display is being performed, the result display is started. It takes about 2 seconds to execute the result display until the end.

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

[0322] If the effect switch 67 is operated between about 8 seconds and about 10 seconds after the start of the press display, it becomes the timing when about 10 seconds have elapsed since the start of the press display during the result display. Therefore, in such a case, the completion flag is not set at the timing when the value of the first timer becomes 0, and the process proceeds to step S3603 of the start waiting process after the value of the second timer becomes 0. That is, if the effect switch 67 is operated between about 8 seconds and about 10 seconds after the start of the press display, the menu start operation becomes effective 3 seconds after the result display is executed until the end, that is, about 5 seconds after the operation of the effect switch 67.

[0323] If the effect switch 67 is operated after about 10 seconds have elapsed since the start of the press display, the completion flag is not set at the timing when the value of the first timer becomes 0 (the result display has not started). Therefore, the result display is executed until the end and the process proceeds to step S3603 of the start waiting process after the value of the second timer becomes 0. That is, if the effect switch 67 is operated after about 10 seconds have elapsed since the start of the press display, the menu start operation becomes effective 3 seconds after the result display is executed until the end, that is, about 5 seconds after the operation of the effect switch 67.

[0324] According to the embodiment described in detail above, the following excellent effects can be achieved.

[0325] In a conventional slot machine, menu processing is not executed after a game that executes an auxiliary effect that progresses triggered by an operation of an effect switch such as the pressing effect described above, that is, there is a machine that does not display a menu screen even if the effect switch is operated. In such a configuration, when it is desired to display the menu screen, it is necessary to continue the game until a game in which the pressing effect is not executed occurs, which has been a factor causing frustration for the player.

[0326] Therefore, in the present embodiment, the configuration is such that menu processing is executed even after a game in which the pressing effect is executed. By adopting such a configuration, it becomes possible to increase the opportunity to display the menu screen at the timing desired by the player, and it becomes possible to improve the gaming interest.

[0327] When the pressing display is started, there is a configuration in which the menu start operation becomes valid when the value of the first timer becomes 0, and a configuration in which the menu start operation becomes valid when the value of the second timer rather than the first timer becomes 0. By adopting such a configuration, it becomes possible to change the timing at which the menu start operation becomes valid according to the start timing of the result display, that is, the operation timing of the effect switch 67. As a result, it becomes possible to reduce the chance that the player feels frustrated when the menu screen is not displayed even when the player operates the effect switch 67.

[0328] Certainly, a configuration in which the menu start operation becomes valid after a game that executes a pressing effect can also be, for example, a configuration in which the menu start operation becomes valid after a certain period of time, such as 3 seconds, has elapsed after the result display is executed until the end. However, in the case of such a configuration, there is a possibility that the player may become impatient because they have to wait for 3 seconds without fail. To eliminate such concerns, it is also possible to adopt a configuration in which the menu start operation becomes valid immediately when the result display is executed until the end. However, in the case of such a configuration, a new problem arises in that there is a chance that the menu screen may be displayed at a timing unintended by the player. This is because when the player operates the effect switch 67 again expecting further development of an effect such as a so-called reversal effect after the result display is executed until the end, the display content of the auxiliary display unit 65 switches from the pressing effect to the menu screen.

[0329] On the other hand, in this slot machine 10 in which the menu start operation becomes valid based on the value of the first timer or the second timer, a delay time can be provided until the menu start operation becomes valid after the result display is executed until the end, as long as the effect switch 67 is not operated at the timing when about 8 seconds have elapsed since the start of the pressing display. The existence of such a delay time makes it possible to reduce the chance of the menu screen being displayed at a timing unintended by the player. Although this may lead to impatience on the part of the player, who has to wait only for the delay time, the length of the delay time varies depending on the operation timing of the effect switch 67. Therefore, it becomes possible to cause the player to operate the effect switch 67 while having a sense of curiosity as to whether the menu start operation has already become valid. Thus, it becomes possible to reduce the impatience of the player.

[0330] As a result, in this slot machine 10, it becomes possible to suitably eliminate each of the above concerns, and it becomes possible to reduce the chance that the player becomes impatient because the menu screen is not displayed even when the player operates the effect switch 67.

[0331] When the value of the first timer becomes 0, if the completion flag indicating that the result display has been executed to the end is set, the menu start operation is configured to be valid. By adopting such a configuration, it is possible to avoid the menu start operation becoming valid during the result display.

[0332] The value of the first timer is set to 1000. When the press display is started, it is generally assumed that the time required for the player to recognize the press display and then actually operate the effect switch 67 will be within 5 seconds even if the operation is performed while praying that the additional number of cards will be notified. Since the time required to execute the result display to the end is about 2 seconds, by setting the value of the first timer to 1000, it is possible to reduce the chance of the menu screen being displayed at an unintended timing by the player. Also, in such a configuration, if the effect switch 67 is operated before about 8 seconds have elapsed since the start of the press display, the menu start operation will become valid after about 10 seconds have elapsed. Therefore, while prompting the player to operate the effect switch 67, it is possible to reduce the chance of the time between the press display and the result display being prolonged.

[0333] The value of the second timer is set to 300. If the result display has not been executed to the end at the timing when about 10 seconds have elapsed since the start of the press display, it is possible that the player has not operated the effect switch 67 due to leaving the seat or the like. Therefore, in such a case, by configuring the menu start operation to become valid about 3 seconds after the result display has been executed to the end, it is possible to reduce the chance of the menu screen being displayed at an unintended timing by the player.

[0334] (Fifth Embodiment)

[0335] In the first embodiment described above, the notification mode is configured to end based on the net increase in the number of medals. However, the notification mode may be configured to end based on the number of games. Therefore, the following will describe such a configuration in detail. Since the basic configuration is the same as that of the first embodiment described above, only the differences will be described below.

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

[0337] The processing performed by the main control device 101 in the normal section is the same as that in the first embodiment described above. Therefore, in the normal section, if a player wins a prize in a three-medal game, they will be selected for the transition lottery to the advantageous section. For example, in the case of "Setting 3", the probability of winning a prize is about 1 / 1.2, and the probability of losing is about 1 / 6.4. Therefore, the normal section will end in almost one game if three-medal games are played. And when transitioning from the normal section to the advantageous section, the chance mode will start, and a transition game number of 700 will be set (see FIG. 26).

[0338] The processing performed by the main control device 101 in the chance mode is different from that in the first embodiment in terms of the game section processing.

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

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

[0341] In step S4302, it is determined whether the current game section is the advantageous section. If it is determined that the current game section is not the advantageous section but the normal section, it means that the advantageous section end processing has been performed in the end determination processing in step S4301. Therefore, after transmitting the section command in step S4311, this processing ends.

[0342] If the current game section is a favorable section, the process proceeds to step S4303 to determine whether the current game is a three-card game. If it is a three-card game, in step S4304, 1 is added to the value of the mode game number counter, and in step S4305, it is determined whether the transition flag is set. If the transition flag is set, since it means winning the transition lottery to the notification mode, in step S4306, the transition flag is cleared, and in step S4308, the game mode flag stored in the section information storage area 106d is changed to the notification flag. In the subsequent step S4309, 50 is set in the transition game number counter, and in step S4310, 0 is set in the mode game number counter. Then, in step S4311, a section command is transmitted, and this process ends.

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

[0344] If it is determined in step S4303 that the current game is not a three-card game but a two-card game, a section command is transmitted in step S4311 without updating the mode game number counter or the like, and this process ends.

[0345] Next, the processing in the notification mode for the advantageous section will be described.

[0346] FIG. 64 is a flowchart showing the section selection process in the notification mode. The section selection process is a process (see step S309, FIG. 12) that is performed after the determination of the success or failure of the role in the lottery process, and is performed at the start stage of the game.

[0347] In step S4401, it is determined whether the current game is a three-card game. If it is a three-card game, the process proceeds to step S4402 to determine whether a rare combination has been won. If a rare combination has been won, the process proceeds to step S4403 to conduct a bonus draw to determine whether to increase the value of the transition game number counter. In the bonus draw, a win / loss determination is made based on the set win flag and the random number obtained when determining the win / loss of the combination. Incidentally, in the bonus draw, for example, in the case of setting 3, if a watermelon win is achieved, there is a probability of about 1 / 5 of winning one of the bonus game numbers 50, 100, or 300, and if a cherry win is achieved, there is a probability of about 1 / 3 of winning a bonus game number of 50. In step S4404, it is determined whether the bonus draw has been won. If the bonus draw has been won, the process proceeds to step S4405 to conduct a post-notification draw to determine whether to notify the bonus game number in a game after the current game. In the post-notification draw, a win / loss determination is made based on the set win flag and the random number obtained when determining the win / loss of the combination. If the post-notification draw is not won, the bonus flag is set in step S4407, and a bonus command is transmitted in step S4408. Here, the bonus command is a command transmitted to the display control device 81 to let it know that the bonus draw has been won and the bonus game number added to the value of the transition game number counter. In step S4409, a value corresponding to the lottery result of the bonus draw is added to the value of the transition game number counter. Then, this process ends. On the other hand, if the post-notification draw is won, a post-notification command is transmitted in step S4410 without setting the bonus flag. Here, the post-notification command is a command transmitted to the display control device 81 to let it know that the post-notification draw has been won and the bonus game number added to the value of the transition game number counter. In step S4409, a value corresponding to the lottery result of the bonus draw is added to the value of the transition game number counter. Then, this process ends. If the bonus draw is not won, this process ends as it is. Also, if the current game is not a three-card game but a two-card game, or if a rare combination is not won, this process ends as it is without conducting the above bonus draw.

[0348] As described above, when winning the additional lottery, an additional command or a post-notification command is transmitted to the display control device 81. When setting the additional flag and transmitting the additional command, as described in the first embodiment, the number of additional games is notified in the pseudo game (see FIG. 31). Also, when transmitting the post-notification command without setting the additional command, the number of additional games is notified in the revival effect described later. Note that when winning the pseudo game lottery in the situation where the post-notification command has been transmitted (see FIG. 16), the number of additional games is notified in the revival effect instead of the pseudo game.

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

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

[0351] If the current game section is a favorable section, in step S4503, 1 is added to the value of the mode game number counter, and in step S4504, it is determined whether the value of the mode game number counter matches the value of the transition game number counter. If the value of the mode game number counter matches the value of the transition game number counter, the favorable section end process shown in steps S4505 to S4507 is performed, and in step S4508, a section command is transmitted to end this process. In the favorable section end process, in step S4505, the game section flag stored in the section information storage area 106d is changed to a normal flag, and in step S4506, the section display 66 is turned off. In step S4507, an initialization process associated with the end of the favorable section is executed. In the initialization process, a process of initializing the information related to the instruction function (for example, the section game number counter value, etc.) stored in the section information storage area 106d is executed.

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

[0353] If it is determined in step S4509 that the clear flag is set, if it is determined in step S4510 that the remaining number of games in the notification mode is 50 or less, and if it is determined in step S4511 that the value of the difference sheet number counter is 2200 or less, after transmitting the section command in step S4508, this process ends.

[0354] In the present embodiment, it is characterized by the display effect in the auxiliary display unit 65 when changing from the notification mode (advantageous section) to the normal section and then to the chance mode (advantageous section). Therefore, hereinafter, various processes performed by the display control device 81 will be described in accordance with the flow of the game.

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

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

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

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

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

[0360] Next, the process performed by the display control device 81 when the finish command has not been received in the notification mode will be described.

[0361] In the section command process activated after the end of the game, as shown in the flowchart of FIG. 66, when it is determined in step S4601 that the current game is not a game for transitioning to the notification mode, the process proceeds to step S4606, and it is determined whether or not the finish command has been received. If the finish command has not been received, in step S4610, 1 is subtracted from the value of the display game number counter, and in step S4611, it is determined whether or not the value of the display game number counter has become 1. If the value of the display game number counter has not become 1, in step S4613, it is determined whether or not the value of the display game number counter has become 0, and if the value of the display game number counter has not become 0, this process ends as it is.

[0362] When it is determined in step S4611 that the value of the display game number counter has become 1, it means that in at least the remaining game number displayed on the auxiliary display unit 65, the next game is the last game in the notification mode. In such a case, an end flag is set in step S4612, and this process ends.

[0363] Also, when it is determined in step S4613 that the value of the display game number counter has become 0, it means that in any one of the games until the value of the display game number counter becomes 0, the player has won the post-notification lottery. This is because when the last game in the notification mode ends, the main control device 101 transmits a section command indicating a normal section instead of a section command indicating the notification mode (see FIG. 65). In such a case, a revival flag is set in step S4614, and in step S4615, the value of the post-notification game number counter is set in the display game number counter. Note that when a post-notification command indicating winning the post-notification lottery is received, the additional game number indicated by the post-notification command is added to the post-notification game number counter. Thereafter, 0 is set in the post-notification game number counter in step S4616, and this process ends.

[0364] In the start command process activated at the start of the game, as shown in the flowchart of FIG. 67, when it is determined in step S4701 that the start flag is not set, it is determined in step S4704 whether the end flag is set. If the end flag is not set, the process proceeds to step S4707, and it is determined whether the revival flag is set. If the revival flag is not set, the process proceeds to step S4710, and it is determined whether the ending flag is set. If the ending flag is not set, in step S4712, the process of displaying the value of the display game number counter on the auxiliary display unit 65 is performed, and this process ends. By performing such a process, on the auxiliary display unit 65, the remaining game number is decremented and displayed by 1 every time a game is played.

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

[0366] When it is determined in step S4707 that the revival flag is set, it means that the player has won the post - notification lottery, that is, there are additional games that have not been notified. In such a case, in step S4708, the revival flag is cleared, and in step S4709, a revival effect process is performed, and this process ends. By performing the revival effect process, on the auxiliary display unit 65, as shown in FIG. 73(e), it is displayed that the notification mode continues without ending, and the number of additional games (for example, 50 games) won in the post - notification lottery, and then the normal screen in the notification mode shown in FIG. 73(b) is displayed.

[0367] As described above, when the finish command has not been received in the notification mode, an end screen is displayed at the start of the game when the remaining number of games on the auxiliary display unit 65 becomes 0. And when the player has won the post - notification lottery, a revival effect is performed at the start of the next game after the end screen is displayed to notify the continuation of the notification mode.

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

[0369] In the section command process activated after the end of the game, as shown in the flowchart of FIG. 66, if it is determined in step S4601 that the current game is not a game for shifting to the notification mode, the process proceeds to step S4606 to determine whether a finish command has been received. Receiving a finish command means that it has been determined that the game will end with 2400 cards. In such a case, an ending flag is set in step S4607, and 1500 is set in the display game number counter in step S4608. Then, ending notification processing is performed in step S4609, and this process ends. By performing the ending notification processing, it is displayed on the auxiliary display unit 65 that the ending video will start from the next game.

[0370] In the section command process in the games after receiving the finish command, 1 is subtracted from the value of the display game number counter in step S4610, and it is determined in step S4611 whether the value of the display game number counter has become 1. As described above, in the section command process when the finish command is received, 1500 is set in the display game number counter in step S4608. Therefore, in the section command process in the games after receiving the finish command, it is determined in step S4611 that the value of the display game number counter has not become 1. For the same reason, it is also determined in step S4613, which proceeds from step S4611, that the value of the display game number counter has not become 0, and this process ends.

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

[0372] As described above, when it is determined that the notification mode ends with 2400 difference sheets, a predetermined ending video is displayed on the auxiliary display unit 65 until the notification mode and the advantageous section end from the next game.

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

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

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

[0376] If it is determined at step S4901 that the ending flag is not set, the process proceeds to step S4905 to determine whether or not the continuation flag is set. If the continuation flag is not set, after setting the continuation flag at step S4906, the process proceeds to step S4907. If the continuation flag is set, the process proceeds directly to step S4907. At step S4907, a process of continuously displaying the end screen is performed. Thereafter, this process ends. Note that at step S4907, a process of changing and displaying the number of medals acquired is not performed.

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

[0378] FIG. 70 is a flowchart showing the lottery result command process in the normal section. The lottery result command process is a process that is activated when a lottery result command transmitted from the main control device 101 is received, and is activated at the start stage of the game.

[0379] In step S5001, it is determined whether the player has not won any role in the current game. If the player has won any role in the current game, since it means winning the lottery for transitioning to the chance mode, that is, transitioning to the chance mode from the next game, this process is terminated as it is. On the other hand, if the player has not won any role in the current game, that is, if the normal section continues in the next game, the process proceeds to step S5002 to determine whether the value of the continuous game number counter is less than 6. If the value of the continuous game number counter is less than 6, a suggestive treasure ball selection lottery is conducted in step S5003. In the suggestive treasure ball selection lottery, the selection lottery is conducted based on the set state of this slot machine 10 and the random number acquired by the display control device 81. Incidentally, in the suggestive treasure ball selection lottery, in the case of setting 1 or setting 2, the blue treasure ball is selected at a rate of 40%, the yellow treasure ball is selected at a rate of 30%, the green treasure ball is selected at a rate of 20%, and the red treasure ball is selected at a rate of 10%. In the case of setting 3 or setting 4, the blue treasure ball is selected at a rate of 20%, the yellow treasure ball is selected at a rate of 30%, the green treasure ball is selected at a rate of 30%, and the red treasure ball is selected at a rate of 20%. In the case of setting 5 or setting 6, the blue treasure ball is selected at a rate of 10%, the yellow treasure ball is selected at a rate of 20%, the green treasure ball is selected at a rate of 30%, and the red treasure ball is selected at a rate of 40%. Note that the selection rates may be different for each of the settings 1 to 6. In step S5004, a process of displaying the selection result of the suggestive treasure ball selection lottery on the auxiliary display unit 65 is performed. Then, this process is terminated. If it is determined in step S5002 that the value of the continuous game number counter is 6 or more, the process proceeds to step S5005 to perform a process of displaying the determined treasure ball in which the set state of this slot machine 10 is described on the auxiliary display unit 65. Then, this process is terminated. For example, when the process of displaying the determined treasure ball is performed on the slot machine 10 with setting 6, as shown in FIG. 73(f), the end screen and the treasure ball with 6 written on it are displayed on the auxiliary display unit 65.

[0380] FIG. 71 is a flowchart showing the processing of the all-reel stop completion command in the normal section. The all-reel stop completion command processing is a process that is activated when the all-reel stop completion command transmitted from the main control device 101 is received, and is activated at the end stage of the game.

[0381] In the all-reel stop completion command processing, at step S5101, the suggestive treasure balls or confirmed treasure balls displayed on the auxiliary display unit 65 are made non-displayed, and this processing is terminated.

[0382] As described above, in the normal section, when not shifting to the chance mode, if it is up to the 1st to 5th games, the suggestive treasure balls are displayed on the auxiliary display unit 65 until all the reels 32L, 32M, and 32R stop, and if it is after the 6th game, the confirmed treasure balls are displayed on the auxiliary display unit 65 until all the reels 32L, 32M, and 32R stop. Here, the probability of not shifting to the chance mode, that is, the probability of a miss occurring, is about 1 / 6.4. Therefore, players who want to make a setting speculation from the appearance situation of the suggestive treasure balls or players who want to grasp the setting state from the confirmed treasure balls need to play the game so that the number of game plays in the normal section increases.

[0383] Next, the processing performed by the display control device 81 when shifting from the normal section to the chance mode will be described.

[0384] In the section command processing activated after the end of the game, as shown in the flowchart of FIG. 68, at step S4801, it is determined whether the current game is a game for shifting to the chance mode. More specifically, it is determined whether information indicating the normal section is stored in the second area of the game section storage area and whether information indicating the chance mode is stored in the first area. If the current game is a game for shifting to the chance mode, the process proceeds to step S4802, and 1 is set in the continuous game number counter provided in the RAM of the display control device 81. Then, this processing is terminated. If the current game is not a game for shifting to the chance mode, at step S4803, 1 is added to the value of the continuous game number counter, and this processing is terminated.

[0385] In the start command process that is activated at the start of the game, as shown in the flowchart of FIG. 72, it is determined whether the continuation flag is set at step S5201. If the continuation flag is set, it means that the end screen is being displayed on the auxiliary display unit 65. In such a case, at step S5202, the continuation flag is cleared, and at step S5203, the end screen being displayed on the auxiliary display unit 65 is made non-displayed. Thereafter, at step S5204, a process of displaying the value of the continuous game number counter on the auxiliary display unit 65 is performed, and this process ends. By performing such a process, as shown in FIG. 73(g), on the auxiliary display unit 65, the state of the young character walking far away on the road and the number of games in the chance mode are displayed.

[0386] If it is determined at step S5201 that the continuation flag is not set, at step S5205, a process of displaying the value of the continuous game number counter on the auxiliary display unit 65 is performed, and this process ends. By performing such a process, on the auxiliary display unit 65, the game number will be incrementally displayed by 1 each time the game is played.

[0387] According to the present embodiment described in detail above, the following excellent effects are achieved.

[0388] When the notification mode ends due to the difference number of 2400, the end screen is displayed in the next game of the game in which the difference number reaches 2400, that is, the first game in the normal section. When the notification mode ends due to the consumption of the transition game number, the end screen is displayed in the last game of the notification mode. In this way, by making the games in which the end screen is displayed different depending on which end condition is satisfied, it is possible to achieve diversification of auxiliary effects such as executing auxiliary effects according to the satisfied end condition.

[0389] As a result, it is possible to improve the gaming interest.

[0390] When the notification mode ends due to the difference count reaching 2400, the configuration is such that an end screen is displayed in the next game of the game in which the difference count reached 2400. By adopting such a configuration, it becomes possible to avoid displaying the end screen over a plurality of games in a situation where the notification mode has not ended. Certainly, it is also possible to adopt a configuration in which the end screen is displayed in the next game when the difference count becomes 2394 or more. However, in the case of adopting such a configuration, in the case where the push order bell is not won, or in the case where the stop switches 42 to 44 are not operated in the operation order notified despite winning the push order bell, etc., an event may occur where the difference count does not reach 2400 and the notification mode does not end even though the end screen is displayed. And when the said event occurs, the end screen will be continuously displayed until the difference count reaches 2400 and the notification mode ends.

[0391] When the remaining number of games is greater than 50 and the difference count is greater than 2200, the configuration is such that the value of the transition game number counter is changed so that the difference count reaches 2400 and the notification mode ends. By adopting such a configuration, it becomes possible to improve the gaming interest from various viewpoints.

[0392] First, in the case of a configuration where the game simply ends when the advantageous interval reaches a difference number of 2,400, among players, when the difference number actually reaches 2,400 and the advantageous interval (notification mode) ends, there are some players who think that they could have obtained more medals without such an upper limit on the number of medals, which would reduce their gaming motivation. This is because it is rare for the difference number to reach 2,400 at the timing when the remaining number of games becomes 0. On the other hand, in this slot machine 10 where the value of the transition game number counter is changed when the remaining number of games is greater than 50 and the difference number is greater than 2,200, it becomes possible to have the player play the game in the notification mode aiming for the difference number to reach 2,200. Also, since the expected value of the medal increase per game in the notification mode is about 3.5 medals, when the difference number becomes greater than 2,200 in a situation where the remaining number of games is 57 or less, it is equivalent to winning the bonus lottery. This is because the expected value of the number of games required for a 200 - medal increase is 58. As a result, even in the case of a configuration with an upper limit on the difference number in the advantageous interval, it becomes possible to reduce the situation where players' gaming motivation decreases, and it becomes possible to improve the gaming interest.

[0393] Next, when ending the notification mode on the condition of the difference number of medals, as described above, the end timing of the notification mode will vary depending on the result of the role lottery or the like. For this reason, in a configuration where the end condition of the notification mode is defined by the number of games, it has been difficult to execute the ending effect over a plurality of games. On the other hand, in this slot machine 10 where the value of the transition game number counter is changed when the remaining number of games is greater than 50 and the difference number of medals is greater than 2200, it is possible to determine in advance that the notification mode will end when the difference number of medals reaches 2400. For this reason, it is possible to secure the number of games from when the value of the transition game number counter is changed until the difference number of medals reaches 2400 as the number of games for displaying the ending video. Therefore, it becomes possible to execute the ending effect in a suitable form. In addition, it becomes possible to notify the player by the ending effect that the advantageous section can be completed, and it becomes possible to let the player enjoy the game while feeling a sense of superiority until the difference number of medals actually reaches 2400. As a result, it becomes possible to improve the gaming interest.

[0394] In addition, when the ending effect is executed, since the end screen is displayed on the first game of the normal section, the player can enjoy the ending effect until the next game is started and can play the next game while being immersed in the aftertaste. Therefore, it becomes possible to improve the gaming interest.

[0395] When the notification mode ends by consuming the transition game number, the end screen is displayed in the final game of the notification mode. When the notification mode ends by consuming the transition game number, the final game of the notification mode will not shift due to the result of the role lottery or the like. Therefore, it is possible to avoid displaying the end screen over a plurality of games even though the notification mode has not ended.

[0396] When winning the post-notification lottery, a resurrection effect is performed in the next game after the end screen is displayed to notify the additional game count. With such a configuration, when the end screen is displayed, it becomes possible to operate the start lever 41 to generate a start command for the next game while expecting the notification mode to continue, and it becomes possible to enhance the gaming interest.

[0397] Here, consider the case where the end screen is displayed in the next game after the notification mode ends, similar to the case where the notification mode ends with 2400 remaining tickets. In such a configuration, since the game section of the game in which the end screen is displayed has already become the normal section, even if a rare combination is won in that game, no additional lottery is conducted, and an event that the notification mode resumes cannot occur (see Figures 25 and 26). On the other hand, in this slot machine 10 where the end screen is displayed in the final game of the notification mode, since the game is in the notification mode, if a rare combination is won, an additional lottery and a post-notification lottery can be conducted to perform a resurrection effect. Therefore, it becomes possible to perform the resurrection effect in a suitable form, and it becomes possible to enhance the gaming interest.

[0398] When the notification mode ends by completing the number of transition games, a configuration is adopted in which an end screen is displayed at the start of the final game of the notification mode. By adopting such a configuration, it is possible to avoid the situation where the prepared end screen becomes useless. Then, after allowing the player to visually recognize the end screen in the final game of the notification mode, it is possible to notify that the notification mode continues by means of a revival effect. Therefore, it is possible to amplify the sense of satisfaction regarding the continuation of the notification mode. Certainly, it is also possible to adopt a configuration in which the end screen is displayed and a revival effect is performed after the stops of all the reels 32L, 32M, and 32R. However, it is common for players to play games continuously, and in the notification mode where virtual medals are stored and saved, since direct medal input is not required, the game interval generally becomes shorter. For this reason, when adopting a configuration in which the end screen is displayed after the stops of all the reels 32L, 32M, and 32R, there is a possibility that the player may start the next game without checking the end screen, and events such as noticing that the previous game was the final game of the notification mode by means of a revival effect may occur. This not only leads to the prepared end screen becoming useless, but also leads to a loss of the sense of satisfaction regarding the continuation of the notification mode. On the other hand, in this slot machine 10 where the end screen is displayed at the start of the final game, it is possible to suitably eliminate the above-mentioned concerns.

[0399] In the first game of the normal period, a configuration is adopted in which the end screen is displayed. By adopting such a configuration, it is possible to allow the player to play the first game of the normal period while being immersed in the aftertaste of the notification mode. Also, in such a configuration, when the end screen is displayed over two games, it is determined that it is not an advantageous period and that no revival effect is performed. Therefore, it is possible to provide new gameplay using the end screen that has been prepared conventionally, and it is possible to improve the gaming interest.

[0400] Furthermore, in a configuration such as the present slot machine 10 that does not perform a lottery for shifting to the notification mode during the normal period, there has been a concern that a player may wish to play the game in the chance mode rather than in the normal period and may avoid playing on the slot machine staying in the normal period. Therefore, in the present slot machine 10, when the end screen is displayed across two games, it is configured such that it is determined that it is not an advantageous period and that no revival effect is performed. In the case of such a configuration, a player who has played the game in the notification mode will issue a start command for the next game expecting that a revival effect will occur when the end screen is displayed in the final game of the notification mode. Therefore, when the advantageous period has ended, it becomes possible to make the player who has played the game in the notification mode play the first game in the normal period. Even if the above player ends the game at such a timing, the end screen is displayed on the auxiliary display unit 65. Therefore, it becomes possible to start the second game in the normal period for another player different from the above player while making the player expect that a revival effect will occur. Therefore, it becomes possible to suppress the player from avoiding playing on the slot machine 10 staying in the normal period, and it becomes possible to suppress a decrease in the operation rate of the slot machine 10.

[0401] A configuration is adopted in which the end screen is continuously displayed until the shift from the normal period to the chance mode. By adopting such a configuration, it becomes possible to reduce the auxiliary effects executed in the normal period and to suppress an increase in the storage capacity.

[0402] When winning a certain combination in the three-reel game, a shift is made from the normal period to the chance mode, and a miss occurs only with a probability of about 1 / 6.4. By adopting such a configuration in which the probability of shifting to the chance mode is higher than the probability of not shifting, it becomes possible to reduce the number of games staying in the normal period. As a result, it becomes possible to reduce the chance that the end screen is continuously displayed for a long time, and it becomes possible to reduce the chance that the player ends the game while the end screen is being displayed.

[0403] Even when the configuration is such that the probability of transitioning to the chance mode is higher than the probability of not transitioning as described above, an event of staying in the normal section without transitioning from the normal section to the chance mode can occur. And when the end screen is continuously displayed for a long time, there is a concern that the game in the normal section may become monotonous. Therefore, in this slot machine 10, when not transitioning from the normal section to the chance mode, it is configured to display a suggestive treasure ball or a confirmed treasure ball. By adopting such a configuration, it becomes possible to make the player think about making a setting speculation based on the appearance situation of the suggestive treasure ball, or to make the player think that they want the normal section to continue until the confirmed treasure ball is displayed. As a result, it becomes possible not only to suppress the player from avoiding the game on the slot machine 10 staying in the normal section, but also to suppress the game in the normal section from becoming monotonous.

[0404] When all the reels 32L, 32M, and 32R stop, it is configured to hide the displayed suggestive treasure ball or confirmed treasure ball. By adopting such a configuration, it becomes possible to configure suc...

Claims

Claim 1 a plurality of cyclic display means for cyclically displaying a plurality of types of patterns; start operation means operated to start the cyclic display of the patterns; lottery means for performing a lottery of roles; a plurality of stop operation means operated to individually stop the cyclic display of the patterns; privilege granting means for granting a privilege to a player when a winning pattern corresponding to a winning role in the lottery of the role forms a predetermined combination and stops at an effective position; In a gaming machine comprising: As a determination target determined in the lottery of the role, a first determination target in which a winning is established in which a first number of game media are granted when the plurality of stop operation means are operated in a first operation order, and a second determination target in which a winning is established in which the first number of game media are granted when the plurality of stop operation means are operated in a second operation order are provided; operation order notification means for notifying an operation order capable of establishing a winning in which the first number of game media are granted; notification determination means for determining whether or not to notify the operation order; Comprising: configured such that the probability of winning the first determination target is higher than the probability of winning the second determination target; The gaming machine is characterized in that the operation order notification means is configured such that, in a specific gaming state, the frequency of notifying the operation order when winning the first determination target is higher than the frequency of notifying the operation order when winning the second determination target.

Citation Information

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