Game machine
The gaming machine employs special determination and state transition mechanisms to create dynamic special states and effects, enhancing player engagement and amusement.
Patent Information
- Application Number
- JP2025085453
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-22
- Publication Date
- 2025-08-01
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest and engagement through dynamic special states and effects, leading to a need for improved game amusement.
Incorporation of special determination means for triggering special states, standby period setting, special state transition, specific effect execution, and delay mechanisms to create anticipation and varied gameplay experiences.
Enhances player engagement and amusement by introducing unpredictable special states and effects, increasing the overall interest in the game.
Smart Images

Figure 2025113398000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is conducted based on the establishment of predetermined lottery conditions, and a privilege is given to the player according to the result of the internal lottery (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Here, in the gaming machines exemplified above, it is necessary to improve the interest of the game, and there is still room for improvement in this regard.
[0005] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0006] The present invention is special determination means for executing a special determination as to whether or not to cause a special state advantageous to the player based on a predetermined determination trigger; when the determination result of the special determination becomes a specific result corresponding to causing the special state, a standby period setting means capable of setting a standby period so that at least one of the transition to the special state and the specific notification corresponding to the winning of the specific result is waited for over a plurality of games; Special state transition means for transitioning the gaming state to the special state when the waiting period has elapsed or when a predetermined transition condition is satisfied after the elapse of the waiting period; When the waiting period is set by the waiting period setting means, a specific effect executed over a plurality of games is started in a predetermined game during the waiting period, and the specific notification is set to be executed in a specific game after the predetermined game in the specific effect. Specific effect setting means; Specific effect execution means for executing the specific effect by a predetermined effect means based on the setting result of the specific effect setting means; Specific means for making the waiting period longer than the period set by the waiting period setting means when a predetermined condition is satisfied at least during the execution of the specific effect; Delay means for delaying the execution game so that the execution game of the specific notification becomes a game after the specific game set by the specific effect setting means when the predetermined condition is satisfied during the execution of the specific effect; characterized by comprising.
Advantages of the Invention
[0007] According to the present invention, it is possible to enhance the amusement of the game.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] <First Embodiment> Hereinafter, an embodiment in the case of applying to a rotating reel gaming machine, specifically a slot machine, which is a type of gaming 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.
[0010] 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.
[0011] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. That is, the housing 11 is provided with a pair of upper and lower support shafts 13a and 13b on the left side when viewed from the front, and the front door 12 is provided with bearing portions 14a and 14b at positions corresponding to the respective support shafts 13a and 13b. And in a state where 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.
[0012] A game panel 25 for notifying the player of the game state is provided near the upper part of the center 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 of the display windows 26L, 26M, and 26R. Note that the display windows 26L, 26M, and 26R may be combined into one common display window.
[0013] As shown in FIG. 3, 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, 32R is rotatably supported such that its central axis becomes the rotation axis of the reel. The rotation axes of the reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the display windows 26L, 26M, 26R. Therefore, a part of the surface of each of the reels 32L, 32M, 32R is visible through the corresponding display windows 26L, 26M, 26R. Further, when the reels 32L, 32M, 32R rotate forward, the surfaces of the reels 32L, 32M, 32R are projected through the display windows 26L, 26M, 26R as if they are moving downward from above.
[0014] Here, the configuration of the reel unit 31 will be briefly described.
[0015] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each reel 32L, 32M, 32R can be rotationally driven individually, that is, independently, by driving each stepping motor. The stepping motor is set to be rotated by applying a drive signal of, for example, 500 pulses (hereinafter also referred to as an excitation pulse). The rotational position of the stepping motor, that is, the rotational position of the reel, is controlled by this excitation pulse. Further, a reel index sensor for detecting that the reel has made one rotation is installed on each of the reels 32L, 32M, 32R in the reel unit 31. When the reel index sensor detects that the reel has made one rotation, a detection signal is output to the main control device 101 described later each time such detection occurs. Therefore, the main control device 101 can confirm and correct the angular position of each of the reels 32L, 32M, 32R every rotation based on the detection signal of the reel index sensor and the number of excitation pulses output until the detection signal is input.
[0016] On the outer peripheral surface 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 25 pulses (= 500 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.
[0017] Next, the patterns drawn on each of the reels 32L, 32M, 32R will be described.
[0018] Figure 6 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in this figure, on each of the reels 32L, 32M, and 32R, 20 symbols are arranged in a row. Also, numbers from 0 to 19 are assigned corresponding to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 101 to recognize the symbols that can be visually recognized from the display windows 26L, 26M, and 26R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for the explanation.
[0019] As symbols, there are 10 types such as the "bell" symbol (for example, the 1st on the left reel 32L), the "replay" symbol (for example, the 0th on the left reel 32L), the "red 7" symbol (for example, the 14th on the left reel 32L), the "watermelon" symbol (for example, the 2nd on the left reel 32L), the "cherry" symbol (for example, the 8th on the left reel 32L), the "BAR" symbol (for example, the 9th on the left reel 32L), the "white 7" symbol (for example, the 3rd on the left reel 32L), the "youth" symbol (for example, the 18th on the left reel 32L), the "red shell" symbol (for example, the 4th on the left reel 32L), and the "white shell" symbol (for example, the 19th 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.
[0020] Each of the display windows 26L, 26M, and 26R is formed such that 3 symbols that can visually recognize the entire symbols out of the 20 symbols attached to the corresponding reel are visible. For this reason, 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.
[0021] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0022] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.
[0023] In this slot machine 10, among the above lines L1 to L6, the bent line L6 is set as the active line. More specifically, in this slot machine 10, there are cases where the game starts with 3 medals bet and cases where the game starts with 2 medals bet. When the game starts with 3 or 2 medals bet, only the bent line L6 is set as the active line, and the other lines L1 to L5 are not set as active lines. In the following description, the bent line L6 may be referred to as the active line ML. Also, hereinafter, a game started with 3 medals bet is called a 3-bet game, a game started with 2 medals bet is called a 2-bet game, and a game started with 1 medal bet is called a 1-bet game. Note that in this embodiment, a 1-bet game is not set.
[0024] Figures 8 to 10 are diagrams showing the correspondence between the combinations of winning symbols and the benefits given when winning.
[0025] As small winning awards for which medal payouts are made, there are the first small winning award to the 32nd small winning award.
[0026] When the "REPLAY" symbols on the left reel 32L, the "REPLAY" symbols on the middle reel 32M, and the "REPLAY" symbols on the right reel 32R stop on the active line ML, the first small winning award is obtained. When the first small winning award is established, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.
[0027] As shown in FIG. 11(a), when the symbol corresponding to the first small winning award stops on the active line ML, the "BELL" symbols align and stop on the downward right line L4. Therefore, it becomes easy for the player to understand that the small winning award corresponding to the bell has been established.
[0028] When the "REPLAY" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the second minor prize. When the winning of the second minor prize is established, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.
[0029] As shown in Fig. 11(b), when the symbols corresponding to the winning of the second minor prize stop on the effective line ML, the "BELL" symbols align and stop on the upper line L1. Therefore, it becomes easy for the player to understand that the winning of the minor prize corresponding to the bell has been established, and from the difference in the lines where the "BELL" symbols align, it is also understandable that a winning of a minor prize different from the above-mentioned first minor prize has been established.
[0030] When the "BELL" symbol on the left reel 32L, the "REPLAY" symbol on the middle reel 32M, and the "WATERMELON" symbol or "RED SEA BREAM" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the third minor prize. When the winning of the third minor prize is established, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.
[0031] As shown in Fig. 11(c), when the symbols corresponding to the winning of the third minor prize stop on the effective line ML, the "BELL" symbols align and stop on the middle line L2. Therefore, it becomes easy for the player to understand that the winning of the minor prize corresponding to the bell has been established, and from the difference in the lines where the "BELL" symbols align, it is also understandable that a winning of a minor prize different from the above-mentioned first and second minor prizes has been established.
[0032] When the "WATERMELON" symbol on the left reel 32L, the "REPLAY" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the effective line ML, it results in a winning of the fourth minor prize. When the winning of the fourth minor prize is established, 13 medals are paid out in a 3-bet game and 5 medals are paid out in a 2-bet game.
[0033] As shown in Fig. 11(d), when the symbol corresponding to the fourth minor winning combination stops on the active line ML, the "bell" symbols align and stop on the upward right line L5. Therefore, it becomes easy for the player to understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the line where the "bell" symbols align, it also becomes understandable that a minor winning combination different from the above first to third minor winning combinations has been achieved.
[0034] When the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, it is the fifth minor winning combination. When the fifth minor winning combination is achieved, 13 medals are paid out in a 3 - bet game and 5 medals are paid out in a 2 - bet game.
[0035] As shown in Fig. 11(e), when the symbol corresponding to the fifth minor winning combination stops on the active line ML, the "bell" symbols align and stop on the lower line L3. Therefore, it becomes easy for the player to understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the line where the "bell" symbols align, it also becomes understandable that a minor winning combination different from the above first to fourth minor winning combinations has been achieved.
[0036] When the "watermelon" symbol on the left reel 32L, the "replay" symbol on the middle reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML, it is the sixth minor winning combination. When the sixth minor winning combination is achieved, 13 medals are paid out in a 3 - bet game and 5 medals are paid out in a 2 - bet game.
[0037] As shown in Fig. 11(f), when the symbol corresponding to the sixth minor winning combination stops on the active line ML, the "bell" symbols stop respectively at the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (stop in a small mountain shape). Therefore, it becomes easy for the player to understand that the minor winning combination corresponding to the bell has been achieved, and from the difference in the stop positions of the "bell" symbols, it also becomes understandable that a minor winning combination different from the above first to fifth minor winning combinations has been achieved.
[0038] When the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell" or "Young Man" symbol on the middle reel 32M, and the "White 7", "White Shell" or "Young Man" symbol on the right reel 32R stop on the active line ML, it is a winning of the 7th minor winning combination. When the winning of the 7th minor winning combination is established, 3 medals are paid out in the 3-bet game and 3 medals are paid out in the 2-bet game.
[0039] As shown in Fig. 12(a), when the symbol corresponding to the winning of the 7th minor winning combination stops on the active line ML, the "Watermelon" symbols align and stop on the downward right line L4. Therefore, it becomes easy for the player to understand that the winning of the minor winning combination corresponding to the watermelon has been established.
[0040] When the "Bell" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R stop on the active line ML, it is a winning of the 8th minor winning combination. When the winning of the 8th minor winning combination is established, 3 medals are paid out in the 3-bet game and 3 medals are paid out in the 2-bet game.
[0041] As shown in Fig. 12(b), when the symbol corresponding to the winning of the 8th minor winning combination stops on the active line ML, the "Watermelon" symbols align and stop on the upper line L1. Therefore, it becomes easy for the player to understand that the winning of the minor winning combination corresponding to the watermelon has been established, and from the difference in the lines where the "Watermelon" symbols align, it also becomes understandable that a different minor winning combination from the above-mentioned 7th minor winning combination has been established.
[0042] The 9th minor winning combination to the 32nd minor winning combination are so-called missed winning combinations that mainly win when the 1st minor winning combination to the 6th minor winning combination are missed. When the 9th minor winning combination to the 32nd minor winning combination are achieved, one medal payout is made in the 3-bet game, and one medal payout is made in the 2-bet game. The 9th minor winning combination to the 32nd minor winning combination are determined by the corresponding combinations of the "REPLAY" symbol, "RED 7" symbol, "BAR" symbol, "RED SHELL" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol or "BELL" symbol on the left reel 32L, the "WHITE 7" symbol, "CHERRY" symbol, "RED SHELL" symbol, "YOUNG MAN" symbol, "RED 7" symbol, "WATERMELON" symbol, "REPLAY" symbol, "BAR" symbol, "BELL" symbol or "WHITE SHELL" symbol on the middle reel 32M, and the "RED 7" symbol, "WHITE 7" symbol, "WHITE SHELL" symbol, "YOUNG MAN" symbol, "WATERMELON" symbol, "RED SHELL" symbol, "BAR" symbol or "REPLAY" symbol on the right reel 32R, which stop on the valid line ML. As shown in FIGS. 8 and 9, the combinations of symbols corresponding to these 9th minor winning combination to the 32nd minor winning combination are all set so that the "BELL" symbol does not line up and stop on the straight lines (L1 to L5), making it easy to understand that the minor winning combination corresponding to the bell is not achieved.
[0043] Incidentally, in the configuration where medals are paid out based on the above 1st minor winning combination to the 32nd minor winning combination, the winning combinations paid out are a type of privilege given according to the result of the game. In this specification, the paid-out medals may also be referred to as "payout medals", and the ratio of the number of payout medals ("payout medals") to the number of inserted (bet) medals may also be referred to as the "payout rate".
[0044] As winning combinations that are given the privilege of a replay where the game of the next round can be played without inserting medals, there are the 1st replay winning combination to the 12th replay winning combination. As shown in FIG. 10, for these 1st replay to the 12th replay, the winning symbol combinations are respectively set.
[0045] The first replay game awards a prize when the "REPLAY" symbol on the left reel 32L, the "WATERMELON" symbol on the middle reel 32M, and the "RED 7", "WHITE 7", "WHITE SHELL" or "YOUNG MAN" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 12(c), when the symbols corresponding to the first replay game award stop on the active line ML, the "REPLAY" symbols align and stop on the middle line L2. Therefore, the player can easily understand that the replay game award corresponding to the replay has been achieved.
[0046] The second replay game awards a prize when the "REPLAY" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BAR" or "CHERRY" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the second replay game award stop on the active line ML, as shown in Fig. 14(a), the "BAR" symbols align and stop on the rising right line L5, or as shown in Fig. 14(b), the "RED 7", "RED 7", and "BAR" symbols stop in order from the left on the rising right line L5. When the second replay game award is achieved, although the game state does not change, a transition to an advantageous notification mode occurs for the player and the first AT state is started.
[0047] The third replay game awards a prize when the "BELL", "RED SHELL" or "YOUNG MAN" symbol on the left reel 32L, the "BELL" symbol on the middle reel 32M, and the "BELL" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the third replay game award stop on the active line ML, as shown in Fig. 14(c), the "WHITE 7" symbols align and stop on the bottom line L3, or as shown in Fig. 14(d), the "RED 7" symbols align and stop on the falling right line L4. When the third replay game award is achieved, although the game state does not change, a transition to an advantageous notification mode occurs for the player and the second AT state is started.
[0048] The fourth and fifth replay games are for adjustment when multiple replay games are won repeatedly.
[0049] The sixth replay game wins when the "Bell" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7", "White 7", "BAR", "Cherry", "White Shell", or "Young Man" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 12(d), when the symbols corresponding to the sixth replay game win stop on the active line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "Watermelon" symbol does not stop on the upper part of the right reel 32R (the "Watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called off-state of the upper-row watermelon combination. Also, when the symbols corresponding to the sixth replay game win stop on the active line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "Watermelon" symbol does not stop in the middle part of the middle reel 32M (the "Watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called off-state of the downward-right watermelon combination.
[0050] The seventh replay game wins when the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 12(e), when the symbols corresponding to the seventh replay game win stop on the active line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "Watermelon" symbol does not stop on the upper part of the middle reel 32M (the "Watermelon" symbol stops in the middle part of the middle reel 32M), resulting in a so-called off-state of the upper-row watermelon combination. Also, when the symbols corresponding to the seventh replay game win stop on the active line ML, the "Watermelon" symbol stops on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "Watermelon" symbol does not stop on the lower part of the right reel 32R (the "Watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called off-state of the downward-right watermelon combination.
[0051] The 8th replay game is a winning combination when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Clam", or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(a), when the symbols corresponding to the 8th replay game winning combination stop on the active line ML, the "Watermelon" symbols align and stop on the middle line L2.
[0052] The 9th replay game is a winning combination when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Clam" symbol on the right reel 32R stop on the active line ML. As shown in Fig. 13(b), when the symbols corresponding to the 9th replay game winning combination stop on the active line ML, the "Replay" symbol stops in the middle section of the left reel 32L and the middle section of the middle reel 32M, while the "Replay" symbol does not stop in the middle section of the right reel 32R (the "Bell" symbol stops in the middle section of the right reel 32R), resulting in a stop pattern that is outside the so-called middle-reel replay tempai.
[0053] For the 10th replay game, a winning combination is formed when the "BAR" symbol on the left reel 32L, the "White 7", "BAR", "Cherry", "Red Shell" or "Young Man" symbol on the middle reel 32M, and the "Red 7", "White 7", "BAR", "Cherry", "White Shell" or "Young Man" symbol on the right reel 32R stop on the active line ML. Also, for the 12th replay game, a winning combination is formed when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell", "Watermelon" or "Red Shell" symbol on the right reel 32R stop on the active line ML. As shown in FIGS. 13(c) and 13(d), when a symbol corresponding to the 10th replay game win or the 12th replay game win stops on the active line ML, the "Cherry" symbol stops at the lower stage of the left reel 32L. When winning the 10th replay game or the 12th replay game, if a stop operation is performed aiming for the "Cherry" symbol on the right reel 32R, the "Cherry" symbol stops at the upper stage in the case of winning the 10th replay game, and the "Cherry" symbol stops at the middle or lower stage in the case of winning the 12th replay game. Therefore, it is possible to distinguish between the 10th replay game win and the 12th replay game win. The 11th replay game is a winning combination that occurs when it is not possible to win the 10th or 12th replay games, that is, when a miss may occur.
[0054] As state transition wins where only the game state transition is performed, there are the 1st BB win and the 2nd BB win.
[0055] When the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "Cherry" symbol on the right reel 32R stop on the active line ML, it is a 1st BB win. When the 1st BB win is achieved, the game state transitions to the 1st BB state. As shown in FIG. 13(e), when a symbol corresponding to the 1st BB win stops on the active line ML, the "White 7" symbols align and stop on the middle line L2.
[0056] When the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the effective line ML, it is a second BB win. When a second BB win is achieved, the game state shifts to the second BB state. As shown in Fig. 13(f), when the symbols corresponding to the second BB win stop on the effective line ML, the "White 7" symbol stops in the middle section of the left reel 32L and the middle section of the middle reel 32M, and the "Red 7" symbol stops in the middle section of the right reel 32R.
[0057] A start lever 41 for operating to start the rotation of each of the reels 32L, 32M, 32R is provided at the lower left side of the game panel 25. The start lever 41 constitutes start operation means or starting operation means for starting the rotation of the reels 32L, 32M, 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, 32R starts to rotate.
[0058] Button-shaped stop switches 42 to 44 for operating to individually stop the rotating reels 32L, 32M, 32R are provided on the right side of the start lever 41. Each of the stop switches 42 to 44 is disposed directly below the display windows 26L, 26M, 26R corresponding to the reels 32L, 32M, 32R to be stopped, respectively.
[0059] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Fig. 15), and the stop detection sensors 42a to 44a are connected to a main control device 101 described later. The main control device 101 grasps that the stop switches 42 to 44 have been operated based on the detection signals from the stop detection sensors 42a to 44a. Specifically, when the stop switches 42 to 44 are not operated, LOW signal detection signals are output from the stop detection sensors 42a to 44a, and when the stop switches 42 to 44 are operated, the detection signals are switched from LOW signals to HI signals. The main control device 101 grasps such a signal switch and grasps that the stop switches 42 to 44 have been operated. When the main control device 101 grasps that the stop switches 42 to 44 have been operated, it controls to stop the rotation of the reel corresponding to the operated switch.
[0060] 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.
[0061] Below the right side of the display windows 26L, 26M, and 26R, a medal insertion slot 45 for inserting medals is provided. The medal insertion slot 45 constitutes input means for inputting game media. Also, focusing on the fact that the medal insertion slot 45 involves the operation of directly inserting medals by the player, it can also be said to constitute direct input means for directly inputting game media.
[0062] The medals inserted through the medal insertion slot 45 are guided by a selector 46, which serves as a passage switching means provided on the back surface of the front door 12, to either the storage passage 47 or the 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 further guided to a hopper device 51 housed inside the housing 11. On the other hand, the medals guided to the discharge passage 48 are guided from a medal discharge port 49 provided at the lower front part of the front door 12 to a medal tray 50 and returned to the player.
[0063] 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, on the right side of the hopper device 51, a reserve tank 54 is provided to prevent more than a predetermined amount of medals from being stored in the storage tank 52. Inside the storage tank 52 of the hopper device 51, a guide plate 52a for discharging medals from the storage tank 52 to the reserve tank 54 is provided. Therefore, when medals are stored above the height where the guide plate 52a is provided, such medals will be stored in the reserve tank 54.
[0064] Below the medal insertion slot 45, a button-shaped return switch 55 is provided. When the return switch 55 is operated under the condition that the medals inserted into the medal insertion slot 45 are jammed inside the selector 46, the selector 46 mechanically operates in conjunction, and the medals jammed inside the selector 46 are returned from the medal discharge port 49.
[0065] Below the lower left side of the windows 26L, 26M, and 26R, a first credit input switch 56 is provided for inputting a predetermined specific number of virtual medals out of the specified number of game media at one time. The specific number is set according to the progress of the game. For example, when the first credit input switch 56 is operated in a situation where the specified number of games is set to 3 and the specific number is set to 3, 3 virtual medals are input on the condition that there is credit. When the first credit input switch 56 is operated in a situation where the specified number of games is set to 2 and the specific number is set to 2, 2 virtual medals are input on the condition that there is credit. Also, when the first credit input switch 56 is operated in a situation where the specified number of games is set to 3 or 2 and the specific number is set to 3, 3 virtual medals are input on the condition that there is credit. When the first credit input switch 56 is operated in a situation where the specified number of games is set to 3 or 2 and the specific number is set to 2, 2 virtual medals are input on the condition that there is credit.
[0066] Also, a second credit input switch 57 is provided to the left of the first credit input switch 56. The second credit input switch 57 is for inputting 2 virtual medals.
[0067] Each credit input switch 56, 57 constitutes an input means for inputting game media together with the medal input port 45. Also, while the medal input port 45 involves the operation of directly inputting medals by the player, if we focus on the fact that each credit input switch 56, 57 only involves the operation of inputting virtual medals based on stored memory, it can be said that they constitute an indirect input means for indirectly inputting game media. In this slot machine 10, a credit input switch for inputting 1 virtual medal is not provided.
[0068] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and its operability is superior for the first credit insertion switch 56 than the second credit insertion switch 57. Therefore, normally, it is assumed that the player operates the first credit insertion switch 56 to advance the game. That is, normally, it is considered that the game is played by inserting a specific number of set coins out of the specified number of coins.
[0069] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, an effect switch 66 operated during the occurrence of an effect is provided.
[0070] To the left of the start lever 41, a settlement switch 59 is provided. That is, this slot machine 10 has a credit function of storing and memorizing surplus inserted medals and paid-out medals at the time of winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement switch 59 is operated under the situation where virtual medals are stored and memorized, the virtual medals are paid out from the medal payout port 49 as real medals. In this case, focusing on the function of paying out the credited virtual medals as real medals, it can be said that the settlement switch 59 constitutes a settlement operation means for actually paying out the stored game media.
[0071] Below the display windows 26L, 26M, and 26R of the game panel 25, a credit display unit 60 for displaying the number of credited virtual medals, a remaining payout number display unit 61 for displaying the remaining number of medals to be paid out until the BB state ends, and a payout number display unit 62 for displaying the number of medals paid out at the time of winning are respectively provided. These display units 60 to 62 are constituted by 7-segment displays, but it is of course possible to replace them with a liquid crystal display or the like.
[0072] Below the display windows 26L, 26M, and 26R in the game panel 25 and to the right of the payout number display section 62, there is an order display for notifying the operation order of the stop switches 42 to 44 and an interval display for indicating a favorable interval, which is an interval in which the winning rate of a minor winning combination is changed by notifying the operation order to enable the player to play the game in a favorable situation. An instruction monitor 68 having these is provided. The instruction monitor 68 will be described in detail later.
[0073] At the upper part of the front door 12, there are an upper lamp 63 that lights up or blinks as the game progresses, a pair of left and right speakers 64 that emit various sound effects and notify the player of the game state as the game progresses, and an auxiliary display section 65 that provides various information to the player. The auxiliary display section 65 is for executing various display effects as the game progresses. Since the game by each of the reels 32L, 32M, and 32R can be considered as being by the main display section, it is referred to as the auxiliary display section 65 in this embodiment. On the back surface of the auxiliary display section 65, there are provided an upper lamp 63, speakers 64, and a display control device 81 for driving the auxiliary display section 65.
[0074] In the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is described or which constitutes a predetermined display screen. Note that the lower display section 69 may be configured as a liquid crystal display section, operation buttons for effects may be provided on the lower display section 69, or the entire lower display section 69 may be configured to be operable.
[0075] Inside the housing 11, on the left side of the hopper device 51, a power supply box 70 is provided. The power supply box 70 houses a power supply device 91 inside and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, etc. The power switch 71 is a start switch for supplying power to each part including the main control device 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. Also, the setting key insertion hole 73 is for a hall manager or the like to adjust the 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 (set value) 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.
[0076] Above the reel unit 31, a main control device 101 for overall management of the game is attached to the housing 11.
[0077] The main control device 101 is provided with a ratio monitor 77 for indicating the ratio between a game state advantageous to the player and a state that is not. The ratio monitor 77 is installed on the side of the main control device 101 facing the front of the gaming machine so that it can be visually recognized from the front of the gaming machine when the front door 12 is in the open state and cannot be visually recognized when the front door 12 is in the closed state. More specifically, it is housed in the substrate box such that the display surface of the ratio monitor 77 can be visually recognized through the substrate box in which the main control device 101 is housed. Incidentally, when the front door 12 is in the closed state, the ratio monitor 77 cannot be visually recognized even through gaps such as the display windows 26L to 26R, and it is impossible to check the ratio monitor 77 unless the locked state is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. Note that the ratio monitor 77 will be described in detail later.
[0078] Next, the electrical configuration of this slot machine 10 will be described based on the block diagrams of FIGS. 15 and 16.
[0079] The main control device 101 is equipped with a microcomputer centered around the CPU 102 which 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.
[0080] 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, 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 slot 45, a paid-out detection sensor 51a that detects the medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a 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.
[0081] Also, on the input side of the main control device 101, the 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 so on.
[0082] The power outage monitoring circuit 91b monitors the power-off state and is used to generate a power outage signal not only during a power outage but also when the power is cut 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 a power outage signal is 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.
[0083] 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.
[0084] On the output side of the main control device 101, there are an external centralized terminal board 121 etc. that can transmit information to the reel unit 31 (more specifically, the stepping motors for rotating each of the reels 32L, 32M, 32R), the medal passage switching solenoid 46a provided in the selector 46, the hopper device 51, the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, the instruction monitor 68, the winning ratio monitor 77, the display control device 81, a hall management device (not shown), etc. are connected via the input / output port 104.
[0085] In the above-described CPU 102, in addition to the ROM 105 that stores various control programs and fixed-value data executed by this CPU 102, and the RAM 106 for securing a work area for temporarily storing various data when executing the control programs stored in this ROM 105, although not shown in the figure, as is well known, in addition to an interrupt circuit, various processing circuits necessary in the slot machine 10 such as a timer circuit and a data transmission / reception circuit, and various counters such as a credit counter for counting the number of credit cards are built in. The ROM 105 and the RAM 106 constitute a main memory as a storage means, and the programs for executing various processes are stored in the above-described ROM 105 as a part of the control programs.
[0086] The RAM 106 is configured such that backup voltage is supplied from the power supply device 91 even after the power of the slot machine 10 is cut off, and data can be held (backed up). In the RAM 106, in addition to a memory for temporarily storing various data, a winning flag storage area 106a for storing the lottery result of the role, a stop information storage area 106b for storing stop information used when performing stop control of each reel 32L, 32M, 32R, a state information storage area 106c for storing the game state such as the BB state, etc., a backup area is provided.
[0087] The backup area is an area for storing the value of the stack pointer at the time of power-off (including power-off by operating the power switch 71. The same applies hereinafter) when the power is cut off due to the occurrence of a power failure or the like. When the power failure is resolved (including power-on by operating the power switch 71. The same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power-off based on the information in the backup area. Writing to the backup area is executed at the time of power-off by the power-off process (see FIG. 17), and the restoration of each value written in the backup area is executed in the main process at the time of power-on.
[0088] Also, the NMI terminal (non-maskable interrupt terminal) of the CPU 102 is configured such that a power failure signal from the power failure monitoring circuit 91b is input when the power supply is cut off due to the occurrence of a power failure or the like. And when the power supply is cut off, NMI interrupt processing as power failure flag generation processing is immediately executed.
[0089] As shown in FIG. 16, the display control device 81 is equipped with a microcomputer centered on the CPU 181 which is an arithmetic processing means. The CPU 181 incorporates a ROM 182 that stores various control programs and fixed value data executed by this CPU 181, and a RAM 183 for securing a work area for temporarily storing various data when executing the control programs stored in the ROM 182.
[0090] The display control device 81 is provided with an input / output port (not shown). The main control device 101 is connected to the input side, and the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are connected to the output side. Then, based on various commands input from the main control device 101, the upper lamp 63, the speaker 64, and the auxiliary display unit 65 are driven and controlled. That is, the display control device 81 serves as a sub-base for executing auxiliary control in relation to the main control device 101 which is the main base for overall management of the game. That is, by providing a sub-base for indirect game-related sounds, lamps, and displays, the burden on the main base is reduced.
[0091] An effect switch 66 (more specifically, an effect switch detection sensor for detecting the operation of the effect switch 66) and the like are connected to the input side of the display control device 81. In addition, the various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.
[0092] Next, each control process executed by the CPU 102 of the main control device 101 will be described. The processes of such CPU 102 are roughly classified into a main process that is started when the power is turned on, a timer interrupt process that is started periodically (at a cycle of 1.49 msec in this embodiment), and an NMI interrupt process that is started when a power failure signal is input to the NMI terminal. Below, among these processes, the processes related to the progress of the game, that is, the timer interrupt process and the normal process performed in the main process, will be described.
[0093] FIG. 17 is a flowchart of the timer interrupt process that is periodically executed by the main control device 101. A timer interrupt occurs, for example, every 1.49 msec by the CPU 102 of the main control device 101.
[0094] First, in the register save process shown in step S101, the values of all the registers in the CPU 102 used in the normal process described later are saved in the backup area of the RAM 106. In step S102, it is confirmed whether the power failure flag is set. When the power failure flag is set, the process proceeds to step S103 and the power failure process is executed.
[0095] Here, the outline of the power failure process will be described.
[0096] When the power is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring circuit 91b of the power supply device 91, and the power failure signal is input to the main control device 101 via the NMI terminal. When the power failure signal is input, the main control device 101 immediately executes the NMI interrupt process and sets the power failure flag in the power failure flag storage area provided in the RAM 106.
[0097] In the power-off process, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this process is terminated and the timer interrupt process is resumed to complete the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the CPU 102 is saved in the backup area of the RAM 106. Then, the output state of the output port in the input / output port 104 is cleared, and all actuators (not shown) are turned off. And, a RAM determination value for determining whether the data in the RAM 106 is normal when the power is restored is calculated and saved in the backup area, thereby prohibiting subsequent RAM access. After performing the above processes, in preparation for the power 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-off flag is erroneously set due to, for example, noise, it is confirmed whether the power-off signal is being output until the infinite loop is entered. If the power-off signal is not being output, it means that the power-off state has been restored, so writing to the RAM 106 is permitted and the power-off flag is reset, and the timer interrupt process is resumed. If the output of the power-off signal continues, an infinite loop is entered as it is. Incidentally, even under the infinite loop, it is confirmed whether the power-off signal is being output, and if the power-off signal stops being output, the main process is entered.
[0098] Returning to the description of the timer interrupt process, if the power-off flag is not set in step S102, various processes after step S104 are performed.
[0099] That is, in step S104, a watchdog timer clear process is performed to initialize the value of the watchdog timer for monitoring the occurrence of malfunction. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel driving motors, to rotate the respective reels 32L, 32M, and 32R. In step S107, the states of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104 are read, and a sensor monitoring process is performed to monitor whether the read result is normal. In step S108, a timer arithmetic process is performed to subtract the values of the respective counters and timers. In step S109, a counter process is performed to output the results of counting the number of bet medals and the number of payout medals to the external centralized terminal board 121.
[0100] In step S110, a command output process is performed to transmit various commands such as a lottery result command described later to the display control device 81. In step S111, a segment data setting process is performed to set the segment data respectively displayed on the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to the respective display units 60 to 62 and 68 to display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of the respective registers saved in the backup area in the previous step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0101] Next, the normal process for performing the main control related to the game will be described based on the flowchart of FIG. 18.
[0102] 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 S212 is performed.
[0103] As the game management process, in step S203, data such as various game information stored in the RAM 106 (for example, the random number value used in the previous game) is cleared. After that, in step S204, a start waiting process is performed.
[0104] In the start waiting process, it is determined whether any replay winning has occurred in the previous game. If any replay winning has occurred, an automatic input process for automatically inputting the same number of virtual medals as the previous bet number is performed, and the start waiting process ends. Specifically, for example, when a replay winning occurs in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and when a replay winning occurs in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.
[0105] Note that in the automatic input process, the virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if any replay winning has occurred in the previous game, the player can play this game without reducing the medals owned and without inputting medals. If no replay winning has occurred, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading result obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to set the slot machine 10 to an error state and notify the occurrence of the error. Such an error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated. If the settlement switch 59 has been operated, a medal return process for paying out the same number of medals as the credited virtual medals is performed.
[0106] After the medal return process is completed or when the settlement switch 59 is not operated, it is determined whether the medal insertion or credit insertion switches 56 and 57 have been operated between the previous start waiting process and the current start waiting process. If either is performed, a medal insertion process for changing the number of bets, etc. is performed, and the start waiting process is terminated. Also, if neither medal insertion nor operation of the credit insertion switches 56 and 57 has been performed between the previous start waiting process and the current start waiting process, the start waiting process is terminated as it is.
[0107] After the start waiting process is completed, in step S205, it is determined whether the number of medal bets has reached the specified number. In this slot machine 10, "3" is set as the specified number in the bonus state (BB state), and "2" and "3" are set as the specified numbers in game states other than the bonus state. That is, in the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "3", and in states other than the bonus state, an affirmative determination is made in step S205 on the condition that the number of bets is "2" or "3". In other words, in game states other than the bonus state, if no medals are bet, or even if medals are bet and the number of bets is "1", a negative determination is made in step S205. If the number of bets has not reached the specified number, the process returns to the start waiting process in step S204, and the processes after the sensor abnormality confirmation process in that process are performed.
[0108] If the number of bets has reached the specified number, a bet command including the information on the number of bets, for which an affirmative determination has been made in step S205, is set as the output target to the display control device 81 as the sub-control device in step S206. The command set here is output to the display control device 81 in step S110 in the timer interrupt process. The display control device 81 that has received the bet command executes processes for notification based on the bet operation (for example, notification that the game start condition has been satisfied or notification of the lottery result in the previous game), and controls the speaker 64 and the auxiliary display unit 65.
[0109] After executing the process of step S206, it is determined whether the start lever 41 has been operated in step S207. If the start lever 41 has not been operated, the process returns to the start waiting process of step S204, and the processes after the sensor abnormality confirmation process in the process are performed.
[0110] 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 a 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 S208, an effective line setting process is performed to set the combination line corresponding to the bet number as an effective line. That is, only the bent line L6 is set as the effective line. In step S209, the medal passage switching solenoid 46a is switched to a non-excited state to prohibit medal reception. Thereafter, the lottery process of step S210, the reel control process of step S211, and the medal payout process of step S212 are sequentially executed, and the process returns to step S203.
[0111] Next, the lottery process of step S210 will be described based on the flowchart of FIG. 19.
[0112] In step S301, a random number used for determining the winning or losing of the 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 65535, and the CPU 102 stores the value latched by the hard circuit in the RAM 106 after confirming the operation of the start lever 41. With such a configuration, it is possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it is possible to avoid problems such as synchronization. The 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.
[0113] After obtaining a random number, in step S302, a lottery table for determining the success or failure of a role is selected. In this slot machine 10, as game states, there are generally a normal game state and a bonus state. The lottery tables are set for each game state respectively. And in the normal game state, since the specified numbers of bets are set to "3" and "2" as described above, the lottery tables for the normal game state include a lottery table for a 3-bet game and a lottery table for a 2-bet game.
[0114] That is, in step S302, based on the number of bets and the flag for the game state set in the state information storage area 106c, the current game state of the slot machine 10 is determined, and a lottery table corresponding to the number of bets and the game state is selected. For example, when the number of bets is "3" and no bonus state flag is set in the state information storage area 106c, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. And if this game is a 3-bet game, the lottery table for the normal game state for a 3-bet game (Figure 20) is selected, and if this game is a 2-bet game, the lottery table for the normal game state for a 2-bet game (Figure 21) is selected.
[0115] Also, in this slot machine 10, winning probabilities in six levels from "Setting 1" to "Setting 6" are prepared in advance. By inserting a setting key into the setting key insertion hole and performing an ON operation and a predetermined operation, it is possible to set based on which winning probability the internal processing is to be executed. In step S302, when the setting state is "Setting 1", the lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", the lottery table with the highest expected value of medal payout is selected.
[0116] Here, a supplementary explanation will be given about the process regarding the setting of the winning probability.
[0117] The winning probability setting process is executed in the main process that is started by the main control device 101 when the power is turned on. More specifically, the winning probability setting process is started after the initialization process when the power is turned on while the setting key detection sensor 73a detects that the setting key is inserted into the setting key insertion hole and is in the ON operation state. In the winning probability setting process, as a predetermined operation, the set value is updated by 1 for each operation of the start lever 41. For example, each time the start lever 41 is operated, the set value is updated so that it becomes "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each set value is displayed on the credit display unit 60, for example, and the display is also updated each time the above set value is updated. Then, the operation of the start lever 41 with the setting key detection sensor 73a in the OFF operation state is regarded as the confirmation operation of the set value, and the set value at that time is used as the current set value, and the winning probability setting process is terminated. Based on the end of the winning probability setting process, the display on the credit display unit 60 also ends. The set value set in the winning probability setting process is stored and held in the RAM 106 until the next winning probability setting process is started. In step S302, based on this stored set value, a process of selecting a lottery table will be performed.
[0118] The lottery table will be briefly described. FIG. 20 is a normal game state lottery table selected in the normal game state in a 3 - bet game. Also, FIG. 21 is a normal game state lottery table selected in the normal game state in a 2 - bet game. An index value IV is set in the lottery table, and for each index value IV, a winning combination is uniquely associated and a point value PV is set.
[0119] 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 success or failure of a 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. Note that 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.
[0120] Thereafter, in step S305, a determination of the success or failure of the role corresponding to the index value IV is made. In the determination of the success or failure of the role, it is determined whether the determination value DV exceeds 65535. If it exceeds 65535, in step S306, a process of setting the winning flag of the game result corresponding to the index value IV that was positively determined in step S305 in the winning flag storage area 106a is executed. For example, when the determination value DV exceeds 65535 when IV = 23, in step S306, the seventh minor winning flag and the eighth minor winning flag are set. Also, when the determination value DV exceeds 65535 when IV = 25, in step S306, the first BB winning flag is set, and when the determination value DV exceeds 65535 when IV = 26, in step S306, the second BB winning flag is set.
[0121] Incidentally, if the set winning flag is not the winning flag indicating winning the first BB (the first BB winning flag) or the winning flag indicating winning the second BB (the second BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see step S203 of the normal process). On the other hand, if the winning flag is the first BB winning flag or the second BB winning flag, these winning flags are reset on the condition that the corresponding winning has been established. That is, the first BB winning flag and the second BB winning flag may be valid over a plurality of games.
[0122] In step S306 in the state where the first BB winning flag or the second BB winning flag is carried over, if a winning has occurred for a role other than the first BB and the second BB, the corresponding winning flag is set; if no winning has occurred for a role other than the first BB and the second BB, the corresponding winning flag is not set.
[0123] That is, for example, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 25, the first BB winning flag is not set. Also, in the state where the first BB winning flag is carried over, when the determination value DV exceeds 65535 at, for example, index value IV = 11, the first small role winning flag, the ninth small role winning flag, the tenth small role winning flag, and the thirteenth small role winning flag are set.
[0124] Separate lottery tables may be prepared in the state where the first BB winning flag or the second BB winning flag is carried over, and in the state where the first BB winning flag or the second BB winning flag is carried over, lottery processing may be performed using the separately prepared lottery tables. In this case, in the separately prepared lottery tables, it is advisable to set each index value IV and point value PV so as not to win the first BB and the second BB.
[0125] If the determination value DV does not exceed 65535 in step S305, it means that the index value IV has lost the corresponding role. 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 for a pass / fail determination. 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 for a pass / fail determination, the process returns to step S304 to continue the pass / fail determination of the role. At this time, in step S304, the point value PV corresponding to the current index value IV is added to the determination value DV (that is, the current determination value DV) used for the previous pass / fail determination of the role to obtain a new determination value DV, and in step S305, the pass / fail determination of the role is performed based on the determination value DV.
[0126] Incidentally, when determining the success or failure of a role using the lottery table shown in FIG. 20, that is, when playing a game with 3 bets in the normal game state, the probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 / 27.3 in setting 1, about 1 / 27.5 in setting 3, and about 1 / 28.3 in setting 6. It is set so that the higher the setting value, the less likely it is to win. The probability of winning the normal replay B (the probability of winning when IV = 2) and the probability of winning the normal replay C (the probability of winning when IV = 3) are both about 1 / 26.2 regardless of the setting value. The probability of winning the chance target A (the probability of winning when IV = 4) is about 1 / 164 regardless of the setting value, the probability of winning the chance target B (the probability of winning when IV = 5) is about 1 / 262 regardless of the setting value, and the probability of winning the chance target C (the probability of winning when IV = 6) is about 1 / 16400 regardless of the setting value. It is set so that chance target B is more likely to win than chance target C, and chance target A is more likely to win than chance target B. The probability of winning cherry A (the probability of winning when IV = 7) is about 1 / 107 in setting 1, about 1 / 104 in setting 3, and about 1 / 93.6 in setting 6. It is set so that the higher the setting value, the more likely it is to win. The probability of winning cherry B (the probability of winning when IV = 8) is about 1 / 215 regardless of the setting value, and the probability of winning cherry C (the probability of winning when IV = 9) is about 1 / 13100 regardless of the setting value. It is set so that cherry B is more likely to win than cherry C, and cherry A is more likely to win than cherry B. The probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 504 regardless of the setting value. The probability of winning the sequential push bell 1, sequential push bell 2, sandwich push bell 1, sandwich push bell 2, middle sequential push bell 1, middle sequential push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse sandwich bell 1, reverse sandwich bell 2, reverse push bell 1, reverse push bell 2 (hereinafter, these are collectively referred to as push order bells) (the probability of winning when IV = 11 to 22) is about 1 / 18.4 respectively regardless of the setting value.The probability of winning on watermelon (the probability of winning when IV = 23) is about 1 / 107 regardless of the set value. The probability of winning on the first BB (the probability of winning when IV = 25) is about 1 / 5.03 regardless of the set value, and it is set higher than the winning probabilities of other winning combinations (re - play games, small winning combinations, IV = 1 - 24). In the 3 - bet game, it is set not to win on the duplicate single - tile winning combination (IV = 24) or the second BB (IV = 26) (0 is set for the corresponding point value PV). In the 3 - bet game, the probability of not winning on any winning combination including the first BB is 0. And in the situation of winning on the first BB, the probability of not winning on any winning combination in the 3 - bet game is about 1 / 5.03 (for the first BB) regardless of the set value. Incidentally, in the 3 - bet game, before winning on the first BB, excluding the increase in the first BB state, about 1.50 medals are expected to decrease per game (net increase number minus about 1.50), and in the carry - over state after winning on the first BB, excluding the increase in the first BB state, about 2.10 medals are expected to decrease per game (net increase number minus about 2.10).
[0127] On the other hand, when determining the success or failure of a role using the lottery table shown in Fig. 21, that is, when playing a game in a 2-bet game in the normal gaming state, the probabilities of winning for normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, and cherry C (the probabilities of winning when IV = 1 to 9) are the same as the probabilities when playing a game in the above 3-bet game. The probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 9.64 regardless of the set value, and it is set to be easier to win than when playing a game in a 3-bet game. The push-order bell (IV = 11 to 22) is set not to win in a 2-bet game. The probability of winning the watermelon (the probability of winning when IV = 23) is about 1 / 257 regardless of the set value, and it is set to be less likely to win than when playing a game in a 3-bet game. In a 2-bet game, it is set to be possible to win the duplicate single-symbol role (IV = 24), and the probability is about 1 / 1.81 regardless of the set value. Also, in a 2-bet game, it is set not to win the first BB (IV = 25), while it is set to be possible to win the second BB (IV = 26), and the probability is about 1 / 4.95 regardless of the set value. In a 2-bet game as well, the probability of not winning any role including the second BB is 0. And in the situation of winning the second BB, the probability of not winning any role in a 2-bet game is about 1 / 4.95 (the part of the second BB) regardless of the set value. Incidentally, in a 2-bet game, before winning the second BB, excluding the increased amount of the second BB, a medal decrease of about 0.24 pieces per game can be expected (net increase number minus about 0.24 pieces), and in the carry-over state after winning the second BB, excluding the increased amount in the second BB state, a medal decrease of about 0.64 pieces per game can be expected (net increase number minus about 0.64 pieces).
[0128] 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 hand has ended. In such a case, the process proceeds to step S309, and a freeze lottery process is performed to determine whether to execute a freeze effect that invalidates the operations of the stop switches 42 to 44 for a predetermined period.
[0129] In the subsequent step S310, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the result of the lottery in steps S301 to S308 and processing for notifying the winning order combination are performed. The lottery result corresponding processing will be described in detail later.
[0130] After executing the process of step S310, a lottery result command is set in step S311. Here, the lottery result command is a command transmitted to the display control device 81 to make the result of the winning or losing determination of the hand known. However, in normal processing, only various commands such as the above lottery result command are set in the ring buffer, and no command is transmitted to the display control device 81. The command transmission to the display control device 81 is performed in the command output process (step S110) of the timer interrupt process described above.
[0131] And in step S312, a stop information setting process is executed to set the symbols that can stop on each of the reels 32L, 32M, and 32R based on the lottery result of the current game. In the stop information setting process, stop symbol information corresponding to the winning combinations is set based on the winning flag set in step S306. For example, when winning on the push-order bell 1 (winning when IV = 11) and the first minor winning flag, the ninth minor winning flag, the tenth minor winning flag, and the thirteenth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the first minor combination, the ninth minor combination, the tenth minor combination, and the thirteenth minor combination can stop on each of the reels 32L, 32M, and 32R. Also, when winning on the watermelon (winning when IV = 23) and the seventh minor winning flag and the eighth minor winning flag are set, the stop symbol information is set so that the symbols corresponding to winning on the seventh minor combination and the eighth minor combination can stop on each of the reels 32L, 32M, and 32R.
[0132] In this slot machine 10, the first BB is set so that a winning can be established only in a 3-bet game, and the second BB is set so that a winning can be established only in a 2-bet game. Therefore, even when the first BB winning flag is set, if the game is started in a 2-bet game, in the stop information setting process of step S312, the stop symbol information for establishing the first BB winning is not set (the stop symbol information for avoiding the first BB winning is set). Also, even when the second BB winning flag is set, if the game is started in a 3-bet game, in the stop information setting process of step S312, the stop symbol information for establishing the second BB winning is not set (the stop symbol information for avoiding the second BB winning is set).
[0133] In the subsequent step S313, when a plurality of stoppable symbol information is set in step S312, a priority setting process for setting the priority thereof is executed. For example, when winning in a plurality of winning types among the winning types of small winning combinations, replay, and bonus, the following priority is set. When winning in both a small winning combination and a bonus, the small winning combination win takes precedence. If the small winning combination win cannot be established, the bonus win is established, and the priority is set. When winning in both a replay and a bonus, the replay win takes precedence, and the priority is set.
[0134] For example, in a situation where winning in the first BB (the first BB winning flag is set and the first BB win is carried over), and further winning in watermelon, and the stop symbol information corresponding to the first BB win, the seventh small winning combination win, and the eighth small winning combination win is set, the priority is set so that the seventh small winning combination win and the eighth small winning combination win take precedence over the first BB win. Also, in a situation where winning in the second BB (the second BB winning flag is set and the second BB win is carried over), and further winning in normal replay A, and the stop symbol information corresponding to the second BB win, the first replay win, the second replay win, the third replay win, and the fourth replay win is set, the priority is set so that each replay win takes precedence over the second BB win.
[0135] Here, when winning in a replay, the combination of symbols for winning is set so that any one of the winning replays will surely win. That is, when winning in a replay, the replay win is surely established, and no omission occurs. Therefore, when the stop symbol information for both the replay and the bonus is set, any one of the set replays will surely win, and the bonus win will not be established.
[0136] After executing the process of step S313, a game number update process is executed in step S314. In the game number update process, the remaining game numbers in the omen mode, CZ mode, and AT mode are updated. The game number update process will be described in detail later.
[0137] In the subsequent step S315, after executing the first interval display process, the lottery process is terminated. The first interval display process is a process related to the display control of the instruction monitor 68 and the winning ratio monitor 77, and such a process will be described in detail later.
[0138] Next, the reel control process in step S211 will be described based on the flowchart of FIG. 22.
[0139] In the reel control process, first, a rotation effect process is performed in step S401. The rotation effect process is a process for performing an effect using reel control during the invalid period based on the result of the freeze lottery process performed in step S309 above. In the subsequent step S402, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed.
[0140] In the rotation start process, it is confirmed whether or not a predetermined wait time (for example, 4.1 seconds) has elapsed since the time when the reels started rotating in the previous game. If the wait time 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 a motor control initialization process for setting rotation start information in the motor control storage area provided in the RAM 106 is performed. By performing such a process, the acceleration process of the stepping motor is started in the stepping motor control process (step S106) of the timer interrupt process, and each of the reels 32L, 32M, and 32R starts rotating. For this reason, even if the player bets a specified number of medals and operates the start lever 41, the reels 32L, 32M, and 32R may not start rotating immediately. After that, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined rotation speed at a constant speed, and the rotation start process is terminated. Further, when the rotation speed of each of the reels 32L, 32M, and 32R becomes a constant speed, the CPU 102 can notify the player or the like that it has become possible to generate a stop command by lighting the lamps (not shown) of each of the stop switches 42 to 44.
[0141] Following the rotation start process, in step S403, it is determined whether any of the stop switches 42 to 44 has been operated. If none of the stop switches 42 to 44 has been operated, wait until any of the stop switches 42 to 44 is operated. If it is determined that any of the stop switches 42 to 44 has been operated, proceed to step S404 and determine whether the stop switch corresponding to the rotating reel has been operated, that is, whether a stop command has been generated. If no stop command has been generated, return to step S403 and wait until any of the stop switches 42 to 44 is operated. If a stop command has been generated, set a stop command in step S405. Here, the stop command is a command transmitted to the display control device 81 to identify which stop switch has been operated to generate the stop command. When the stop command is set, the stop control process shown in steps S406 to S412 is performed to stop the rotating reel.
[0142] In step S406, the symbol number of the reaching symbol that has reached the base position (the lower stage in this embodiment) at the timing when the stop switch was operated is confirmed. Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output since the detection signal of the reel index sensor was input.
[0143] In the subsequent step S407, based on the stop information stored in the stop information storage area 106b, the slippage 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 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 S407, based on the stop information stored in the stop information storage area 106b, a value of any one of 0 to 4 is calculated as the slippage number.
[0144] Thereafter, in step S408, the calculated slippage number is added to the symbol number of the reached symbol, and the symbol number of the stop symbol to be actually stopped at the base point position is determined. In step S409, it is determined whether or not the symbol number of the reached symbol of the reel to be stopped this time is equal to the symbol number of the stop symbol. If they are equal, a reel stop process for stopping the rotation of the reel is performed in step S410. Thereafter, in step S411, it is determined whether or not all of the reels 32L, 32M, and 32R have stopped. If not all of the reels 32L, 32M, and 32R have stopped, a second stop information setting process is performed in step S412, and the process returns to step S403.
[0145] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reel has stopped. In the second stop information setting process, the stop information is changed based on the set winning flag and the stop outcome of the stopped reel. In this slot machine 10, for example, when a win occurs when IV = 11 to 22, that is, when a win occurs for the push order bell (see FIGS. 20 and 21), the second stop information setting process is performed to change the winning mode established by the operation order of the stop switches 42 to 44 that generated the stop command.
[0146] FIG. 23 is an explanatory diagram showing the correspondence between the winning combination and the operation order of the stop switches 42 to 44 and the winning modes. For example, when winning on the medium bell 1, if the stop switches 42 to 44 are operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left, the stop information is set so that the 17th minor winning combination, the 18th minor winning combination, or the 21st minor winning combination is established. When operated in the order of middle → left → right, the stop information is set so that the 3rd minor winning combination is established. However, even when the stop information is set in this way, the corresponding winning combination may not be established depending on the operation timing of the stop switches 42 to 44.
[0147] The symbol arrangements of the respective reels 32L, 32M, and 32R will be briefly described. In this slot machine 10, the reels 32L, 32M, and 32R can be stopped after being slid by up to four symbols from the timing when the stop switches 42 to 44 are operated. Therefore, when the intervals between the same type of symbols on each of the reels 32L, 32M, and 32R are arranged to be four symbols or less, the winning symbol can be stopped on the effective line when it becomes the winning symbol regardless of the operation timing of the stop switch 43. On the other hand, for symbols arranged so that an interval of five or more symbols is formed, the player needs to operate the stop switches 42 to 44 aiming at the symbol when stopping it on the effective line.
[0148] Taking as an example the case where winning occurs on the medium bell 1 and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, as described above, stop control of the respective reels 32L, 32M, and 32R is performed to establish the 17th minor winning combination, the 18th minor winning combination, or the 21st minor winning combination.
[0149] The 17th minor winning symbols on the left reel 32L are the "Red 7" symbol and the "BAR" symbol. Also, the 18th minor winning symbols on the left reel 32L are the "Red Shell" symbol and the "White Shell" symbol. And the 21st minor winning symbols on the left reel 32L are the "Replay" symbol and the "Youth" symbol. On the left reel 32L, these 17th minor winning symbols, 18th minor winning symbols, and 21st minor winning symbols are arranged such that the interval between the symbols is 4 symbols or less. Therefore, when the left stop switch 42 is first operated, regardless of the operation timing, one of the 17th minor winning symbols, 18th minor winning symbols, and 21st minor winning symbols stops on the effective line (middle row).
[0150] In this slot machine 10, when operated at a timing when a plurality of target symbols can be stopped, stop control is performed so that a symbol with a small number of sliding commas stops on the effective line. That is, for example, when the left stop switch 42 is operated at the timing when the first "Bell" symbol on the left reel 32L reaches the lower row, the fourth "Red Shell" symbol (2-comma slide), which is the 18th minor winning symbol, and the fifth "Replay" symbol (3-comma slide), which is the 21st minor winning symbol, can be stopped in the middle row. However, the stop control of the left reel 32L is performed so that the fourth "Red Shell" symbol, which has the smallest number of sliding commas, stops in the middle row. In this case, although there remains a margin for the 18th minor winning to occur, the 17th minor winning and the 21st minor winning do not occur.
[0151] When the 18th minor winning symbol on the left reel 32L stops in the middle row, in the stop information second setting process, the stop information is changed so that the 18th minor winning can occur.
[0152] The 18th minor winning symbol on the middle reel 32M is the "Replay" symbol. On the left reel 32L, the "Replay" symbols are arranged such that the interval between the "Replay" symbols is 4 symbols or less. Therefore, in this case, regardless of the operation timing of the middle stop switch 43, stop control is performed so that the "Replay" symbol stops in the upper row of the middle reel 32M.
[0153] The 18th minor winning symbols on the right reel 32R are the "White Shell" symbol and the "Young Man" symbol. On the right reel 32R, these symbols are arranged such that the interval between the "White Shell" symbol and the "Young Man" symbol is 5 symbols or more. That is, depending on the operation timing of the right stop switch 44, there are cases where the "White Shell" symbol or the "Young Man" symbol, which is the 18th minor winning symbol, can be stopped at the upper stage, and cases where it cannot be stopped at the upper stage. When the right stop switch 44 is operated at a timing when it is possible to stop at the upper stage, the 18th minor winning is established, and when the right stop switch 44 is operated at a timing when it cannot be stopped at the upper stage, it is a so-called miss.
[0154] Here, when the "Red Shell" symbol stops in the middle stage of the left reel 32L and the "Replay" symbol stops in the upper stage of the middle reel 32M, in addition to the case where the medium-sequence bell 1 is won as described above and there is a possibility that the 18th minor winning is established, there may also be a case where the medium-sequence bell 2 is won and the 20th minor winning is established. That is, the 20th minor winning symbols in the medium-sequence bell 2 are common to the left reel 32L and the middle reel 32M with the 18th minor winning symbols. And on the right reel 32R, while the 18th minor winning symbols are the "White Shell" symbol and the "Young Man" symbol, the 20th minor winning symbols are the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the 18th minor winning symbols and the 20th minor winning symbols are arranged such that when the right stop switch 44 is operated at a timing when it is possible to stop the 18th minor winning symbol on the effective line, the 20th minor winning symbol cannot be stopped on the effective line, and when the right stop switch 44 is operated at a timing when it is possible to stop the 20th minor winning symbol on the effective line, the 18th minor winning symbol cannot be stopped on the effective line. Therefore, on the premise that it is not known whether the medium-sequence bell 1 or the medium-sequence bell 2 is won, even if the left reel 32L and the middle reel 32M are stopped and the stop modes are such that there is a possibility of the 18th minor winning and the 20th minor winning, it is not possible to aim for and win.
[0155] Next, taking the case where the middle-order push bell wins the first prize and the stop switches 42 to 44 are operated in the order of middle → left → right as an example. In such a case, stop control of each reel 32L, 32M, and 32R is performed to establish a third minor winning combination.
[0156] On the middle reel 32M, the "REPLAY" symbol, which is the third minor winning symbol, is arranged such that the interval between the "REPLAY" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated first, the "REPLAY" symbol stops in the upper row regardless of the operation timing.
[0157] On the left reel 32L, the "BELL" symbol, which is the third minor winning symbol, is arranged such that the interval between the "BELL" symbols is 4 symbols or less. Therefore, when the left stop switch 42 is operated second, the "BELL" symbol stops in the middle row regardless of the operation timing.
[0158] On the right reel 32R, the "WATERMELON" symbol and the "RED SEA BREAM" symbol, which are the third minor winning symbols, are arranged such that the interval between these symbols is 4 symbols or less. Therefore, when the right stop switch 44 is operated third, the "WATERMELON" symbol or the "RED SEA BREAM" symbol stops in the upper row regardless of the operation timing. As described above, when the middle-order push bell wins the first prize and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in this order, a third minor winning combination is established regardless of the operation timing.
[0159] As described above, when winning the push-order bell, if the stop switches 42 to 44 are operated in a predetermined operation sequence, regardless of the operation timing, the first minor winning, the second minor winning, the third minor winning, the fourth minor winning, the fifth minor winning, or the sixth minor winning is established. When the stop switches 42 to 44 are operated in other operation sequences, depending on the operation timing, a minor winning is established or all minor winnings are missed. Incidentally, when winning the common bell, the first minor winning, the second minor winning, the third minor winning, the fourth minor winning, the fifth minor winning, or the sixth minor winning is established regardless of the operation sequence and the operation timing.
[0160] Returning to the description of the reel control process, if it is determined in step S411 that all the reels 32L, 32M, and 32R have stopped, the payout determination process is performed in step S413. The payout determination process is a process of setting the number of medals to be paid out on the condition that the combination of winning symbols is arranged on the 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 stages of the respective reels 32L, 32M, and 32R, and it is determined whether or not a winning is established on the valid line. If a winning is established, it is further determined whether or not the winning established combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning established combination corresponds to the winning flag, the winning established combination and the payout number corresponding to the winning established combination are set in the payout information storage area provided in the RAM 106. On the other hand, if the winning established combination does not correspond to the winning flag, the slot machine 10 is set to an error state and an abnormal occurrence process for notifying the occurrence of an error is performed. Such an error state is maintained until the reset switch 72 is operated.
[0161] After performing the payout determination process, at step S414, the bonus state process is executed. The bonus state process will be described in detail later. After executing the bonus state process, at step S415, the winning result corresponding process is performed. In the winning result corresponding process, processes such as shifting the game state based on the winning result are performed. The said winning result corresponding process will be described in detail later.
[0162] After performing the winning result corresponding process, at step S416, the section display second process is executed. The section display second process is a process related to the display control of the instruction monitor 68, and such a process will be described in detail later. Thereafter, at step S417, a winning result command is set so that the display control device 81 can grasp the winning established combination in the current game, and the reel control process ends.
[0163] Next, an overview of the medal payout process in step S212 will be described.
[0164] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that a minor winning did not occur. In such a case, based on the winning established combination set in the payout determination process, it is determined whether any of the first replay winning to the twelfth replay winning has occurred. If none of the replay winnings have occurred, the medal payout process ends as it is. If any of the replay winnings have occurred, a replay setting process of setting the game mode to the replay mode is performed, and the medal payout process ends. Note that in the start waiting process (step S204) described above, when it is determined that the current game mode is the replay mode, the automatic insertion process is performed.
[0165] On the other hand, if the payout amount set in the payout information storage area is not 0, the same number of medals as the payout amount are paid out, and the medal payout process ends. Specifically regarding the payout of medals, when the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the payout amount is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. Also, when the count value of the credit counter has reached the upper limit, or when the count value reaches the upper limit during the addition of the payout amount, the medal payout rotating plate is driven, and medals are paid out from the hopper device 51 to the medal tray 50 via the medal discharge port 49. In addition, in the medal payout process, a process of changing the payout number displayed on the payout number display unit 62 in accordance with the payout of medals is also performed. Further, when the current game state is the BB state, the payout amount is subtracted from the value of the remaining payout counter described later, and the remaining payout number displayed on the remaining payout number display unit 61 is subtracted.
[0166] Next, the bonus state process in step S414 will be described based on the flowchart of FIG. 24.
[0167] First, in step S501, it is determined whether the current game state is a bonus state, that is, whether the current game state is the first BB state or the second BB state. Whether it is these first BB state or second BB state can be determined by the presence or absence of the first BB state flag or the second BB state flag set in the various flag storage areas 106d of the RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S501, when neither the first BB state flag nor the second BB state flag is set, it is determined that it is not the first BB state and the second BB state, and the process proceeds to step S502.
[0168] In step S502, it is determined whether the first BB winning flag or the second BB winning flag is set, i.e., whether the machine has won either BB. If neither BB winning flag is set, the bonus state process ends as it is. If either BB winning flag is set, the process proceeds to step S503.
[0169] In step S503, a process is performed to input 3 into the MAX bet counter provided in the various counter areas 106e of the RAM 106. The MAX bet counter is for setting a specific number of virtual medals to be inserted when the first credit input switch 56 is operated. That is, when the first credit input switch 56 is operated with 3 input into the MAX bet counter, 3 virtual medals are inserted. In this case, since the MAX bet counter does not set the specified number of games, in a situation where the specified number of games is set to 2 or 3, performing an operation on the second credit input switch 57 to play a 2-bet game is allowed. If 3 has already been input into the MAX bet counter in step S503, that state is maintained.
[0170] Note that the initial value of the MAX bet counter is 2. When the reset switch 72 is operated and the RAM is cleared, 2 is input into the MAX bet counter and the slot machine 10 starts up.
[0171] In the subsequent step S504, it is determined whether the first BB win or the second BB win has occurred. If neither BB win has occurred, the bonus state process ends as it is. If either BB win has occurred, the process proceeds to step S505 to determine whether the first BB win has occurred.
[0172] When the first BB winning is established, in step S506, a process of inputting "46" into the BB counter provided in the various counter areas 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, when "46" is input into the BB counter in step S506, it is set so that the first BB state ends when 46 or more medals are paid out.
[0173] In step S507, the first BB winning flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage areas 106d. As a result, a positive determination will be made in step S501 from the next game.
[0174] In the subsequent step S509, a process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command for making the display control device 81 recognize that the first BB state is started. In the display control device 81 that has received such a first BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a first BB start effect corresponding to the start of the first BB state is performed. Also, in the display control device 81, by receiving the first BB start command, it becomes possible to recognize that the next game is in the first BB state, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the first BB state is performed from the next game.
[0175] After performing the output setting of the first BB start command in step S509, in step S510, a process of setting the specified bet number to 3 is executed, and then this bonus state process ends. The specified bet number corresponds to the specified number of sheets in the above game and corresponds to the number of bet sheets (in other words, the number of bet sheets that enables the start of the game) that enables the rotation of each reel 32L to 32R to be started by operating the start lever 41. That is, by shifting to the first BB state, the specified number of game sheets is set to 3, and the first BB state is performed in a 3-bet game.
[0176] Note that the initial values of the specified number of bets are 2 and 3. When the reset switch 72 is operated and the RAM is cleared, the specified number of bets is set to 2 and 3, and the slot machine 10 starts up. In this case, it is possible to play the game in either the 2-bet game or the 3-bet game.
[0177] When it is determined in step S505 that the first BB win has not been established, it means that the second BB win has been established. In this case, the process proceeds to step S511, and the process of inputting "46" into the above BB counter is executed. That is, it is set so that the second BB state ends when 46 or more medals are paid out. Then, in step S512, the process of clearing the second BB winning flag is executed, and in step S513, the process of setting the second BB state flag is executed. After that, in step S514, the process of setting the second BB start command as an output target to the display control device 81 is executed. The second BB start command corresponds to the first BB start command, and it is a command for making the display control device 81 recognize that the second BB state is starting. In the display control device 81 that has received the second BB start command, the speaker 64, the auxiliary display unit 65, etc. are controlled so that a second BB start effect corresponding to the start of the second BB state is performed, and the speaker 64, the auxiliary display unit 65, etc. are controlled so that an effect for the second BB state is performed from the next game.
[0178] Note that the first BB start effect and the second BB start effect are different in appearance and content to such an extent that the player can distinguish them. Also, the effects for the first BB state and the effects for the second BB state are different in appearance and content to such an extent that the player can distinguish them.
[0179] After setting the output of the second BB start command in step S514, the process of setting the specified number of bets to 3 is executed in step S510, and then this bonus state process ends. That is, not only in the first BB state but also in the second BB state, the specified number of game pieces is set to 3, and the second BB state is performed in the 3-bet game.
[0180] Note that in this embodiment, the BB counter (upper limit payout number) is set to the same value when the first BB winning is established and when the second BB winning is established, but these may be different values. For example, the value of the BB counter set when the first BB winning is established may be larger than that when the second BB winning is established, or vice versa.
[0181] If an affirmative determination is made in step S501 and it is in the first BB state or the second BB state, the process proceeds to step S515, and the processing during the first BB state or the second BB state is performed. FIG. 25 shows an example of a lottery table for the BB state. Note that in this embodiment, a common lottery table is used for both the first BB state and the second BB state, but separate lottery tables may be provided, and the types of winning roles and the winning probabilities of each role may be made different.
[0182] In this embodiment, as shown in FIG. 25, in the first BB state and the second BB state, it is set so that a normal replay A, a common bell, and a duplicate single-coin role can be won. The probability of winning the normal replay A (the probability of winning when IV = 1) is about 1 / 61.2, the probability of winning the common bell (the probability of winning when IV = 10) is about 1 / 9.02, and the probability of winning the duplicate single-coin role (the probability of winning when IV = 24) is about 1 / 1.78. Also, in the first BB state and the second BB state, the probability of getting a non-winning result where no role is won is about 1 / 3.13. In this case, a medal decrease of about 0.96 medals per game is expected (net increase number minus about 0.96 medals). That is, in the first BB state or the second BB state, the expected value of the total difference number of medals (the number obtained by subtracting the total number of medals inserted in the BB state from the total number of medals paid out in the BB state) for the period from the start to the end of each BB state is a negative value, and the held medals are expected to decrease.
[0183] Here, in the normal game state of the 3-bet game and the first BB state that can be shifted to in the 3-bet game, the main of medal increase is caused by the first minor winning to the sixth minor winning where 13 medals are paid out in both cases. As for the role, it is the push-order bell in the normal game state and the common bell in the first BB state. When comparing the winning rates of these main minor roles, in the normal game state, assuming that the stop switches 42 to 44 are operated in a certain operation order, the winning probability is about 1 in 9.19, while in the first BB state, the winning probability is about 1 in 9.03. In the 3-bet game, it is set so that winning is more likely to occur in the first BB state than in the normal game state.
[0184] Also, in the normal game state of the 2-bet game and the second BB state that can be shifted to in the 2-bet game, the main of medal increase is the common bell in both cases. In the normal game state, the winning probability is about 1 in 9.64, while in the second BB state, the winning probability is about 1 in 9.03. In the 2-bet game as well, it is set so that winning is more likely to occur in the second BB state than in the normal game state.
[0185] However, as described above, in the first BB state and the second BB state, since a lottery table where medals can decrease in each game is adopted, even if the first BB state and the second BB state are completed, an increase in the held medals cannot be expected. On the contrary, it is assumed that the held medals will decrease by completing the first BB state and the second BB state.
[0186] In the bonus state process, in step S515, as a result of the lottery process using the above lottery table for the BB state and the results of each reel control, it is determined whether or not any minor winning has been established in this game. If no winning has been established, the bonus state process is terminated as it is. If a winning has been established, in step S516, a process of subtracting the payout number corresponding to the winning from the BB counter in the various counter areas 106e described above is executed. Then, in step S517, it is determined whether or not the BB counter has become 0 or less as a result of the subtraction process in step S516.
[0187] If it is determined in step S517 that the value is not less than 0, the bonus state process is terminated as it is. On the other hand, if it is determined that the value is 0 or less, in step S518, a process of clearing the BB state flag corresponding to the current BB state is performed. That is, if it is the first BB state, the first BB state flag is cleared, and if it is the second BB state, the second BB state flag is cleared. Then, in step S519, a process of inputting 2 to the MAX bet counter is executed, and in step S520, the BB end command corresponding to the BB state to be terminated this time is set as the output target to the display control device 81. More specifically, when ending the first BB state, the first BB end command is set for output, and when ending the second BB state, the second BB end command is set for output. The display control device 81 that has received the first BB end command or the second BB end command controls the speaker 64 and the auxiliary display unit 65 so that the effect for ending the first BB or the effect for ending the second BB is performed.
[0188] Thereafter, in step S521, after setting the specified bet numbers to 2 and 3, this bonus state process is terminated. In this case, in the normal game state after the end of the first BB state or the second BB state, it is possible to play the game either in the 2-bet game or the 3-bet game. However, since 2 is input to the MAX bet counter in step S519 as described above, when the first credit input switch 56 is operated, two virtual medals are input, and the game is played in the 2-bet game. That is, in a situation where neither the first BB winning flag nor the second BB winning flag is set, it is set so that the game is likely to be played in the 2-bet game. Incidentally, after the end of the first BB state or the second BB state, since 2 is input to the MAX bet counter, 3 bets cannot be made by operating the first credit input switch 56 or the second credit input switch 57, and it is necessary to input 3 medals from the medal insertion slot 45 to play the 3-bet game.
[0189] Here, in this slot machine 10, the gameplay using the 2-bet game and the 3-bet game will be described with reference to FIG. 26.
[0190] In the initial state where the initialization (clear) of the RAM 106 is performed, the first BB winning flag and the second BB winning flag are not set, and it is in a normal gaming state (non-internal state) where no winning has occurred for either BB. In this case, as described above, the specified bet number (the specified number of game chips) is set to 2 and 3, and it is possible to play either the 2-bet game or the 3-bet game. However, when the MAX bet counter is input with 2 as described above and the game is started by operating the first credit input switch 56, it becomes a 2-bet game.
[0191] In the non-internal state, in the 3-bet game, it is possible to win the first BB, but not the second BB. On the other hand, in the 2-bet game, conversely, it is possible to win the second BB, but not the first BB. For this reason, in a situation where the first credit input switch 56 is operated in the non-internal state (the state where 2 is input to the MAX bet counter) and the 2-bet game is played, the second BB winning may occur.
[0192] If a win occurs for the first BB or the second BB and no winning combination is achieved in that winning game, it enters a carry-over state (internal state) with the first BB win or the second BB win carried over. Even in the internal state, as described above, the specified bet number (the specified number of game chips) is set to 2 and 3, and it is possible to play either the 2-bet game or the 3-bet game. However, when the MAX bet counter is input with 3 as described above and the game is started by operating the first credit input switch 56, it becomes a 3-bet game.
[0193] As described above, in the present slot machine 10, in the internal state in which the first BB is won, in the 3 - bet game, the first BB winning can be established, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the first BB winning does not occur. Also, in the internal state in which the second BB is won, in the 3 - bet game, the second BB winning does not occur, while in the 2 - bet game, the stop control of each reel 32L, 32M, 32R is performed so that the second BB winning can occur. That is, when the first BB is won in the 3 - bet game, if the 3 - bet game is continued as it is, the first BB winning can be established. However, if the game is switched to the 2 - bet game after the first BB is won, the first BB winning cannot be established. Also, when the second BB is won in the 2 - bet game, if the 2 - bet game is continued as it is, the second BB winning can be established. However, if the game is switched to the 3 - bet game after the second BB is won, the second BB winning cannot be established. And the first BB and the second BB do not win simultaneously. There is no situation where the first BB winning is carried over and the first BB is won again, nor is there a situation where the second BB is won simultaneously. Also, there is no situation where the second BB winning is carried over and the second BB is won again, nor is there a situation where the first BB is won simultaneously. That is, when the game is played in the 2 - bet game after the first BB is won, the game in the internal state with the first BB winning carried over continues indefinitely. When the game is played in the 3 - bet game after the second BB is won, the game in the internal state with the second BB winning carried over continues indefinitely.
[0194] Here, since the first BB win is made to occur only in the 3-bet game and the second BB win is made to occur only in the 2-bet game as described above, even if an off result occurs where no winning combination is obtained in the 3-bet game with a carry-over of the second BB win, the second BB win does not occur, and even if an off result occurs in the 2-bet game with a carry-over of the first BB win, the first BB win does not occur. By doing so, it becomes possible to dramatically simplify the control of the winning combination configuration and each reel 32L, 32M, 32R in the internal state with a carry-over of the first BB win or the second BB win. If, for example, the second BB win could occur in the 3-bet game or the first BB win could occur in the 2-bet game, when attempting to continue the internal state with the carry-over of the first BB win or the second BB win, it becomes necessary to create a lottery table that does not result in an off result, and in the case of a combination where a miss could occur, for example, it becomes necessary to award a win to another combination when such a miss occurs.
[0195] Also, in the first BB state and the second BB state, the common bell is the main role for medal increase. Also, in the non-internal state and the internal state, the main role for medal increase in the 2-bit game is the common bell, while the main role for medal increase in the 3-bit game is the push-order bell. Regarding the common bell, a winning of any of the first to sixth minor roles is achieved regardless of the operation order and timing of each stop switch 42 to 44. In contrast, for the push-order bell, the minor role that wins depends on the operation order and timing of each stop switch 42 to 44. That is, the non-internal state and the internal state in the 3-bit game have a larger swing in medal increase and decrease depending on the operation order and timing (mainly the operation order) when the push-order bell wins than the first BB state and the second BB state. And, for example, by performing notification such as the operation order (Figure 25) for winning the first to sixth minor roles when the push-order bell wins, it is possible to create a state where medals increase and a state where medals decrease depending on the presence or absence of such notification (assist) by switching between the AT mode (assist time mode, navigation mode) that assists winning and the non-AT mode (non-navigation mode) that does not perform such notification.
[0196] And, in the game where the first credit input switch 56 is operated, first, in the non-internal state, the game is played in the 2-bit game, and the second BB is won in that 2-bit game. When the second BB is won, it becomes the internal state, and in the game where the first credit input switch 56 is operated, the game switches to the 3-bit game, and the game proceeds while the won second BB winning cannot be established. In this case, as described above, in the 3-bit game with the carry-over of the second BB win, neither the first BB win nor the second BB winning occurs, and generally, the game in the internal state where the second BB win is carried over continues.
[0197] In this slot machine 10, the first BB winning flag is stored in the normal use area in the various flag storage areas 106d, while the second BB winning flag is configured to be stored in the storage area in the various flag storage areas 106d. The normal use area is an area where various general flags such as winning flags for other winning combinations are stored. Each flag stored in the normal use area is retained by backup power or the like even when the power supply to the slot machine 10 is stopped (when the power is turned off). Therefore, for example, even if the power is turned off when the game hall closes, if the power is turned on the next day, the slot machine 10 will be started with various flags stored in the normal use area still stored, and even if the power is turned on / off with the first BB winning flag set, the slot machine 10 will be started with the first BB winning flag set. However, when the winning probability setting process is started (when a setting change is made) at the startup of the slot machine 10, an initialization process (clear process) of the normal use area is performed. Therefore, when the winning probability setting process is performed, the first BB winning flag is cleared together with the other flags stored in these normal use areas.
[0198] On the other hand, the storage area is an area where only the second BB winning flag is stored. Similar to the above normal area, the flag stored in the storage area is not cleared when the power is turned on / off. Furthermore, in the storage area, even when the winning probability setting process is started when the slot machine 10 is started up, the initialization process of the storage area is not performed (it is excluded from the initialization process). Therefore, even when the winning probability setting process is performed, the second BB winning flag stored in the storage area is not cleared and is held (stored). That is, when the winning probability setting process is performed in the internal state of the first BB win where the first BB winning flag is stored, the first BB winning flag is cleared and activated as a non-internal state, whereas when the winning probability setting process is performed in the internal state of the second BB win where the second BB winning flag is stored, the second BB winning flag is not cleared and is activated while remaining in the internal state of the second BB win. By doing so, it becomes possible to continue the game in the internal state where the second BB win is carried over not only when the power of the slot machine 10 is turned on / off but also when the settings are changed.
[0199] Then, in order to cause the game to be played in the internal state where the second BB win is carried over, basically, the game should be played at the 2-bet game until the second BB win occurs when the slot machine 10 is shipped from the factory. After that, the second BB win will be stored and held until the operation of the reset switch 72 is performed and the RAM clear process is executed. By doing so, it becomes possible to suitably execute the game in the state where the second BB win is carried over.
[0200] Hereinafter, on the premise of the game in the state where the second BB win is carried over, the game performance using the notification (push order notification) etc. at the time of winning the push order bell in that game (hereinafter also referred to as the normal game) will be described.
[0201] <Lottery result corresponding process> First, with reference to the flowchart of FIG. 27, the lottery result corresponding process performed in step S310 will be described. The lottery result corresponding process is a process performed after the lottery process for each game, and is a process for performing a transition lottery to the AT mode in which a push order notification occurs based on the lottery result of the game.
[0202] First, in step S601, a process of grasping the current gaming state is performed. More specifically, it is grasped whether it is in either the first BB state or the second BB state, or in a non-internal state (normal gaming state) before winning the first BB or the second BB, or in an internal state (carry-over state) after winning the first BB or the second BB. In the first BB state and the second BB state, 3 is set as the specified bet number, and in the non-internal state before winning the first BB or the second BB and in the internal state after winning the first BB or the second BB, 2 and 3 are set as the specified bet numbers.
[0203] In the subsequent step S602, it is determined whether the bet number of the current game is a single specified number (specific specified number) specified in the state grasped in step S601. In the present embodiment, the specific specified number in the first BB state and the second BB state is set to 3. In this case, since the specified bet number in the first BB state and the second BB state is 3, when it is determined in step S601 that it is in the first BB state or the second BB state, an affirmative determination is always made in step S602. On the other hand, in the present embodiment, in states other than the first BB state and the second BB state, 3 is set as the specific specified number among the specified numbers 2 and 3, and when the bet number is 3 in a state other than the first BB state and the second BB state, an affirmative determination is made in step S602. In this case, the processes for the display mode (processes for the indicating device) after step S603 are performed. On the other hand, when the bet number is 2 in a state other than the first BB state and the second BB state, a negative determination is made in step S602, and the lottery result corresponding process is terminated as it is.
[0204] That is, in the present embodiment, if the internal state is played in a 2-bit game, the transition lottery to the AT mode after step S603 and the like are not performed, which is disadvantageous to the player. By doing so, it is possible to easily cause the internal state to be played in a 3-bit game and perform a normal game with the carry-over of the second BB.
[0205] When the determination in step S602 is affirmative, in step S603, it is determined whether or not an advantageous section flag is set in the various flag storage areas 106d. In this slot machine 10, regarding the presence or absence of the occurrence of the push order notification or the like, an advantageous section where the push order notification or the like can occur and a normal section where it cannot occur are set. The advantageous section flag is a flag for the CPU 102 to recognize that the current game is in the advantageous section. It is set based on the transition to the advantageous section and cleared based on the transition to the normal section.
[0206] When the advantageous section flag is not set, it means that the current game is in the normal section. In this case, in step S604, the advantageous section transition lottery process is executed, and then the lottery result corresponding process is terminated.
[0207] In the advantageous section transition lottery process, as shown in the flowchart of FIG. 28, in step S701, the lottery result of the current game is grasped. Then, in step S702, the advantageous section transition lottery table is acquired from the various table storage areas 105a of the ROM 105. As shown in FIG. 30, in the advantageous section transition lottery table, the transition rate to the advantageous section (the winning probability of the advantageous section transition lottery) is set according to the lottery result of each game.
[0208] As the trigger roles for the transition lottery to the advantageous section, as also shown in FIG. 30, normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, push order bell, watermelon are set. That is, in the normal game as a 3-bit game with the carry-over of the second BB, all the results that can be won are set as the trigger roles for the transition lottery to the advantageous section.
[0209] After obtaining the lottery table in step S702, the process of obtaining a random number for advantageous interval transition lottery is executed in step S703. For the random number for advantageous interval transition lottery, a dedicated counter in various counter areas 106e is used, and the dedicated counter is updated at a predetermined cycle. In step S703, the latest updated value of the counter is obtained. Then, an advantageous interval transition lottery is executed in step S704, and in step S705, it is determined whether or not the transition lottery is won. Incidentally, in the present embodiment, the lottery table is set so that any trigger player wins the advantageous interval transition lottery with a 100% probability. In this case, if it is determined that the game result grasped in step S701 is the trigger player for the transition lottery (not an off-result), the processes of steps S702 to S705 can be omitted.
[0210] If it is determined in step S705 that the transition lottery is won, in step S706, the process of setting the advantageous interval winning game flag in the various flag storage areas 106d is executed. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that the game has won the advantageous interval transition lottery in the current game. If a negative determination is made in step S705, or after the process of step S706 is executed, the advantageous interval transition lottery process ends.
[0211] Returning to the explanation of the lottery result corresponding process, if it is determined in step S603 that the advantageous section flag is set, the process proceeds to step S605. In step S605, it is determined whether the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode winning flag is a flag set when winning the lottery for transitioning to the AT mode, and the AT mode flag is a flag set when transitioning to the AT mode. That is, in step S605, it is determined whether the situation is already a situation where the transition to the AT mode has been determined or a situation where the transition has already occurred. If neither flag is set in step S605 and the situation is still one where the transition to the AT mode has not been determined, the AT lottery process is executed in step S606. On the other hand, if any flag is set in step S605, the AT topping-up process is executed in step S607.
[0212] <AT lottery process> First, the AT lottery process in step S606 will be described with reference to the flowchart in FIG. 29.
[0213] In the AT lottery process, first, the lottery result of the current game is grasped in step S801. In the subsequent step S802, it is determined whether the CZ mode flag is stored in the various flag storage areas 106d of the RAM 106. The CZ mode flag is a flag for the CPU 102 to grasp that it is in the CZ mode. It is set (stored) at the start of the CZ mode and cleared at the end of the CZ mode. In the present embodiment, as a state before winning the lottery for transitioning to the AT mode in the advantageous section, a normal mode and a CZ (chance zone) mode are provided. The CZ mode is set as a mode in which it is easier to win the lottery for transitioning to the AT mode than the normal mode.
[0214] If it is determined in step S802 that the CZ mode flag is not stored, that is, in the normal mode, in step S803, the normal AT mode transition lottery table is obtained from the various table storage areas 105a of the ROM 105. In the normal AT mode transition lottery table, as shown in FIG. 30, the transition rate to the AT mode (the winning probability of the AT mode transition lottery) is set according to the lottery result of each game.
[0215] On the other hand, if it is determined in step S802 that the CZ mode flag is stored, that is, in the CZ mode, in step S804, the CZ mode AT mode transition lottery table is obtained from the various table storage areas 105a of the ROM 105. Also in the CZ mode AT mode transition lottery table, as shown in FIG. 30, the transition rate to the AT mode is set according to the lottery result of each game.
[0216] In the present embodiment, in both the normal AT mode transition lottery table and the CZ mode AT mode transition lottery table, as the opportunity roles for the AT mode transition lottery, normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, push order bell, watermelon are set. That is, in the games in the normal mode and the CZ mode as 3 - bet games with carry - over of the second BB, all possible winning results are set as the opportunity roles for the AT mode transition lottery. However, in the CZ mode AT mode transition lottery table, the AT mode transition rates when winning on chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, watermelon are higher than those in the normal AT mode transition lottery table, and the transition rate to the AT mode is preferentially treated.
[0217] Note that the trigger for the AT mode transition lottery is not limited to the above. For example, the AT mode transition lottery may be executed only when winning in some chance reels, or it may be configured to be a trigger only for some results that can be won in the normal mode and the CZ mode as a three-bet game with carry-over of the second BB.
[0218] After executing step S803 or step S804, proceed to step S805 and execute the AT mode lottery process. In the AT mode lottery process, a random number for the AT mode transition lottery is acquired, and a winning / losing lottery for the AT mode is performed using the acquired random number, the lottery result grasped in step S801, and the AT mode transition lottery table acquired in step S803 or step S804. In the subsequent step S806, it is determined whether or not the player has won the transition to the AT mode in the AT mode lottery process of step S805. If the player has won, the processes for winning the AT mode in steps S807 to S810 are executed, and if the player has not won, the processes for not winning the AT mode in steps S811 to S822 are executed.
[0219] Here, the AT mode is a mode in which push order notifications corresponding to the first to sixth minor winning combinations occur when winning on the push order bell, and it is a mode in which many medal increases can be expected. When the player transitions to the AT mode and push order notifications occur, it becomes possible to establish winning combinations from the first minor winning combination to the sixth minor winning combination for each push order bell win. In this embodiment, the net increase per game during the AT mode is approximately +8.04 medals. The AT mode has an initial number of games of 50 games, and additional processing of the remaining number of games is performed by winning the bonus lottery. Also, the winning probability of the bonus lottery is set higher for the second AT mode than for the first AT mode. When the remaining number of games in the AT mode becomes zero, the AT mode ends.
[0220] If it is determined in step S806 that the lottery for shifting to the AT mode has been won, it is determined in step S807 whether or not a CZ mode flag is stored in the various flag storage areas 106d of the RAM 106, that is, whether or not it is in the CZ mode. If it is not in the CZ mode, the process proceeds to step S808 to execute the setting process for the precursor mode. The precursor mode is a mode in which a winning suggestion effect indicating that the CZ mode, the AT mode, or the lottery for increasing the number of games in the AT mode has been won is likely to occur, and after each game in the precursor mode, the winning notification for winning the CZ mode or the like is performed. That is, when the number of precursor games is set and the mode shifts to the precursor mode, until the set number of games is consumed, the notification of winning the CZ mode, the AT mode, or the lottery for increasing the number of games in the AT mode is awaited. Also, although details will be described later, the shift to the CZ mode or the AT mode and the implementation of increasing the number of games in the AT mode are not performed immediately after winning the lottery for shifting to the CZ mode or the like, but are performed after waiting for the end of the precursor mode. That is, the shift to the CZ mode or the like is also awaited by the precursor mode. In such a sense, the period from shifting to the precursor mode until the end can be said to be a waiting period in which the winning notification and the shift to the CZ mode or the like are awaited.
[0221] In the setting process for the precursor mode, as shown in the flowchart of FIG. 31, first, the precursor game number table is acquired from the various table storage areas 105a of the ROM 105 in step S901. In the precursor game number table according to the present embodiment, as shown in FIG. 32, the selectable precursor game numbers (the number of continuous games in the precursor mode) are set to 5 to 32 games, and the selection probabilities for each game number are set to be different according to the current game mode (normal mode or AT mode).
[0222] Specifically, when winning the transition lottery to the CZ mode during the normal mode, it is set that 5 games are selected with a 10% probability, 6 to 10 games are selected with a 30% probability, and 11 to 20 games are selected with a 60% probability. Also, when winning the transition lottery to the AT mode during the normal mode, it is set that 6 to 10 games are selected with a 10% probability, 11 to 20 games are selected with a 30% probability, and 21 to 32 games are selected with a 60% probability. Further, when winning the game number increase lottery of the AT mode during the AT mode, it is set that 5 games are selected with a 100% probability. Note that these numbers of preliminary games are just examples, and the length and selection probability of the number of preliminary games can be set arbitrarily.
[0223] After obtaining the preliminary game number table in step S901 above, the lottery process for the number of preliminary games is executed in step S902. In the lottery process for the number of preliminary modes, the number of preliminary games related to the current preliminary mode is lottery based on the obtained preliminary game number table and the lottery counter obtained from each counter area 106e of the RAM 106. In the subsequent step S903, a process of setting (inputting) the number of preliminary games to the preliminary counter provided in each counter area 106e is executed. The preliminary counter is a counter for grasping the remaining number of games in the preliminary mode, and it is decremented by 1 for each game.
[0224] In step S904, a precursor mode flag is set (stored) in the various flag storage areas 106d of the RAM 106. The precursor mode flag is a flag for the CPU 102 to recognize that it is in the precursor mode. It is set at the start of the precursor mode and cleared at the end of the precursor mode. After the execution of step S904, a precursor start command is set as an output target to the display control device 81 in step S905, and then the setting process of this precursor mode is terminated. The precursor start command is a command for notifying the display control device 81 that the system has shifted to the precursor mode. In addition to the information indicating the shift to the precursor mode, the precursor start command includes information indicating the value of the precursor counter (the number of precursor games) set in step S903. Therefore, by receiving the precursor start command, the display control device 81 can not only know that it has shifted to the precursor mode but also know the number of precursor games at that time. Consequently, it can grasp when to notify the winning of the CZ mode, the AT mode, etc.
[0225] Returning to the description of the AT lottery process (Fig. 29), after the execution of step S808 or when a positive determination is made in step S807 (when it is in the CZ mode), the process proceeds to step S809, and an AT mode winning flag is set (stored) in the various flag storage areas 106d of the RAM 106. The AT mode winning flag is a flag for the CPU 102 to recognize the winning state of the AT mode.
[0226] During the CZ mode, the setting process for the precursor mode in step S808 is not executed, and the transition to the precursor mode and the setting of the number of precursor games are not performed. However, if a winning selection is made for the transition to the AT mode during the CZ mode, a winning notification is configured to be performed when the CZ mode ends. That is, when a winning selection is made for the transition to the AT mode during the CZ mode, the notification of the winning selection for the transition to the AT mode is awaited until the number of CZ games set as the continuous game number in the CZ mode is consumed. Also, although details will be described later, the transition to the AT mode when a winning selection is made for the transition lottery to the AT mode during the CZ mode is not performed immediately after winning the transition lottery, but is performed after waiting for the end of the CZ mode. That is, the transition to the AT mode is also awaited by the CZ mode. In such a sense, the duration (execution period) of the CZ mode can be said to be the waiting period for the winning notification and the transition to the AT mode.
[0227] After the execution of step S809, an AT winning command is set as the output target to the display control device 81 in step S810, and then this AT lottery process is terminated. The AT winning command is a command for notifying the display control device 81 that a winning selection has been made for the transition lottery to the AT mode.
[0228] If a negative determination is made in step S806 (i.e., it is determined that the AT mode is not elected), the process proceeds to step S811, and it is determined whether a CZ mode flag is stored in the various flag storage areas 106d of the RAM 106. If the CZ mode flag is not stored, that is, if it is in the normal mode, the CZ mode transition lottery table is acquired from the various table storage areas 105a of the ROM 105 in step S812. In the CZ mode transition lottery table, as shown in FIG. 30, the transition rate to the CZ mode (the winning probability of the CZ mode transition lottery) is set according to the lottery result of each game. In the present embodiment, as the trigger roles for the CZ mode transition lottery, normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, pressing order bell, and watermelon are set. That is, in the game in the normal mode as a 3 - bet game with the carry - over of the second BB, all possible winning results are set as the trigger roles for the CZ mode transition lottery.
[0229] Note that the trigger roles for the CZ mode transition lottery are not limited to the above. For example, it may be configured such that the AT mode transition lottery is executed only when a part of the chance symbols are won, and only some of the results that can be won in the game in the normal mode as a 3 - bet game with the carry - over of the second BB serve as the trigger roles.
[0230] After the CZ mode transition lottery table is acquired in step S812, the CZ mode transition lottery is executed in step S813. In the CZ mode transition lottery, the winning or losing lottery for the CZ mode is performed based on the acquired CZ mode transition lottery table and the lottery counter acquired from the various counter areas 106e of the RAM 106. In the subsequent step S814, it is determined whether a win for the transition to the CZ mode occurred in the CZ mode lottery process of step S813.
[0231] If it is determined in step S814 that the transition lottery to the CZ mode has been won, the process proceeds to step S815, and the setting process for the precursor mode is executed. This process is the same as the setting process for the precursor mode in step S808 above, and according to the flowchart in FIG. 31, the lottery process for the number of precursor games, the setting of the precursor counter, the setting of the precursor mode flag, and the setting of the precursor start command are performed.
[0232] After the execution of step S815, in step S816, a CZ mode winning flag is set (stored) in the various flag storage areas 106d of the RAM 106. The CZ mode winning flag is a flag for the CPU 102 to recognize that the transition lottery to the CZ mode has been won. In the subsequent step S817, a CZ winning command is set as the output target to the display control device 81, and then this AT lottery process is terminated. The CZ winning command is a command for notifying the display control device 81 that the transition lottery to the CZ mode has been won.
[0233] If an affirmative determination is made in step S811 above (when in the CZ mode), the process proceeds to step S818, and a CZ mode game number addition lottery table is acquired from the various table storage areas 105a of the ROM 105. In the CZ mode game number addition lottery table, as shown in FIG. 30, the winning probability of adding games in the CZ mode is set according to the lottery result of each game. In the present embodiment, as the trigger roles for the addition lottery, normal replay A, normal replay B, normal replay C, chance symbol A, chance symbol B, chance symbol C, cherry A, cherry B, cherry C, common bell, push order bell, watermelon are set. That is, in the game in the normal mode as a 3 - bet game with the second BB carried over, all possible winning results are set as the trigger roles for the addition lottery.
[0234] Note that the triggering factor for increasing the number of games in the CZ mode is not limited to the above. For example, the AT mode transition lottery may be executed only when winning certain chance results. It may also be configured such that only some results that can be won in the normal mode of the 3 - bet game with carry - over of the second BB serve as the triggering factor.
[0235] After obtaining the CZ - mode game number increase lottery table in step S818, the CZ - mode game number increase lottery is executed in step S819. In this increase lottery, the lottery for increasing the number of games in the CZ mode is performed based on the obtained CZ - mode game number increase lottery table and the lottery counter obtained from each counter area 106e of the RAM106. In the subsequent step S820, it is determined whether or not the player has won the increase in the number of games in the CZ mode in the increase lottery of step S819.
[0236] If it is determined that the player has not won the increase in the number of games, the AT lottery - specific process is terminated as it is. On the other hand, if it is determined that the player has won the increase in the number of games, the process proceeds to step S824, and a process of adding a predetermined value (for example, a value corresponding to 10) to the CZ counter provided in each counter area 106e of the RAM106 is executed. The CZ counter is a counter for the CPU102 to grasp the remaining number of games in the CZ mode. By executing the process of this step, the remaining number of games in the CZ mode increases (is increased) by a predetermined amount (for example, 10 games). Note that the increased number of games in the CZ mode does not necessarily have to be a fixed number of games. For example, multiple types of game numbers may be selected by the increased game number lottery.
[0237] In the subsequent step S822, a CZ overlay command is set as the output target to the display control device 81, and then this AT lottery selection process ends. The CZ overlay command is a command for notifying the display control device 81 that the user has won the game number overlay in the CZ mode. The CZ overlay command includes information indicating that the user has won the game number overlay and information indicating the overlay game number. Therefore, by receiving the CZ overlay command, the display control device 81 can grasp that the user has won the game number overlay lottery, the overlay game number, and the remaining game number in the CZ mode.
[0238] <AT Overlay Process> Next, the AT overlay process executed in step S607 will be described with reference to the flowchart of FIG. 33. As already described, the AT overlay process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for increasing the number of consecutive games in the AT mode.
[0239] In the process for boarding on AT, first, in step S1001, the lottery result of the current game is grasped. In the subsequent step S1002, it is determined whether an AT mode winning flag is stored in the various flag storage areas 106d of the RAM 106. If the AT mode winning flag is stored, that is, if it is in the winning state of the AT mode, the process proceeds to step S1003, and it is determined whether a first AT notification flag or a second AT notification flag is stored in the various flag storage areas 106d. In the present embodiment, as the AT mode, a first AT mode and a second AT mode with different boarding performances (winning probabilities of the boarding lottery) during the AT mode are set, and each AT mode is configured to shift when a predetermined symbol combination (transition appearance) stops and is displayed in the display windows 26L to 26R. The first AT notification flag is a flag for the CPU 102 to grasp that the push order notification for stopping and displaying the transition appearance for the first AT should be executed, and the second AT notification flag is a flag for the CPU 102 to grasp that the push order notification for stopping and displaying the transition appearance for the second AT should be executed. Note that the first AT notification flag or the second AT notification flag is set when the precursor mode ends and is cleared when shifting to the first AT mode or the second AT mode.
[0240] If a negative determination is made in step S1003, that is, if the AT mode winning flag is stored in the various flag storage areas 106d, but neither the first AT notification flag nor the second AT notification flag is stored, it means that it is during the precursor mode after winning the AT mode. In this case, the process proceeds to step S1004, and a process of acquiring the post-winning pre-winning notification boarding lottery table from the various table storage areas 105a of the ROM 105 is executed.
[0241] On the one hand, if an affirmative determination is made in step S1003, that is, when the AT mode selection flag is stored in the various flag storage areas 106d and either the first AT notification flag or the second AT notification flag is stored, it means that although the precursor mode at the time of selecting the AT mode has ended, the transition to the first AT mode or the second AT mode has not yet been performed. In this case, the process proceeds to step S1005, and a process of acquiring the post-selection pre-transition premium lottery table from the various table storage areas 105a of the ROM 105 is executed.
[0242] As shown in FIG. 34, when comparing the post-selection pre-notification premium lottery table with the post-selection pre-transition premium lottery table, the premium lottery using the post-selection pre-transition premium lottery table is set to be more likely to win the premium lottery than the premium lottery using the post-selection pre-notification premium lottery table. More specifically, for example, in the premium lottery triggered by chance B, the premium lottery using the post-selection pre-notification premium lottery table wins with a probability of 5%, while the premium lottery using the post-selection pre-transition premium lottery table wins with a probability of 7%. In the situation before the AT mode transition, it is easier to win the premium lottery after the AT mode selection notification than before the AT mode selection notification.
[0243] If a negative determination is made in step S1002 (when the AT mode selection flag is not stored), the process proceeds to step S1006, and it is determined whether the first AT flag is stored in the various flag storage areas 106d. The first AT flag is a flag for the CPU 102 to recognize that it is in the first AT mode. Here, in the present embodiment, when transitioning to the first AT mode, the AT mode selection flag, the first AT notification flag, and the second AT notification flag stored in the various flag storage areas 106d are cleared, and the first AT flag is stored. Therefore, making a negative determination in step S1002 means that it is in a state of having transitioned to either the first AT mode or the second AT mode.
[0244] If it is determined in step S1006 that the first AT flag is stored (when in the first AT mode), then in step S1007, the first AT additional draw selection table is obtained from the various table storage areas 105a of the ROM 105. On the other hand, if it is determined in step S1007 that the first AT flag is not stored, it means that it is in the second AT mode. In this case, the process proceeds to step S1008, and the second AT additional draw selection table is obtained from the various table storage areas 105a of the ROM 105.
[0245] As shown in FIG. 34, when comparing the first AT additional draw selection table and the second AT additional draw selection table, the additional draw selection using the second AT additional draw selection table is set to be more likely to win the additional draw than the additional draw selection using the first AT additional draw selection table. More specifically, for example, in the additional draw triggered by cherry B, the additional draw using the first AT additional draw selection table wins with a probability of 10%, while the additional draw using the second AT additional draw selection table wins with a probability of 20%. In the situation after the AT mode transition, it is easier to win the additional draw in the second AT mode than in the first AT mode.
[0246] After obtaining the additional draw selection table in any of the processes of step S1004, step S1005, step S1007, and step S1008, the additional draw is executed in step S1009. Then, in step S1010, it is determined whether or not the additional draw has been won. If the additional draw is not won, the AT addition process is terminated as it is.
[0247] On the other hand, if the player wins the superimposed lottery, the CPU 102 sets (stores) the AT superimposed win flag in the various flag storage areas 106d of the RAM 106 in step S1011. The AT superimposed win flag is a flag for the CPU 102 to recognize that the player has won the superimposed game count in the AT mode. In the subsequent step S1012, the CPU 102 executes the setting process for the omen mode, and then ends the present AT superimposed processing. The process of step S1012 is the same as the setting process for the omen mode in step S808 of FIG. 29, and according to the flowchart of FIG. 31, the CPU 102 performs the lottery process for the omen game count, the setting of the omen counter, the setting of the omen mode flag, and the setting of the omen start command.
[0248] Returning to the description of the lottery result corresponding process (FIG. 27), after executing the process of step S606 or step S607, in step S608, it is determined whether the lottery result of the current game is a win for the push order role. The push order role includes, in addition to the push order bell, the results of normal replay A, normal replay B, and normal replay C. Normal replay A, normal replay B, and normal replay C are all results that can win in multiple replay games, and are set so that the replay games that establish winning may differ depending on the operation order of the stop switches 42 to 44.
[0249] Specifically, as shown in FIG. 35, for normal replay A, regardless of the operation order of the stop switches 42 to 44, basically, the stop control of the reels 32L, 32M, and 32R is performed so that the first replay game winning is established. On the other hand, for normal replay B and normal replay C, when the right stop switch 44 is operated first, the stop control of the reels 32L, 32M, and 32R is performed so that the second replay game winning or the third replay game winning is established, and when the left stop switch 42 or the middle stop switch 43 is operated first, the stop control of the reels 32L, 32M, and 32R is performed so that the first replay game winning is established.
[0250] However, in these normal replay A, normal replay B, and normal replay C, no matter which replay winning in the overlapping replays is established, the privilege given is a replay, and only the type of the established replay is different. In other words, normal replay A, normal replay B, and normal replay C have replay winning established regardless of the operation order of the stop switches 42 to 44, but the stop outcome is a game result that differs depending on the operation order.
[0251] Particularly, normal replay B and normal replay C are the triggers for starting the AT mode. After the AT mode winning flag is set and a notification indicating that a transition to the AT mode can occur is executed, the first AT mode is started in a game where the second replay winning can be established. After the AT mode winning flag is set and a notification indicating that a transition to the AT mode can occur is executed, the second AT mode is started in a game where the third replay winning can be established. That is, even if the AT mode winning flag is set, the first AT mode and the second AT mode are not started until the above notification (AT winning notification effect) is executed. Also, even after the above notification is executed, the first AT mode and the second AT mode are not started until it becomes a game where the second replay winning and the third replay winning can be established.
[0252] If it is determined in step S608 that the winning of the pressing order role is selected, in step S609, it is determined whether any of the CZ mode flags, the AT mode winning flag, or the AT mode flag is set. If any of these flags is set, after executing the pressing order notification processing in step S610, the lottery result corresponding processing is terminated. If a negative determination is made in step S608 or step S609, the lottery result corresponding processing is terminated as it is.
[0253] <Overview of the pressing order notification> Prior to the description of the push order notification process executed in step S610, an overview of the push order notification executed on the instruction monitor 68 and the push order notification effect executed on the auxiliary display unit 65 will be described. Note that the push order notification and the push order notification effect can also be referred to as, for example, push order navigation, order notification, or mode notification. The instruction monitor 68 is connected to the main control device 101, and the main control device 101 performs the push order notification. On the other hand, the auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 performs the push order notification effect.
[0254] First, the configuration of this instruction monitor 68 will be described with reference to FIG. 36. FIG. 36(a) is a front view of the instruction monitor 68, and FIG. 36(b) is a diagram for explaining the relationship between the display mode and the display content of the instruction monitor 68.
[0255] As shown in FIG. 36(a), the instruction monitor 68 is provided with eight display segments N1 to N8. Each of the display segments N1 to N8 has an individual light source composed of an LED, and by controlling the on / off of these individual light sources, only any one of the display segments can be lit, and any combination of the display segments can be lit. As a result, on the instruction monitor 68, predetermined symbols (including alphabets and numbers) are individually displayed. Since all of the above individual light sources emit light of the same color, the same color is displayed in each of the display segments N1 to N8.
[0256] Regarding each display segment N1 to N8 in detail, the first display segment N1 to the seventh display segment N7 are all linear display segments, and these first display segments N1 to seventh display segments N7 are arranged so as to be able to display at least the numbers "1" to "6". Also, the eighth display segment N8 is a circular display segment and is arranged horizontally in the lower right part of the area where the first display segment N1 to the seventh display segment N7 are provided. Therefore, on the instruction monitor 68, it is possible to display at least "1" to "6", "1." to "6.", and ".".
[0257] Note that in the instruction monitor 68, if it is possible to individually display a plurality of patterns of symbols, the shapes and arrangement modes of the display segments N1 to N8 are arbitrary. Furthermore, a configuration using 7 segments, 9 segments, etc. instead of 8 segments may be adopted. Also, it is not essential that the colors displayed in each display segment N1 to N8 are the same, and a configuration may be adopted in which the colors displayed in each display segment N1 to N8 can be appropriately changed. Also, a configuration for controlling the lighting or extinguishing of each display segment N1 to N8 by controlling the on / off of the light source is not essential. If individual display control can be performed in each display segment N1 to N8, a segment display may be configured by a single backlight and a liquid crystal display. Furthermore, instead of applying segment display to each display area, a configuration may be adopted in which symbols are displayed by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix.
[0258] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation order of the pushing order players. For example, as shown in FIG. 36(b), when the stop operations are performed in the order of "left" → "middle" → "right" as the operation order of each stop switch 42 to 44, a winning mode advantageous to the player is obtained. The sixth display segment N6 and the seventh display segment N7 are lit and "1" is displayed. Also, when the stop operations are performed in the order of "right" → "left" → "middle" as the operation order of each stop switch 42 to 44, a winning mode advantageous to the player is obtained. The first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 are lit and "5" is displayed. That is, the numbers (symbols) displayed on each display segment N1 to N7 are associated one-to-one with the operation order of the stop switches 42 to 44. Based on the numbers (symbols) displayed on the display segments N1 to N7, by performing the stop operation on the stop switches 42 to 44, it is possible to win in a mode advantageous to the player.
[0259] The eighth display segment N8 is lit in the game in which a predetermined start condition including a notification condition indicating that a situation where a shift to an advantageous section occurs and an operation order notification can occur is satisfied. Also, it is turned off when the AT mode ends and the game shifts from the advantageous section to the normal section.
[0260] That is, a section in which it becomes easier for the player to win in a mode advantageous to the player by making it easier to notify the operation order such as the push order bell is defined as an advantageous section (specific game state, specific mode). The eighth display segment N8 is a section display (specific notification means) that lights up during a specific section in which an actual benefit from the push order notification can be obtained in the advantageous section, and turns off during the normal section that is not the advantageous section or during a non-specific section that is the advantageous section but not the specific section.
[0261] As described above, the instruction monitor 68 having the first display segments N1 to seventh display segments N7 as the push order display and the eighth display segment N8 as the section display is arranged near the side of the payout number display section 62 on the game panel 25. That is, the instruction monitor 68 is arranged above the stop switches 42 to 44 and the like operated by the player. In other words, it is not arranged on the decorative panel which is the front part of the gaming machine below the position where the stop switches 42 to 44 and the like are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by the hand or the like operating the stop switches 42 to 44 and the like and is arranged at a position where it is easy for the player to visually recognize. Also, since it is arranged near the payout number display section 62 which is easy for the player aiming to acquire medals to watch while advancing the game, it can be said that overlooking by the player is suppressed.
[0262] Furthermore, in the instruction monitor 68, particularly for the eighth display segment N8, the brightness of the corresponding LED is determined so as to be higher than the brightness of the surrounding display sections (for example, the payout number display section 62 or the backlight of the game panel 25) (more specifically, so as to be twice the brightness of the surrounding display sections). Therefore, even when both the eighth display segment N8 and the surrounding display sections are under emission control (when in the lit state), the eighth display segment N8 stands out prominently. Regarding the illuminance directed toward the front of the gaming machine as well, the illuminance of the corresponding LED is determined so that the eighth display segment N8 has a higher illuminance directed toward the front of the gaming machine than the surrounding display sections (more specifically, so as to be twice the illuminance of the surrounding display sections). From such a configuration as well, the visibility of the eighth display segment N8 is improved, and overlooking when the eighth display segment N8 is in the lit state is suppressed.
[0263] Next, the push order notification effect performed on the auxiliary display section 65 will be described with reference to FIG. 37. Here, as an example, the case where the operation order to be notified this time has won the push order role when it is middle → right → left will be taken as an example to describe the push order notification effect on the auxiliary display section 65.
[0264] As shown in FIG. 37(a), in the auxiliary display unit 65, among the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and is displayed larger than the other button displays. Also, each button display is displayed in the color corresponding to the winning combination (yellow for bells, blue for replay games, etc.). Thereby, the player can recognize the winning combination in the current game and that the stop switch to be operated first is the middle stop switch 43. Also, in the auxiliary display unit 65, the right button display corresponding to the right stop switch 44 is marked with the number 2 and displayed to indicate that the next stop switch to be operated is the right stop switch 44, and the left button display corresponding to the left stop switch 42 is marked with the number 3 and displayed to indicate that the last stop switch to be operated is the left stop switch 42.
[0265] When the player operates the middle stop switch 43, as shown in FIG. 37(b), in the auxiliary display unit 65, the middle button display corresponding to the middle stop switch 43 disappears, and the right button display corresponding to the right stop switch 44 is displayed larger. Thereby, the player can confirm that the operation of the middle stop switch 43 is completed and that the next stop switch to be operated is the right stop switch 44.
[0266] When the player operates the right stop switch 44, as shown in FIG. 37(c), in the auxiliary display unit 65, the right button display corresponding to the right stop switch 44 disappears, and the left button display corresponding to the left stop switch 42 is displayed larger. Thereby, the player can confirm that the operation of the right stop switch 44 is completed and that the next stop switch to be operated is the left stop switch 42.
[0267] Regarding the execution timing of the push order notification, it is set to be executed during the invalid period of the stop switches 42 to 44 from the start of the rotation of each reel 32L, 32M, and 32R until reaching a constant speed rotation after going through an acceleration period. By adopting such a configuration that executes the push order notification at a timing earlier than when the operations of the stop switches 42 to 44 become effective, it becomes possible to make the operations of the stop switches 42 to 44 after recognizing the operation order of the stop switches 42 to 44, and the game can proceed smoothly.
[0268] <Push order notification processing> Next, the push order notification processing executed in step S610 will be described with reference to the flowchart of FIG. 38.
[0269] First, in step S1101, it is determined whether the CZ mode flag is set. If the CZ mode flag is not set, then in step S1102, it is determined whether the AT mode winning flag is set. The case where the CZ mode flag is not set and the AT mode winning flag is set means that after winning the AT mode lottery, the transition to the AT mode has not occurred yet. In this case, in step S1103, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage areas 106d. The case where the AT mode winning flag is set but these AT notification flags are not set means that although winning the AT mode transition lottery, it still means being in the precursor mode. In this case, no push order notification is generated in this game, and the push order notification processing is terminated as it is. If the first AT notification flag or the second AT notification flag is set, proceed to step S1104.
[0270] In step S1104, it is determined whether the lottery result of the current game is normal replay B or normal replay C. If it is not normal replay B or normal replay C, but normal replay A or the push order bell, the process for notifying the main push order will end as it is. If it is either normal replay B or normal replay C, it is determined in step S1105 whether it is normal replay B. If it is normal replay B, it is determined in step S1106 whether the above-mentioned first AT notification flag is set. If the second AT notification flag is set instead of the first AT notification flag, the process for notifying the main push order will end as it is. If the player wins the normal replay B and the first AT notification flag is set, the process proceeds to step S1107, and the process for starting the first AT mode is executed.
[0271] That is, in step S1107, the first AT notification flag is cleared. Then, in step S1108, the first AT start flag is set in the various flag storage areas 106d. The first AT start flag is a flag for the CPU 102 to recognize that the first AT mode is started from the current game. After that, in step S1009, the instruction monitor 68 is controlled so that the push order notification corresponding to the second replay winning is performed. Then, in step S1110, after executing the process of setting the push order command including the information on the operation order corresponding to the second replay winning as the output target to the display control device 81, the process for notifying the main push order ends. In the display control device 81 that receives this push order command, as the push order notification effect corresponding to the second replay winning, the push order notification effect of the order in which the right stop switch 44 should be operated first, the display such as "Aim from the right!!", the voice navigation, etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that the symbol corresponding to the second replay winning is notified.
[0272] If it is determined in step S1105 that it is normal replay C instead of normal replay B, the process proceeds to step S1111. In step S1111, it is determined whether the second AT notification flag is set. If the first AT notification flag instead of the second AT notification flag is set, the process for notifying the main pressing order ends as it is. When normal replay C is selected and the second AT notification flag is set, the process proceeds to step S1112 and a process for starting the second AT mode is executed.
[0273] That is, in step S1112, the second AT notification flag is cleared. Then, in step S1113, the second AT start flag is set in the various flag storage areas 106d. The second AT start flag is a flag for the CPU 102 to recognize that the second AT mode is started from this game. Thereafter, in step S1114, the instruction monitor 68 is controlled so that the pressing order notification corresponding to the third replay winning is performed. Then, in step S1115, after executing the process of setting the pressing order command including the information on the operation order corresponding to the third replay winning as the output target to the display control device 81, the process for notifying the main pressing order ends. In the display control device 81 that has received this pressing order command, as the pressing order notification effect corresponding to the third replay winning, the pressing order notification effect of the order in which the right stop switch 44 should be operated first, the display such as "Aim from the right!!", the voice navigation, etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that the symbol corresponding to the third replay winning is notified.
[0274] If it is determined in step S1101 that the CZ mode flag is set, or if the AT mode winning flag is not set and the device is already in the AT mode in step S1102, the process proceeds to step S1116. In step S1116, it is determined whether the lottery result of the current game is the push order bell. If it is not the push order bell, the process for push order notification ends as it is. If it is the push order bell, it is determined in step S1117 whether the CZ mode flag is set. If the CZ mode flag is set, in step S1118, it is determined whether the notified flag is set in the various flag storage areas 106d. The notified flag is a flag for the CPU 102 to recognize that the push order notification at the time of winning the push order bell has already been performed in the CZ mode, and is a flag that is cleared at the end of the CZ mode (including when shifting to the AT mode). If the notified flag is set, the process for push order notification ends as it is. If the notified flag is not set, the process of setting the notified flag is executed in step S1119.
[0275] When the AT mode flag is set instead of the CZ mode flag in step S1117, or after the process of step S1119 is executed, in step S1120, the instruction monitor 68 is controlled so that the push order notification corresponding to the first minor winning to the sixth minor winning is performed according to the type of the current push order bell. Then, in step S1121, after executing the process of setting the push order command including the information on the operation order corresponding to the first minor winning to the sixth minor winning as the output target to the display control device 81, this process for push order notification ends. In the display control device 81 that has received this push order command, the auxiliary display unit 65 and the speaker 64 are controlled so that the push order notification effect corresponding to the first minor winning to the sixth minor winning is performed.
[0276] <Game number update process> Next, the game number update process in step S314 of the lottery process will be described with reference to the flowchart of FIG. 39. In the game number update process, a process of updating the remaining game numbers in the omen mode, the remaining game numbers in the CZ mode, and the remaining game numbers in the AT mode is executed.
[0277] In the game number update process, first, in step S1201, a process of grasping the current game state is performed. Specifically, it is grasped whether the current game state is the internal state after the first BB win, the internal state after the second BB win, the non-internal state before the first BB win, the non-internal state before the second BB win, the first BB state, or the second BB state.
[0278] In the subsequent step S1202, it is determined whether the bet number of this game corresponds to the current game state, that is, whether it matches the bet number set as a specific specified number for the current game state. As already described, in this embodiment, the specific specified number is 3 for any of the above states. In this step, it is determined whether this game was started with a bet number of 3. For example, in the situation where the internal state after the second BB win, if the game is started with a bet number of 3, this step is positively determined, and if the game is started with a bet number of 2, this step is negatively determined. If a negative determination is made in step S1202, the game number update process is terminated as it is.
[0279] On the other hand, if a positive determination is made in step S1202, that is, if this game was started with the bet number of the above specific specified number (3), the process proceeds to step S1203, and it is determined whether the first BB state flag or the second BB state flag is stored in the various flag storage areas 106d of the RAM 106. If either the first BB state flag or the second BB state flag is stored (in the BB state), the game number update process is terminated.
[0280] On the other hand, when neither the first BB state flag nor the second BB state flag is stored (when not in the BB state), the process proceeds to step S1204 to determine whether a precursor mode flag is stored in the various flag storage area 106d. As already explained, the precursor mode flag is a flag indicating that the device is in the precursor mode.
[0281] When the precursor mode flag is stored (when in the precursor mode), at step S1205, a process of decrementing the value of the precursor counter by 1 is executed. As a result, the remaining number of games in the precursor mode is updated. Since the process for updating the number of games is executed at the start of the game, in this embodiment, the remaining number of games in the precursor mode is updated when the game starts.
[0282] After the execution of step S1205, at step S1206, a precursor game number update command is set as an output target to the display control device 81. The precursor game number update command is a command for notifying the display control device 81 that the remaining number of games in the precursor mode has been updated. By receiving the precursor game number update command, the display control device 81 can recognize that the remaining number of games in the precursor mode has been updated by the main control device 101.
[0283] After the execution of step S1206 or when a negative determination is made in step S1204 (when not in the precursor mode), at step S1207, it is determined whether a CZ mode flag is stored in the various flag storage area 106d. As already explained, the CZ mode flag is a flag indicating that the device is in the CZ mode.
[0284] When the CZ mode flag is stored (when in the CZ mode), the process of decrementing the value of the CZ counter by 1 is executed in step S1208. As a result, the remaining number of games in the CZ mode is updated. In the subsequent step S1209, a CZ game number update command is set as the output target to the display control device 81. The CZ game number update command is a command for notifying the display control device 81 that the remaining number of games in the CZ mode has been updated.
[0285] After the execution of step S1209 or when a negative determination is made in step S1207 (when not in the CZ mode), it is determined in step S1210 whether the AT mode flag is stored in the above various flag storage areas 106d. The AT mode flag is a flag indicating that it is in the AT mode as already described.
[0286] When the AT mode flag is stored (when in the AT mode), the process of decrementing the value of the AT counter by 1 is executed in step S1211. As a result, the remaining number of games in the AT mode is updated. In the subsequent step S1212, an AT game number update command is set as the output target to the display control device 81. The AT game number update command is a command for notifying the display control device 81 that the remaining number of games in the AT mode has been updated. After the end of step S1212 or when a negative determination is made in step S1210 (when not in the AT mode), the process for updating the game number of this game is terminated.
[0287] Here, in the present embodiment, when a negative determination is made in step S1202 (when the bet number does not match the specific specified number corresponding to the current gaming state (when the game is started with a bet number of 2)), the processes of steps S1203 to S1212 are skipped, and the remaining number of games in the omen mode and the CZ mode is not updated. The continuation periods of the omen mode and the CZ mode function as waiting periods for waiting for a winning notification or the like. When the remaining number of games in these modes is not updated, the end games of each mode are postponed accordingly. That is, the above waiting period is extended.
[0288] <Prize Result Corresponding Process> Next, the prize result corresponding process implemented in step S415 in the reel control process will be described with reference to the flowchart of FIG. 40. In the prize result corresponding process, processes for starting or ending the CZ mode, the AT mode, etc. are performed according to the game result of the game. Note that this process is executed when it is determined that all the reels 32L to 32R have stopped (when the game has ended).
[0289] First, in step S1301, a process of grasping the current game state is performed, and in step S1302, it is determined whether the bet amount of the current game is a specific specified number defined in the state grasped in step S1301. These processes are the same as steps S601 and S602 in FIG. 27, and steps S1201 and S1202 in FIG. 39. If a negative determination is made in step S1302, that is, if the bet amount does not match the specific specified number corresponding to the current game state (when the game is played with a bet amount of 2), the prize result corresponding process is ended as it is without performing the processes after step S1303.
[0290] On the other hand, if an affirmative determination is made in step S1302, that is, if the bet amount matches the specific specified number corresponding to the current game state (when the game is played with a bet amount of 3), the process proceeds to step S1303 and the first game number management process is executed. In the first game number management process, processes such as ending the omen mode and performing a winning notification when winning the transition to the AT mode during the normal mode are executed.
[0291] In the first game count management process, as shown in the flowchart of FIG. 41, first, at step S1401, it is determined whether the first BB state flag or the second BB state flag is stored in the various flag storage areas 106d of the RAM 106. If neither the first BB state flag nor the second BB state flag is stored (when not in the BB state), the process proceeds to step S1402, and it is determined whether the CZ mode flag is stored in the various flag storage areas 106d. If the CZ mode flag is not stored (when not in the CZ mode), the process proceeds to step S1403, and it is determined whether the precursor mode flag is stored in the various flag storage areas 106d.
[0292] If the precursor mode flag is stored (when in the precursor mode), the process proceeds to step S1404, and it is determined whether the value of the precursor counter provided in the various counter areas 106e of the RAM 106 is 0. If the value of the precursor counter is not 0, that is, if the remaining number of games in the precursor mode is 1 or more, this first game count management process is terminated to continue the precursor mode.
[0293] On the other hand, if the value of the precursor counter is 0 (when the remaining number of games in the precursor mode is 0), the process proceeds to step S1405, and the precursor mode flag stored in the various flag storage areas 106d is cleared (erased). As a result, the precursor mode ends. In the subsequent step S1406, a precursor end command is set as the output target to the display control device 81. The precursor end command is a command for notifying the display control device 81 that the precursor mode has ended.
[0294] After the execution of step S1406, at step S1407, it is determined whether the AT mode winning flag is stored in the various flag storage areas 106d. The AT mode winning flag is set when selected to transition to the AT mode.
[0295] When the AT mode selection flag is stored, it means that the precursor mode that was executed upon the selection of the AT mode during the normal mode has ended. In this case, the process proceeds to step S1408, and an AT type determination process is performed to determine whether the type of the current AT mode is the first AT mode or the second AT mode. In the present embodiment, as already described, a plurality of types of AT modes, including the first AT mode and the second AT mode with preferential carry-on performance over the first AT mode, are set. In the AT type determination process, for example, the type of the current AT mode is determined by lottery according to setting values, the type of the previous AT mode, the number of medals increased during the advantageous section, the number of games during the advantageous section, etc., or randomly.
[0296] In step S1409, based on the processing result of step S1408, it is determined whether the first AT mode has been determined. If it is the first AT mode, in step S1410, the first AT notification flag is set (stored) in the above-mentioned various flag storage areas 106d, and then, in step S1411, the first AT winning notification command is set as the output target to the display control device 81. By setting the first AT notification flag, a process for generating a push order notification for the second replay winning is performed in the push order notification process (FIG. 38). Further, the first AT winning notification command is a command that notifies the display control device 81 that the transition to the first AT mode has been won and that the winning should be notified.
[0297] On the other hand, when a negative determination is made in step S1409 (when the transition to the second AT mode has been won), in step S1412, the second AT notification flag is set (stored) in the various flag storage areas 106d, and then, in step S1413, the second AT winning notification command is set as the output target to the display control device 81. By setting the second AT notification flag, a process for generating a push order notification for the third replay winning is performed in the push order notification process (FIG. 38). Further, the second AT winning notification command is a command that notifies the display control device 81 that the transition to the second AT mode has been won and that the winning should be notified.
[0298] After the execution of step S1411 or step S1413, if an affirmative determination is made in step S1401 (when in the BB state), if an affirmative determination is made in step S1402 (when in the CZ mode), or if a negative determination is made in step S1403 (when not in the precursor mode), this first game count management process ends.
[0299] If a negative determination is made in step S1407 above (when the terminated precursor mode is not triggered by winning the AT mode lottery during the normal mode), the process proceeds to step S1414 to determine whether the AT bonus flag is stored in the above various flag storage areas. The AT bonus flag is set when winning the game count bonus during the AT mode. This step determines whether the precursor mode terminated in step S1406 is triggered by winning the game count bonus during the AT mode.
[0300] In this embodiment, as situations for transitioning to the precursor mode, in addition to when winning the transition to the CZ mode during the normal mode and when winning the game count bonus during the AT mode, there is also a case of winning the transition to the CZ mode during the normal mode. In this case, while the CZ mode winning flag is stored in the above various flag storage area 106d, neither the AT mode winning flag nor the AT bonus flag is stored, so negative determinations are made in steps S1407 and S1414 above, respectively.
[0301] If it is determined in step S1414 that the AT bonus winning flag is stored, the process proceeds to step S1415 to clear (erase) the AT bonus winning flag. In the subsequent step S1416, a bonus game count lottery process is executed. In the bonus game count lottery process, the bonus game count table is acquired from the various table storage areas 105a of the ROM 105, and the current bonus game count is determined by lottery.
[0302] As shown in FIG. 34, the bonus game number table is set such that the bonus game numbers are different according to the lottery results of the games that trigger the bonus. For example, when a bonus is given triggered by a normal replay A, an average of 150 bonus games occur, while when a bonus is given triggered by a cherry A, an average of 15 bonus games occur. That is, it is set such that the bonus game number is larger when the bonus is given on a trigger that is less likely to win the bonus lottery.
[0303] After executing the bonus game number lottery process in step S1416, in step S1417, a process of adding the current bonus game number to the AT counter provided in the various counter areas 106e is executed. The AT counter is a counter for the CPU 102 to grasp the remaining game number in the AT mode. In the subsequent step S1418, an AT bonus command is set as the output target to the display control device 81. The AT bonus command is a command for notifying the display control device 81 that the game number in the AT mode has won the bonus. The AT bonus command includes information indicating that the game number bonus lottery has been won, as well as information indicating the bonus game number. Therefore, the display control device 81 can grasp that the game number has won the bonus, the bonus game number, and the remaining game number in the AT mode by receiving the AT bonus command. After the execution of step S1418 or when a negative determination is made in step S1414, this first game number management process ends.
[0304] Returning to the description of the winning result corresponding process (FIG. 40), after executing the first game number management process in step S1303, the second game number management process is executed in step S1304. In the second game number management process, processes such as controlling the start and end of the CZ mode and performing a winning notification when winning the transition to the AT mode during the CZ mode are executed.
[0305] In the second game count management process, as shown in the flowchart of FIG. 42, first, in step S1501, it is determined whether the first BB state flag or the second BB state flag is stored in the various flag storage areas 106d of the RAM 106. If neither the first BB state flag nor the second BB state flag is stored (when not in the BB state), the process proceeds to step S1502, and it is determined whether the precursor mode flag is stored in the various flag storage areas 106d. If the precursor mode flag is not stored (when not in the precursor mode), the process proceeds to step S1503, and it is determined whether the CZ mode winning flag is stored in the various flag storage areas 106d. The CZ mode winning flag is set when selected to transition to the CZ mode.
[0306] If it is determined that the CZ mode winning flag is stored, in step S1504, the CZ mode winning flag is cleared (erased). Next, in step S1505, the CZ mode flag is set (stored) in the various flag storage areas 106d. Thereby, the CZ mode is started (transitions to the CZ mode). In the subsequent step S1505, a process of setting (inputting) a predetermined value (for example, a value corresponding to 10 games) as the initial value of the CZ counter provided in the various counter areas 106e of the RAM 106 is executed. The CZ counter is a counter for grasping the remaining number of games in the CZ mode, and is decremented by 1 for each game. Note that the initial value of the CZ counter (the initial number of games in the CZ mode) does not necessarily have to be a fixed number of games. For example, a plurality of types of game numbers may be selected by a carry - over game number lottery.
[0307] After that, in step S1507, a CZ start command is set as the output target for the display control device 81. The CZ start command is a command for notifying the display control device 81 that the CZ mode has been entered. The CZ start command includes information indicating that the CZ mode has been entered, as well as information indicating the initial number of games in the CZ mode. Therefore, the display control device 81 can grasp that the CZ mode has been entered and the number of consecutive games in the CZ mode by receiving the CZ start command. After the execution of step S1507, if an affirmative determination is made in step S1501 (when in the BB state) or if an affirmative determination is made in step S1502 (when in the precursor mode), this second game number management process ends.
[0308] If a negative determination is made in step S1503 above (when the CZ mode winning flag is not stored), the process proceeds to step S1508, and it is determined whether a CZ mode flag is stored in the various flag storage areas 106d. If the CZ mode flag is stored (when in the CZ mode), in step S1509, it is determined whether the value of the CZ counter provided in the various counter areas 106e is 0.
[0309] If the value of the CZ counter is 0 (when the remaining number of games in the CZ mode is 0), the process proceeds to step S1510, and the CZ mode flag stored in the various flag storage areas 106d is cleared (erased). As a result, the CZ mode ends. In the subsequent step S1511, a CZ end command is set as the output target for the display control device 81. The CZ end command is a command for notifying the display control device 81 that the CZ mode has ended.
[0310] After the execution of step S1511, it is determined in step S1512 whether an AT mode selection flag is stored in the various flag storage areas 106d. If the AT mode selection flag is stored, that is, if the transition to the AT mode is selected during the CZ mode, the AT type determination process is executed in step S1513, and it is determined in step S1514 whether the transition to the first AT mode is selected. If the transition to the first AT mode is selected, the process proceeds to step S1515, and the first AT notification flag is set in the various flag storage areas 106d. In the subsequent step S1516, the first AT selection notification command is set as the output target to the display control device 81.
[0311] On the other hand, if a negative determination is made in step S1514 (if the transition to the second AT mode is selected), the process proceeds to step S1517, and the second AT notification flag is set in the various flag storage areas 106d. Thereafter, the second AT selection notification command is set as the output target to the display control device 81 in step S1518.
[0312] After the execution of step S1516 or step S1518, if a negative determination is made in step S1508 (if it is not in the CZ mode), a negative determination is made in step S1509 (if the value of the CZ counter is not 0), or a negative determination is made in step S1512 (if the transition to the AT mode is not selected during the CZ mode), this second game count management process is terminated.
[0313] Returning to the description of the winning result corresponding process (Figure 40), after the second game count management process of step S1304 is executed, the third game count management process for ending the AT mode is executed in step S1305. The details of the third game count management process will be described later.
[0314] After executing the third game count management process in step S1305, in step S1306, it is determined whether the first AT start flag is set. As described above, the first AT start flag is a flag set in a game in which a second replay win becomes possible when shifting to the first AT mode. More specifically, it is a flag set at the start of a game in which the normal replay B is won in a situation where the first AT notification flag is set. That is, the first AT start flag is not set based on the winning result.
[0315] If the first AT start flag is set, in step S1307, the first AT start flag is cleared, and in step S1308, a process of setting the first AT flag in the various flag storage areas 106d is executed. As already explained, when the first AT flag is set, a bonus lottery using the first AT bonus lottery table is performed.
[0316] If it is determined in step S1306 that the first AT start flag is not set, in step S1309, it is determined whether the second AT start flag is set. As described above, the second AT start flag is a flag set in a game in which a third replay win becomes possible when shifting to the second AT mode. More specifically, it is a flag set at the start of a game in which the normal replay C is won in a situation where the second AT notification flag is set. That is, also for the second AT start flag, it is not set based on the winning result.
[0317] If the second AT start flag is set, in step S1310, the second AT start flag is cleared, and in step S1311, a process of setting the second AT flag in the various flag storage areas 106d is executed. If it is determined in step S1309 that the second AT start flag is not set, the winning result corresponding process is terminated as it is. As already explained, when the second AT flag is set, a bonus lottery using the second AT bonus lottery table is performed.
[0318] After executing the process of step S1308 or step S1311, the process of inputting 50 to the above AT counter is executed in step S1312. As already described, the AT counter is a counter corresponding to the remaining number of games in the AT mode. In the present embodiment, 50 games are set as the initial number of games in either the first AT mode or the second AT mode. Note that the configuration may be such that the initial number of games is different between the first AT mode and the second AT mode, or the initial number of games may be determined by lottery. In this case, the configuration may be such that the second AT mode is more likely to have a larger initial number of games than the first AT mode.
[0319] In step S1313, the process of clearing the AT mode winning flag is executed, and in step S1314, the process of setting the AT mode flag is executed. The AT mode flag is for the CPU 102 to recognize that it is in the AT mode. Then, after executing the process of setting the AT start command as the output target to the display control device 81 in step S1315, this winning result corresponding process ends.
[0320] Next, the third game number management process of step S1305 will be described with reference to the flowchart of FIG. 43. In the third game number management process, the process of ending the AT mode is executed.
[0321] In the third game number management process, first, in step S1601, it is determined whether the first BB state flag or the second BB state flag is stored in the various flag storage areas 106d of the RAM 106. If neither the first BB state flag nor the second BB state flag is stored (when not in the BB state), the process proceeds to step S1602, and it is determined whether the AT mode flag is stored in the above various flag storage areas 106d.
[0322] When the AT mode flag is stored (when in the AT mode), it is determined at step S1603 whether the value of the AT counter provided in various counter areas 106e of the RAM 106 is 0. When the value of the AT counter is 0 (when the remaining number of games in the AT mode is 0), the process proceeds to step S1604, and the AT mode flag stored in the various flag storage areas 106d is cleared (erased). Thereby, the AT mode ends. Thereafter, an AT end command is set as an output target to the display control device 81 at step S1605. The AT end command is a command for notifying the display control device 81 that the AT mode has ended.
[0323] After the execution of step S1605, if an affirmative determination is made in step S1601 (when in the BB state), a negative determination is made in step S1602 (when not in the AT mode), or a negative determination is made in step S1603 (when the remaining number of games in the AT mode is 1 or more), this third game count management process ends.
[0324] <Management of Advantage Intervals> Next, the section display first process and the section display second process for controlling the eighth display segment N8 as a section display device, shifting to the advantage interval, or ending the advantage interval will be described.
[0325] <Section Display First Process> First, the section display first process will be described with reference to FIG. 44. The section display first process is a process implemented at step S315 in the lottery process (FIG. 19). When the lottery result of the game is determined based on the operation of the start lever 41, and after the lottery for shifting the display mode and other processes (lottery result corresponding processes) are performed based on the lottery result, it is implemented.
[0326] In step S1701, it is determined whether the eighth display segment N8 as the interval display is being displayed, or more specifically, whether the eighth display segment N8 is lit. As already explained, the case where the eighth display segment N8 is lit indicates a specific interval within the advantageous interval where at least the notification condition for the push order notification can occur. If a negative determination is made in step S1701 and it is determined that the eighth display segment N8 is off, the process proceeds to step S1702.
[0327] In step S1702, it is determined whether the advantageous interval flag is set in the various flag storage areas 106d. If the advantageous interval flag is not set, in step S1703, the process of incrementing by 1 the normal counter provided in the various counter areas 106e is executed. The normal counter is a counter for the CPU 102 to grasp the number of games started as a normal interval rather than an advantageous interval.
[0328] After executing the process of step S1703, in step S1704, it is determined whether the advantageous interval winning game flag is set. The advantageous interval winning game flag is a flag that is set when winning the advantageous interval transition lottery in the advantageous interval transition lottery process, and it is a flag for the CPU 102 to identify that it is the winning game. If the advantageous interval winning game flag is set, in step S1705, the process of clearing the advantageous interval winning game flag is executed. Then, in step S1706, the process of setting the advantageous interval flag is executed.
[0329] In step S1707, the process of starting the counting of the number of games in the advantageous interval, or more specifically, the measurement of the advantageous interval game number AG in the various counter areas 106e, is performed. As described above, the advantageous interval game number AG corresponds to the grasping means for grasping the number of executed games in the advantageous interval.
[0330] After executing the process for the advantageous section transition game in step S1708, or when it is determined in step S1702 that the advantageous section flag is set, it is determined whether the CZ mode flag or the AT mode flag is set in step S1708. As already explained, in this embodiment, during the AT mode or the CZ mode, the push order notification at the time of winning the push order bell can be configured to be performed. The situation where the CZ mode flag or the AT mode flag is set can be said to be a situation where the display start condition of the section indicator is satisfied. When any of these flags is set, in step S1709, the display of the section indicator is started by lighting the eighth display segment N8.
[0331] When it is determined in step S1701 that the eighth display segment N8 as the section indicator is being displayed, in step S1710, a process of continuing the display during the advantageous section is executed. Specifically for step S1710, a process for continuing the situation where the eighth display segment N8 is in the lit state is performed. That is, the process for ending the display of the section indicator is not performed in this first section display process.
[0332] When it is determined in step S1704 that neither the advantageous section flag nor the advantageous section winning game flag is set, and even when the advantageous section flag or the advantageous section winning game flag is set, but the CZ mode flag or the AT mode flag is not set and it is in the normal mode, the process proceeds to step S1711. In step S1711, a process of adding 1 to the ratio first counter provided in the various counter areas 106e is executed. The ratio first counter is a counter for counting the number of games in which the push order notification does not occur, that is, the number of games in the normal section and the non-specific section.
[0333] Also, after executing the display start process of the section display in step S1709 and after executing the display continuation process in step S1710, the process proceeds to step S1712. In step S1712, a process of adding 1 to the ratio second counter provided in each counter area 106e is executed. The ratio second counter is a counter for counting the number of games in which the push order notification can occur, that is, the number of games in a specific section.
[0334] After executing the process of step S1711 or step S1712, the ratio calculation process is executed in step S1713. In such a process, a process of dividing the value of the ratio second counter by the added value (total number of games) of the ratio first counter and the ratio second counter is performed. That is, the ratio calculation process is a process of calculating the ratio of the number of games in which the push order notification can occur out of the total number of games. Then, in step S1714, a process is executed so that the calculation result of the arithmetic process in step S1713 is displayed on the ratio monitor 77.
[0335] As shown in FIG. 5, the ratio monitor 77 has a plurality of 7-segment display units each composed of seven display segments. Specifically, the ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e as the 7-segment display units. The display segments in the first display unit 77a to the fifth display unit 77e have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off of these individual light sources, only any one display segment can be lit, and any combination of display segments can be lit. As a result, the ratio monitor 77 can display a predetermined symbol (including alphabets and numbers) individually, and in particular, the ratio monitor 77 can display five-digit numbers.
[0336] In step S1714, the result of the arithmetic processing in step S1713 is output to the ratio monitor 77, and the display control of each display unit 77a to 77e in the ratio monitor 77 is performed so that a four-digit number is displayed on the ratio monitor 77. Specifically, as the ratio of the number of games in which the order announcement can occur out of the total number of games, for example, a number smaller than 1, such as "0.5012", and the numbers up to four digits after the decimal point are displayed on the ratio monitor 77. After executing the process of step S1714, the first interval display process ends.
[0337] Note that it may be configured to perform the display control of the ratio monitor 77 after performing the process of rounding the fifth digit after the decimal point in the arithmetic processing of step S1713. Also, since the first display unit 77a of the ratio monitor 77 basically displays "0", it may be configured not to have the first display unit 77a, or to always display "0" on the first display unit 77a by printing or the like. Also, it is preferable to configure the decimal point to be displayed by printing or the like between the first display unit 77a and the second display unit 77b.
[0338] <Second Interval Display Process> Next, the second interval display process will be described with reference to the flowchart of FIG. 45. As already described, the second interval display process is a process performed in step S416 of the reel control process, and is performed after the medal payout (payout determination process) and the transition of the game state based on the winning result (winning result corresponding process) are performed at the end of one game.
[0339] In step S1801, it is determined whether the advantageous interval flag is set. If it is not set, the second interval display process ends as it is. If the advantageous interval flag is set, in step S1802, a process of counting the number of games in the advantageous interval is executed. Specifically, a process of adding 1 to the above-mentioned advantageous interval game number AG is performed. After executing the process of step S1802, in step S1803, an update process of the advantageous interval increase / decrease number MY (MY counter) provided in each counter area 106e is executed.
[0340] In the MY update process of step S1803, on the condition that the game result of the current game is not any of the replay winning results, the number of inserted coins (bet number) is subtracted from the number of paid-out coins, and the subtraction result is added to the number of coins for increasing or decreasing the advantageous section MY, thereby updating the number of coins for increasing or decreasing the advantageous section MY.
[0341] After executing the MY update process of step S1803, in step S1804, the remaining game number management process is executed, and in the subsequent step S1805, the remaining coin number management process is executed.
[0342] The remaining game number management process is a process for managing whether or not the advantageous section reaches the upper limit number of games (1500 games) with the current remaining game number based on the remaining game number in the AT mode. In the remaining game number management process, for example, it is grasped whether or not the total of the advantageous section game number AG (the number of games consumed in the advantageous section), the AT counter (the remaining game number in the AT mode), the CZ counter (the remaining game number in the CZ mode), and the precursor counter (the remaining game number in the precursor mode) is equal to or more than the upper limit number of games of the advantageous section. And if such a situation exists, the first excess flag is set in the various flag storage areas 106d as a flag for specifying such a situation.
[0343] The remaining coin number management process is a process for managing whether or not the advantageous section reaches the upper limit increase number (2400 coins) with the current remaining game number based on the remaining game number in the AT mode. In the remaining paid-out coin number management process, for example, it is grasped whether or not the total of the expected increase number calculated from the AT counter and the average increase number per game in the AT mode and the current number of coins for increasing or decreasing the advantageous section MY is more than the number of coins for increasing or decreasing the advantageous section. And if such a situation exists, the second excess flag is set in the various flag storage areas 106d as a flag for specifying such a situation.
[0344] In the subsequent step S1806, it is determined whether the number of games AG in the advantageous section has reached the upper limit of 1500 games, or whether the number of increases or decreases MY in the advantageous section has become 2400 or more, which is the upper limit of the number of increases. If either of these forced termination conditions is satisfied, in step S1807, the number of games AG in the advantageous section and the number of increases or decreases MY in the advantageous section are cleared to 0. In the subsequent step S1808, a process of ending the display of the eighth display segment N8 as the section display is performed. Then, in step S1809, a process of initializing parameters and information such as various flags and counters during the advantageous section is performed, and in step S1810, a process of clearing the normal counter is performed.
[0345] In the initialization process of the advantageous section information in step S1809, the flags and counters set at the transition to the current advantageous section, and the flags and counters set during the current advantageous section are reset to their initial values. For example, if the advantageous section flag, the AT mode winning flag, the AT mode flag, various CZ mode flags, etc. are not cleared and are set, these flags are cleared. Further, if the number of games AG in the advantageous section, the number of increases or decreases MY in the advantageous section, the precursor counter for the precursor mode, the counter for the number of consecutive games in the CZ mode, etc. are greater than 0, all these counters are reset to 0. That is, in the initialization process, with respect to the advantageous section as an advantageous state using the push order notification, all variables or parameters affecting the performance related to the push order notification are initialized, and RAM clearing is performed for such variables or parameters.
[0346] After step S1810 is executed or if a negative judgment is made in step S1806 (the number of games played in the advantageous zone AG has not reached the upper limit, and the number of coins added or subtracted in the advantageous zone MY has not reached the upper limit), the second interval display process is terminated. Note that the second interval display process does not perform the process of grasping the current game status or the process of determining whether the number of bets corresponds to the game status, as in steps S1201 and S1202 of the game count update process (FIG. 39). Therefore, the number of games played in the advantageous zone AG (the number of games played in the advantageous zone) and the number of coins added or subtracted in the advantageous zone MY (the difference between the number of coins paid out in the advantageous zone and the number of coins inserted in the advantageous zone) are updated each time a game is played (step S1802), regardless of the number of coins bet when the game is played. In other words, unlike the case of the number of remaining games in the premonition mode, CZ mode, and AT mode, the update process for the number of games played in the advantageous zone and the number of coins added or subtracted is performed even when a game is played with two coins bet.
[0347] <About the push order indicator and section indicator and game progress> The relationship between the start and end of the advantageous zone and the display of the eighth display segment N8 as a zone indicator will be explained with reference to FIG.
[0348] In this slot machine 10, as shown in FIG. 46, in the normal zone, which is not an advantageous zone, the eighth display segment N8 as a zone indicator is turned off (not lit). In this normal zone, push order notification is not performed. In other words, while the advantageous zone has the performance related to the instruction function such as push order notification, the normal zone can be said to be a zone that does not have such instruction function. The situation in which the display mode is in the normal mode mainly corresponds to the normal zone.
[0349] In the normal section, for example, when winning the transition lottery to the advantageous section due to winning a small combination 7 (watermelon), etc., the measurement of the number of execution games in the advantageous section (counting the number of advantageous section games AG) starts from the next game of the game in which the game result that triggered the win is established. Then, when winning the transition lottery to the AT mode during the advantageous section and a situation where a push order notification can occur such as a win notification and an AT mode flag being set, it is assumed that the start condition of the display of the section indicator is satisfied, and the eighth display segment N8 lights up.
[0350] After that, in the situation where the eighth display segment N8 is lit, a push order notification using the first display segment N1 to the seventh display segment N7 occurs. In this case, as described above, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7, and based on such push order information, the player can grasp the push order. In the push order notification, the push order information starts to be displayed when the start lever 41 is operated in the game, and the display ends when the third reel stop ON operation is performed in the game. If such a game is not the last game in the advantageous section, at the time of the third reel stop ON operation, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends, and the display of the advantageous section by the eighth display segment N8 continues. Then, when winning the push order combination again in the next game and subsequent games, the push order information corresponding to the push order combination is displayed on the first display segment N1 to the seventh display segment N7.
[0351] When the number of continuing games in the advantageous zone reaches the upper limit, or the number of medal increases in the advantageous zone reaches the upper limit increase number, and it is the final game of the advantageous zone, the eighth display segment N8 also goes out, and the notification of the advantageous zone ends. In this embodiment, in the final game of the advantageous zone, the eighth display segment N8 goes out when medal payout is completed (by the second zone display process, which is the process after the payout determination process). Note that if medal payout is not performed in the final game, the eighth display segment N8 goes out when the third reel stop OFF operation is performed. This allows the player to clearly understand that the game in question was the final game of the advantageous zone.
[0352] As described above, the number of games in the advantageous zone is counted from the game following the game that wins the lottery to move to the advantageous zone, while the push order notification only occurs while the eighth display segment N8 is lit. In other words, even in an advantageous zone, the push order notification does not occur in a zone where the eighth display segment N8 is off (a non-specific zone). In other words, by checking whether the eighth display segment N8 as a zone indicator is lit, it is possible to clearly determine whether the advantageous zone is at least in a situation where the benefit of the push order notification can be enjoyed (a specific zone, a zone where actual increase is possible). In this way, the manager of the gaming hall can clearly confirm, for example, whether an increase in medals is occurring by enjoying the benefit of the push order notification in the advantageous zone, or whether fraudulent activity is occurring that results in an increase in medals by illegally enjoying the benefit of the push order notification even when the zone is not advantageous.
[0353] <Performance setting processing> Next, the effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 47. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).
[0354] In the performance setting process, first, in step S1901, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step S1902, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and from which previously stored commands can be read.
[0355] If a negative determination is made in step S1901, or after the processing of step S1902 has been executed, it is determined in step S1903 whether or not the newly received command is a betting command. A betting command is a command output from the main control device 101 in response to a betting operation, such as a betting command set in step S206 of the normal processing. If it is a betting command, a betting effect setting process is executed in step S1904 to set effects based on the current betting operation.
[0356] If a negative determination is made in step S1903, or after the processing of step S1904 has been executed, it is determined in step S1905 whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S311 of the lottery processing, as well as a premonition start command, a premonition game count update command, a CZ win command, a CZ game count update command, a CZ addition command, an AT win command, an AT game count update command, etc., which are set in the lottery result response processing (FIG. 27) or the game count update processing (FIG. 39). If the command is one of these start commands, a start effect setting processing is executed in step S1906.
[0357] If a negative determination is made in step S1905, or after the process of step S1906 is executed, in step S1907, it is determined whether the newly received command is a command at each stop operation. The command at each stop operation is a command output from the main control device 101 based on the fact that each stop operation of each of the reels 32L, 32M, and 32R has been performed, and is a stop command set in step S405 of the reel control process (FIG. 22). If it is the stop command as such a command at each stop operation, in step S1908, each stop operation effect setting process for performing the effect setting based on the current stop operation is executed.
[0358] If a negative determination is made in step S1907, or after the process of step S1908 is executed, in step S1909, it is determined whether the newly received command is a command at full stop. The command at full stop is a command output from the main control device 101 based on the fact that all the reels 32L, 32M, and 32R have stopped, and in addition to the winning result command set in step S417 of the reel control process (FIG. 22), there are a precursor end command, a CZ start command, a CZ end command, a first AT winning notification command, a second AT winning notification command, an AT start command, an AT boost command, an AT end command, a first BB start command, a second BB start command, a first BB end command, a second BB end command, etc. set in the winning result corresponding process (FIG. 40) and the bonus state process (FIG. 24). If it is one of these commands at full stop, in step S1910, the full stop effect setting process is executed.
[0359] If a negative determination is made in step S1909, or after the process of step S1910 is executed, in step S1911, other processes are executed and then the effect setting process is terminated. In step S1911, settings for effects based on commands from the main control device 101 other than during betting, starting, and stopping (for example, effects based on the operation of the settlement switch 59), settings for effects based on signals from sensors (such as the effect switch detection sensor) connected without going through the main control device 101, settings for error notification, etc. are performed.
[0360] The start-up production setting process and the full stop production setting process will be described below.
[0361] <Start-up production setting process> The start-up production setting process in step S1906 will be described based on the flowchart of FIG. 48.
[0362] In step S2101, based on the received lottery result command, it is determined whether the lottery result of the game started this time is a winning position in the push order. If it is a winning position in the push order, in step S2102, it is determined whether a push order notification command is being received. If a push order notification command is being received, in step S2103, it is determined whether the lottery result of this game is a normal replay B. The case where a push order notification command is set in a game that is a normal replay B means that it is the start game of the first AT mode. In this case, in step S2104, setting processing for performing a push order notification performance corresponding to the second replay winning is executed.
[0363] If a negative determination is made in step S2103, in step S2105, it is determined whether the lottery result of this game is a normal replay C. The case where a push order notification command is set in a game that is a normal replay C means that it is the start game of the second AT mode. In this case, in step S2106, setting processing for performing a push order notification performance corresponding to the third replay winning is executed.
[0364] The case where a negative determination is made in step S2105 means that the lottery result of this game is a winning position in the push order bell. In this case, in step S2107, settings are executed so that the push order notification performances corresponding to the first minor winning to the sixth minor winning are performed on the auxiliary display unit 65 and the speaker 64.
[0365] In step S2101, if it is determined that the lottery result of the current game is not a winning order, in step S2108, it is determined whether the lottery result of the current game is a winning special result. The special result is a lottery result that is called a so-called rare result that rarely (hardly) appears as the lottery result of each game. In the present embodiment, chance eyes A to C, cherries A to C, and watermelons are set as special results. As shown in FIG. 30, in the AT mode transition lottery triggered by these lottery results, it is set to be more likely to win the AT mode transition than the lottery results other than the special results. If the lottery result of the current game is a winning special result, in step S2109, the special result notification process is executed. The special result notification process will be described in detail later.
[0366] After the execution of step S2104, step S2106, step S2107, or step S2109, in step S2110, it is determined whether a CZ game count boost command has been received. If a CZ game count boost command has been received, in step S2111, the setting process for the CZ game count boost effect is executed. In the setting process for the CZ game count boost effect, as a notification corresponding to the boost of the remaining game count in the CZ mode, a boost effect is executed in which the boosted game count is displayed on the auxiliary display unit 65. Note that the form of the boost effect is not limited to the form performed in the game in which the boost is performed. For example, a form in which the boosted game count is notified after a predetermined number of games triggered by the game in which the boost is performed may be included. For example, a configuration may be adopted in which the boost effect is included in a so-called post-boost effect in which the boost effect is executed when the remaining game count in the CZ mode reaches a predetermined number (for example, 1 remaining game).
[0367] If a negative determination is made in step S2110, or after the process of step S2111 is executed, bonus in-play setting processing is executed in step S2112, and continuous play setting processing is executed in step S2113. In the subsequent step S2114, continuous play waiting processing is executed, and in step S2115, continuous play execution processing is executed. Each of the processes from step S2112 to step S2115 will be described in detail later.
[0368] After the execution of step S2115, in step S2116, other start-up in-play setting processing is executed, and then this start-up in-play setting processing is terminated. In step S2116, for example, an effect suggesting the lottery result is set in response to the start of the game, or processing such as turning off the lamps around the start lever 41 to notify that the operation has been accepted is performed.
[0369] <Regarding continuous play> The continuous play according to this embodiment performs a series of effects over a plurality of games, and notifies whether or not a win has been achieved for the transition to the CZ mode or the AT mode in the final game. At that time, the continuous play is controlled so that the start timing (the starting game of the continuous play) is adjusted according to the progress of the precursor mode so that the notification of winning the transition to the CZ mode or the AT mode is performed in accordance with the end timing of the precursor mode set by the main control device 101.
[0370] However, as described above, when a game is played with a bet number that does not match the specified number (when the start lever 41 is operated with a bet number of 2), the remaining number of games in the precursor mode is not updated in the main control device 101, and the period of the precursor mode is substantially extended. As a result, the winning notification game in the continuous play and the end timing of the precursor mode will not be synchronized. For example, inconveniences such as the push order notification effect for transitioning to the AT mode not being executed easily may occur even though a winning notification for the AT mode is made in the continuous play.
[0371] Therefore, in this embodiment, in order to prevent the above-mentioned inconvenience from occurring, the continuous performance configuration is devised. The specific configuration will be described in detail below.
[0372] <Continuous performance setting process> The continuous effect setting process of step S2113 will be described with reference to the flowchart of Fig. 49. The continuous effect setting process is a setting process for executing the continuous effect for this precursor (continuous effect that notifies winning of CZ mode, etc.).
[0373] In the continuous effect setting process, first, in step S2201, it is determined whether or not a first BB end command or a second BB end command has been received. If neither the first BB end command nor the second BB end command has been received, the process proceeds to step S2202, where it is determined whether or not a premonition start command has been received. The premonition start command is a command sent when the main control device 101 transitions to premonition mode, and this step determines whether or not the transition to premonition mode has begun.
[0374] If a premonition start command has been received (if transition to the premonition mode has started), the process proceeds to step S2203, where this premonition flag is set (stored) in the various flags storage area 183a of the RAM 183. This premonition flag is used by the CPU 181 to understand that the current consecutive performance is triggered by a win in the CZ mode, AT mode, or an additional game number in the AT mode, in other words, that a notification (success performance or victory performance) corresponding to a win in each of the above modes should be executed as the conclusion of the consecutive performance.
[0375] In the next step S2204, it is determined whether or not a pseudo-omen flag is stored in each of the flag storage areas 183a. The pseudo-omen flag is used by the CPU 181 to determine that the current consecutive performance is not triggered by a win in the CZ mode or the like, in other words, that a notification (failure effect or defeat effect) corresponding to a non-win in each of the modes should be executed as the conclusion of the consecutive performance.
[0376] If the pseudo-precursor flag is not stored, the process proceeds to step S2205 to grasp the number of consecutive games in the current precursor mode. This process is performed based on the precursor start command transmitted from the main control device 101. In the subsequent step S2206, a value corresponding to the number of consecutive games in the current precursor mode grasped in step S2205 is set in the current precursor counter provided in each counter area 183b of the RAM 183. This current precursor counter is a counter for counting the remaining number of games in the precursor mode. In other words, it is for the CPU 181 to grasp the remaining number of games in the precursor mode. That is, in the present embodiment, the remaining number of games in the precursor mode is configured to be managed by the CPU 102 on the main control device 101 side and the CPU 181 on the display control device 81 side, respectively.
[0377] After the execution of step S2206, in step S2207, the current precursor effect table is acquired from each table storage area 182a of the ROM 182.
[0378] Here, the outline of the continuous effect will be described. In the present embodiment, a first continuous effect and a second continuous effect are provided as continuous serializations. First, the first continuous effect will be described with reference to FIGS. 58 to 60.
[0379] The first continuous effect is composed of a start effect executed in the start game of the continuous effect, a preparation effect executed thereafter, and a final effect executed after the preparation effect. The final effect of the first continuous effect is a transformation effect as to whether the girl character 201 can transform into the magic user character 202, and the preparation effect is an item acquisition effect for acquiring an item (transformation goods) in the transformation effect.
[0380] In the start effect of the first continuous effect, as shown in FIG. 58(a), on the display screen of the auxiliary display unit 65, together with the girl character 201, a character image 203 such as "Let's transform!" is displayed. This start effect is executed, for example, when the start lever 41 is operated in the start game of the continuous effect. Note that the start effect is executed over one game.
[0381] In the preparation effect (item acquisition effect) of the first consecutive effect, first, as shown in Figures 58(b) and (c), a treasure chest image 204 is displayed on the display screen of the auxiliary display unit 65, and then, as shown in Figures 59(a) to (c), an item image 205 is displayed on the same display screen. The item image 205 is displayed so as to appear from the treasure chest image 204.
[0382] As the treasure chest effect in which the treasure chest image 204 is displayed, there are prepared treasure chest effect A (Fig. 58(b)) and treasure chest effect B (Fig. 58(c)) in which the treasure chest is of different colors, and the color of the treasure chest indicates the probability of winning in the CZ mode, etc. For example, treasure chest effect B in which a red treasure chest image 204b is displayed has a higher probability of winning in the CZ mode, etc. than treasure chest effect A in which a yellow treasure chest image 204a is displayed.
[0383] Furthermore, as the item effects in which item image 205 is displayed, item effects A to C in which different types of items are prepared, and the type of item indicates the likelihood of winning in CZ mode, etc. For example, item effect C in which walking stick image 205c is displayed has the highest likelihood of winning in CZ mode, etc., item effect A in which toothbrush image 205a is displayed has the lowest likelihood, and item effect B in which pendant image 205b is displayed is somewhere in between.
[0384] The preparation effect is executed over one game. Specifically, in the execution game of the preparation effect, when the start lever 41 is operated (when the reels 32L to 32R start to spin), the treasure chest effect starts, and then, after a predetermined period of time has passed or when the stop switches 42 to 44 are operated (for example, when a final stop operation is performed), the item effect starts.
[0385] In the final performance (transformation performance) of the first continuous performance, as shown in FIG. 60, an image of the process of the girl character 201 transforming into the wizard character 202 is displayed on the display screen of the auxiliary display unit 65, followed by a result image indicating whether the transformation was successful or unsuccessful. Specifically, first, as shown in FIG. 60(a), the girl character 201 is shown chanting the spell to transform, and then, as shown in FIG. 60(b), the girl character 201 is shown surrounded by a dazzling light along with the spell. If an item has been acquired in the preparation performance, the girl character 201 in FIG. 60(a) is displayed holding the acquired item. Then, when a notification corresponding to a win in the CZ mode or the like is made, as shown in FIG. 60(c1), a result image (ending image) is displayed in which the light subsides and the wizard character 202 who has successfully transformed appears. On the other hand, when a notification corresponding to a loss in the CZ mode or the like is made, as shown in FIG. 60(c2), a result image is displayed in which the light subsides and the girl character 201 who has failed to transform appears.
[0386] The final effect is executed over two games. Specifically, when the start lever 41 is operated in the game in which the final effect is executed (when the reels 32L to 32R start spinning), the image in Fig. 60(a) is displayed. After that, after a predetermined period of time has passed or when the stop switches 42 to 44 are operated (for example, when the first stop operation is performed), the image in Fig. 60(b) is displayed. After that, when the start lever 41 is operated in the next game (when the reels 32L to 32R start spinning), the image in Fig. 60(c1) or Fig. 60(c2) is displayed.
[0387] Next, the second continuous performance will be described with reference to FIGS. 61 to 63. Also in the second continuous performance, it is composed of a start performance executed in the start game of the continuous performance, a preparation performance executed thereafter, and a final performance executed after the preparation performance. The final performance of the second continuous performance is a battle performance as to whether the warrior character 211 can defeat the enemy character 212, and the preparation performance is an item acquisition performance for acquiring an item (weapon) for the above battle performance. Note that the number of execution games and start timing of each performance are the same as those in the case of the first continuous performance.
[0388] In the start performance of the second continuous performance, as shown in FIG. 61(a), on the display screen of the auxiliary display unit 65, together with the enemy character 212, a character image 213 such as "Prepare for battle!!" is displayed. Also, in the preparation performance (item acquisition performance) of the second continuous performance, first, the treasure box performance A (FIG. 61(a)) or the treasure box performance B (FIG. 61(b)) is executed in the same manner as in the case of the first continuous performance, and then, as shown in FIGS. 62(a) to (c), an item performance in which an item image 215 is displayed is executed. In the item performance, for example, the item performance C in which the gun image 215c is displayed has the highest winning expectation degree such as the CZ mode, the item performance A in which the toothbrush image 215a is displayed has the lowest, and the item performance B in which the knife image 215b is displayed is in the middle.
[0389] In the final performance (battle performance) of the second continuous performance, as shown in FIGS. 63(a) and (b), images of the warrior character 211 attacking and the enemy character 212 receiving an attack are displayed, and then a result image for notifying the presence or absence of winning such as the CZ mode is displayed by showing the end of the battle. Specifically, when performing notification corresponding to winning of the CZ mode or the like, as shown in FIG. 63(c1), an image of the warrior character 211 defeating the enemy character 212 and winning is displayed, and when performing notification corresponding to non-winning of the CZ mode or the like, as shown in FIG. 63(c2), an image of the warrior character 211 losing to the enemy character 212 is displayed.
[0390] In the continuous performance according to this embodiment, the first continuous performance or the second continuous performance is executed for the number of games selected by lottery out of 3 to 5 games.
[0391] Returning to the explanation of the continuous performance setting process (Fig. 49), in the premonition performance table obtained in step S2207, as shown in Fig. 50, for each performance scenario according to the number of games in which the continuous performance is executed, each performance scenario is set for each of the first continuous performance and the second continuous performance as the premonition performance scenario. Each of these performance scenarios performs the performance of transformation success or battle victory as the final performance, and is for notifying the winning of the CZ mode or the like. Incidentally, when the number of games to be executed is 3 games, the preparation performance (item acquisition performance) is not executed, and the final performance (transformation performance or battle performance) is executed after the start performance. Also, when the number of games to be executed is 5 games, each performance scenario is configured such that the preparation performance is executed twice after the start performance, and then the final performance is executed.
[0392] In the premonition performance table, the probability that 5 games are selected as the number of games in which the continuous performance is executed is the highest, and the probability that 3 games are selected is the lowest. For this reason, the higher the number of games in which the continuous performance is executed, the higher the winning expectation degree of the CZ mode or the like.
[0393] After obtaining the premonition performance table in step S2207, the lottery process for the continuous performance is executed in step S2208. In the lottery process for the continuous performance, a random number for continuous performance lottery is obtained, and using the obtained random number and the obtained premonition performance table, the number of games in which the continuous performance is executed and the performance scenario to be executed are lottery-selected.
[0394] In the subsequent step S2209, as setting processing for the production data, a scenario data table corresponding to the production scenario determined by the above lottery processing is created. This scenario data table is stored (set) in the production setting data storage area 183c of the RAM 183. In the scenario data table, as shown in FIG. 51, information on the production video to be executed in each game is set in association with the number of execution games of consecutive continuous draws. In the present embodiment, the value of the continuous production counter is used as the number of execution games of the continuous production. Note that the continuous production counter is for the CPU 181 to grasp the number of execution games or the remaining games of the continuous production, and is decremented by 1 for each game in the situation where the continuous production is being executed.
[0395] For example, when the production scenario of the current continuous production is selected as the present precursor scenario K in FIG. 50 (a scenario in which the number of execution games of the continuous production is 5 games and the transformation production of the girl character 201 is executed) by the above lottery processing, in the scenario data table, as shown in FIG. 51(a), information corresponding to the production video of the present precursor scenario K-1 (start production) is set as the information on the production to be executed in the first game, information corresponding to the production video of the present precursor scenario K-2 (production of obtaining a pendant) is set as the information on the production to be executed in the second game, information corresponding to the production video of the present precursor scenario K-3 (production of obtaining a stick) is set as the information on the production to be executed in the third game, information corresponding to the production video of the present precursor scenario K-4 (production of attempting transformation) is set as the information on the production to be executed in the fourth game, and information corresponding to the production video of the present precursor scenario K-5 (production of successful transformation) is set as the information on the production to be executed in the fifth game. As the information on the production video, it may be identification information indicating the video data (unique information attached to each production video), or it may be information indicating the storage area in which the video data is stored (address information of the ROM 182).
[0396] Also, in step S2209, in the above scenario data table, information on the production video of this preliminary precursor scenario is set together with the production scenario of the continuous production. This preliminary precursor scenario is set separately from the original continuous production (in other words, it is not set as the original continuous production), and is a preliminary production for the case where the number of precursor games is not updated during the execution of the continuous production (when the game starts with the bet number set to 2).
[0397] This preliminary precursor scenario is provided for the first continuous production and the second continuous production respectively. Specifically, separate preliminary precursor scenarios are prepared for the preliminary precursor scenarios A to N shown in FIG. 50. Also, in each preliminary precursor scenario, a plurality of types of productions corresponding to the number of games executed in the continuous production are prepared.
[0398] For example, as shown in FIG. 51(a), when the preliminary precursor scenario K is selected as the production scenario of the continuous production, the preliminary precursor scenario K corresponding to the preliminary precursor scenario K is set in the above scenario data table. The preliminary precursor scenario K is composed of a plurality of productions including the preliminary precursor scenarios K1 to K-3 and the transformation use, and each production corresponds to the value of the production counter.
[0399] When the value of the continuous counter is 5, the preliminary precursor scenario K-1 is related to the production content in relation to the preliminary precursor scenario K-1. In the production of the preliminary precursor scenario K-1, for example, as shown in FIG. 64(a), a character display 221 that evokes the start of the first continuous production such as "Next transformation challenge" is displayed on the display screen of the auxiliary display unit 65.
[0400] When the value of the continuous counter is 4, the preliminary precursor scenario K-2 is related to the preliminary precursor scenario K-2 and suggests a red treasure box or enhances the sense of anticipation thereof. In the production of the preliminary precursor scenario K-2, for example, as shown in FIG. 64(b), a character display 222 such as "A red treasure box means a chance!" is displayed on the display screen of the auxiliary display unit 65 together with the girl character 201 and the treasure box image 204.
[0401] When the value of the continuous counter is 3, this premonition preliminary scenario K-3 suggests or increases the expectation of a walking stick (an item obtained in this premonition scenario K-3) as something related to this premonition scenario K-3. In the presentation of this premonition preliminary scenario K-3, for example, as shown in Figure 64(c), text display 223 such as "I want a walking stick!" is displayed on the display screen of the auxiliary display unit 65 along with the girl character 201 and walking stick image 205c.
[0402] The actual premonition preliminary scenario - transformation when the value of the continuous counter is 2 or 1 is related to the actual premonition scenarios K-4 and K-5 and suggests a successful transformation or heightens the sense of anticipation. In the actual premonition preliminary scenario - transformation performance, for example, as shown in Figure 64(d), an enlarged image 224 of the girl character's face is displayed in a cut-in format along with text display 225 such as "It's time to transform!" Note that the actual premonition preliminary scenario - transformation is a common preliminary performance for the actual premonition scenarios A, C to E, and I to K for the first continuous performance.
[0403] Also, for example, as shown in Figure 51(b), when main premonition scenario H is selected as the performance scenario for the continuous performance, a main premonition backup scenario H is set corresponding to the main premonition scenario H. The main premonition backup scenario H is also composed of multiple performances, each of which corresponds to the value of the performance counter.
[0404] The present premonition preliminary scenario H-1 when the value of the consecutive counter is 4 is related in terms of the performance content in relation to the present premonition scenario H-1. In the performance of the present premonition preliminary scenario H-1, for example, as shown in Figure 65(a), a text display 231 suggesting the start of the second consecutive performance, such as "Next Battle", is displayed on the display screen of the auxiliary display unit 65.
[0405] When the value of the continuous counter is 3, the present preliminary scenario H-2 is related to the present precursor scenario H-2 and suggests a red treasure chest or enhances the anticipation thereof. In the production of the present preliminary scenario H-2, for example, as shown in FIG. 65(b), a character display 232 such as "I want a red treasure chest" is displayed on the display screen of the auxiliary display unit 65 together with the warrior character 211 and the treasure chest image 204.
[0406] When the value of the continuous counter is 2 or 1, the present preliminary scenario for battle is related to the present precursor scenarios H-3 and H-4 and suggests a victory in battle or enhances the anticipation thereof. In the production of the present preliminary scenario for battle, for example, as shown in FIG. 65(c), a character display 235 such as "Let's go!!" is displayed in a cut-in format together with an enlarged image 234 of the face of the warrior character. Note that the present preliminary scenario for battle is a common preliminary production in the present precursor scenarios B, F to H, and L to N for the second continuous production.
[0407] Returning to the explanation of the continuous production setting process (FIG. 49), after executing the production data setting process (scenario data table creation process) in step S2209, in step S2210, a value is set in the production standby counter provided in each counter area 183b of the RAM 183. The production standby counter is for the CPU 181 to grasp the number of standby games until the continuous production starts. For example, if the number of continuous games (remaining games) in the precursor mode grasped in step S2205 above is 10 games and the number of continuous games selected in the lottery process in step S2208 above is 4 games, then 6 is set as the value of the production standby counter.
[0408] In step S2211, a value is set in the continuous production counter provided in each counter area 183b of the RAM 183. The continuous production counter is, as already explained, for counting the number of executed games or remaining games of the continuous production. For example, if the number of continuous games selected in the lottery process in step S2208 above is 4 games, then 4 is set as the value of the production standby counter.
[0409] Next, at step S2212, a production standby flag is set (stored) in the various flag storage areas 183a of the RAM 183, and then this continuous consecutive output setting process ends. The production standby flag is a flag for the CPU 181 to recognize that it is in a state of waiting for the start of continuous production.
[0410] If an affirmative determination is made in step S2204 above (when the pseudo-precursor flag is stored), the process proceeds to step S2213, and the pseudo-precursor flag stored in the various flag storage areas 183a is cleared. In the subsequent step S2214, the value of the pseudo-precursor counter provided in the various counter areas 183b of the RAM 183 is cleared to 0. Note that the pseudo-precursor counter will be described later. After the execution of step S2214, the process proceeds to step S2205, and a process of grasping the number of continuous games or the remaining number of games in the precursor mode is executed.
[0411] Also, if an affirmative determination is made in step S2201 above (when the first BB end command or the second BB end command is received), the process proceeds to step S2215, and it is determined whether the main precursor flag is stored in the various flag storage areas 183a. If the main precursor flag is stored, the process of obtaining the main precursor production table in step S2207 is executed, and if the main precursor flag is not stored, this continuous production setting process ends.
[0412] <Special role notification process> The special role notification process in step S2109 will be described with reference to the flowchart of FIG. 52. The special role notification process is for performing a setting process of continuous production for pseudo-precursors (continuous production for notifying non-winning in the CZ mode, etc.).
[0413] In the specific role notification process, first, in step S2301, a chance performance lottery process is executed to determine whether to set the chance performance as the performance of the current game. In the chance performance, as shown in FIG. 66(d), for example, the character with a surprised mark is displayed corresponding to each reel 32L, 32M, 32R while the characters "Chance!!" are displayed on the auxiliary display unit 65. Note that the winning probability of the chance performance lottery process may be configured to vary depending on the type of the specific role, the gaming state, the set value, and the like.
[0414] In step S2302, it is determined whether the lottery process in step S2301 is won. If it is won, in step S2303, the chance performance is set to be performed as the performance of the current game.
[0415] After the execution of step S2303 or when a negative determination is made in step S2302 (when not winning the chance performance lottery), in steps S2304 to S2306, it is determined whether any of the precursor start command, the CZ boost command, or the AT winning command is included as the start command of the current game. If any of these commands is included, this specific role notification process is terminated. If none of these commands is included, in step S2307, a lottery for executing the pseudo-precursor mode is executed.
[0416] The pseudo-premonition mode is a mode that, although not actually transitioning to the premonition mode, makes the player expect that such a transition has occurred (in other words, winning in the CZ mode or the like). In this embodiment, during the period of this pseudo-premonition mode, a continuous effect for notifying non-winning in the CZ mode or the like is executed. Note that, as in the case of the premonition mode, in many cases, the number of continuous games in the pseudo-premonition mode is set to be larger than the number of games of the continuous effect. At this time, a provoking effect (an effect other than the continuous effect) that makes the player expect winning is performed during the period before the start of the continuous effect. Since this provoking effect is also performed during the period before the start of the continuous effect in the premonition mode, although there is a difference in degree, it is impossible or difficult for the player to clearly distinguish between the premonition mode and the pseudo-premonition mode.
[0417] In step S2308, it is determined whether or not the execution lottery of the pseudo-premonition mode in step S2307 has been won. If not, this specific role notification process is terminated. If it has been won, the process proceeds to step S2309, and a pseudo-premonition flag is set (stored) in the above various flag storage areas 183a. The pseudo-premonition flag is a flag for the CPU 181 to recognize that it is in the pseudo-premonition mode.
[0418] Next, in step S2310, a pseudo-premonition effect table is acquired from the various table storage areas 182a of the ROM 182. The pseudo-premonition effect table is for lottery of the effect scenario of the continuous effect when notifying non-winning in the CZ mode or the like. In the pseudo-premonition effect table, as shown in FIG. 53, for each of the first continuous effect and the second continuous effect, each effect scenario corresponding to the number of execution games of the continuous effect is set as the pseudo-premonition effect scenario. All of these effect scenarios perform an effect of transformation failure or battle defeat as the final effect. In the pseudo-premonition effect table, the probability that 3 games are selected as the number of execution games of the continuous effect is the highest, and the probability that 5 games are selected is the lowest.
[0419] After obtaining the pseudo-omen performance table in step S2310, the lottery process for continuous performances is executed in step S2311. In the lottery process for continuous performances, a random number for continuous performance lottery is obtained, and using the obtained random number and the above-obtained pseudo-omen performance table, the number of games for executing the continuous performance and the performance scenario to be executed are lottery-selected.
[0420] In step S2312, as a process for setting performance data, a scenario data table corresponding to the performance scenario determined by the above lottery process is created and stored (set) in the performance setting data storage area 183c of the RAM 183. Also in the scenario data table for pseudo-omens, similar to the scenario data table for this omen (Fig. 51), information on the performance videos to be executed in each game is set in association with the number of games for continuous consecutive appearances. However, in the scenario data table for pseudo-omens, information on the performance videos of the preliminary scenarios is not set.
[0421] In step S2313, a value is set in the pseudo-omen counter provided in the various counter areas 183b of the RAM 183. The pseudo-omen counter is for the CPU 181 to grasp the remaining number of games in the pseudo-omen mode. In step S2314, a value is set in the performance standby counter provided in the various counter areas 183b, and in the subsequent step S2315, a value is set in the continuous performance counter provided in the various counter areas 183b. Note that the processes of step S2314 and step S2315 are the same as the processes of step S2201 and step S2211 in the continuous selection setting process (Fig. 49).
[0422] After the execution of step S2315, in step S2316, a performance standby flag is set (stored) in the above various flag storage areas 183a, and then this continuous consecutive appearance setting process is terminated.
[0423] <Processing for continuous performance standby> The process for waiting for continuous effects in step S2114 will be described with reference to the flowchart of FIG. 54. The process for waiting for continuous effects controls the start timing (start game) of each continuous effect for this premonition and pseudo-premonition.
[0424] In the process for waiting for continuous effects, first, in step S2401, it is determined whether an effect waiting flag is stored in the various flag storage areas 183a of the RAM 183. If it is determined that the effect waiting flag is stored (when in the waiting state for continuous effects), the process proceeds to step S2402, and it is determined whether a this-premonition flag is stored in the various flag storage areas 183a.
[0425] If it is determined that the this-premonition flag is stored, the process proceeds to step S2403, and it is determined whether a premonition game number update command is received as the current start command. The premonition game number update command is a command indicating that the remaining game number in the premonition mode has been updated in the main control device 101. If it is determined that the premonition game number command is received, in step S2404, the value of the this-premonition counter provided in the various counter areas 183b of the RAM 183 is decremented by 1.
[0426] Also, if a negative determination is made in step S2402 (when the this-premonition flag is not stored), it means that the pseudo-premonition flag is stored. In this case, the process proceeds to step S2405, and the value of the pseudo-premonition counter provided in the counter areas 183b is decremented by 1.
[0427] After the execution of step S2404 or step S2405, in step S2406, the value of the effect waiting counter provided in the counter areas 183b is decremented by 1. Thereby, the number of waiting games until the continuous effect is started is updated. In the subsequent step S2407, it is determined whether the value of the effect counter is 0, that is, whether the number of waiting games until the continuous effect is started is 0.
[0428] If the value of the performance counter is not 0 (i.e., the above waiting game count is 1 or more), continue to wait for the start of the continuous performance and end this continuous performance waiting process. On the other hand, if the value of the performance counter is 0, clear (erase) the performance waiting flag stored in the above various flag storage areas 183a in step S2408. In the subsequent step S2409, set (store) the continuous performance flag in the above various flag storage areas 183a. The continuous performance flag is for the CPU 181 to grasp that the continuous performance should be executed or is being executed. After the execution of step S2409 or when a negative determination is made in step S2401 (i.e., the performance waiting flag is not stored), end this continuous performance waiting process.
[0429] Also, when a negative determination is made in step S2403 (i.e., the leading game count command has not been received), end this continuous performance waiting process without executing the processes after step S2404. That is, if the leading game count command has not been received and the remaining game count in the leading mode has not been updated in the main control device 101, do not execute the subtraction process (update process) of this leading counter and the performance waiting counter.
[0430] <Continuous performance execution process> The continuous performance execution process in step S2115 will be described with reference to the flowchart in FIG. 55. The continuous performance execution process is a process that executes a continuous performance based on the scenario data for this leading process set in the continuous performance setting process (FIG. 49) and the scenario data for the pseudo leading process set in the specific role notification process (FIG. 52).
[0431] In the process for executing continuous performance, first, at step S2501, it is determined whether a continuous performance flag is stored in the various flag storage areas 183a of the RAM 183. If it is determined that the continuous performance flag is not stored (if it is not a situation where continuous performance should be executed), this process for executing continuous performance ends. On the other hand, if it is determined that the continuous performance flag is stored (if it is a situation where continuous performance should be executed), then at step S2502, it is determined whether the current precursor flag is stored in the above-mentioned various flag storage areas 183a. That is, it is determined whether it is a situation where continuous performance for this precursor should be executed, or a situation where continuous performance for pseudo-precursor should be executed.
[0432] If it is determined that the current precursor flag is stored (if it is a situation where continuous performance for this precursor should be executed), the process proceeds to step S2503, and it is determined whether a second BB start command is received as the current start command. The second BB start command is a command indicating the start of the second BB state. When a player plays a game with a bet number of 2 during the execution of continuous performance for this precursor, a second BB win may be established and the second BB state may start. This step determines whether such a start of the second BB state has occurred.
[0433] If the second BB start command has not been received, at step S2504, it is determined whether a pre-game number update command is received as the current start command. If the pre-game number update command has been received and the remaining game number in the pre-mode has been updated by the main control device 101, the process proceeds to step S2505. In step S2505, based on the scenario data for this pre-game set in the continuous effect setting process (Figure 49), the effect of the pre-game scenario corresponding to the value of the continuous effect counter at that time is executed. For example, as shown in Figure 51(b), in a situation where the pre-game continuous effect scenario H is set as the continuous effect for this pre-game, when the value of the continuous effect counter at that time is 3, the auxiliary display unit 65 and the like are controlled so that the effect of the pre-game scenario H-2 is executed in the current game. In the subsequent step S2506, the value of the continuous effect counter provided in the various counter areas 183b of the RAM 183 is decremented by 1, and then the process for executing this continuous effect is terminated.
[0434] If a negative determination is made in step S2504 (the pre-game number update command has not been received), the process proceeds to step S2507, and based on the scenario data for this pre-game set in the continuous effect setting process (Figure 49), the effect of the pre-game preliminary scenario corresponding to the value of the continuous effect counter at that time is executed. For example, as shown in Figure 51(b), in a situation where the pre-game continuous effect scenario H is set as the continuous effect for this pre-game, when the value of the continuous effect counter at that time is 3, the auxiliary display unit 65 and the like are controlled so that the effect of the pre-game preliminary scenario H-2 is executed in the current game.
[0435] After the execution of step S2504, the process for executing this continuous effect is terminated. That is, if the pre-game number command has not been received and the remaining game number in the pre-mode has not been updated in the main control device 101 (in other words, if the effect of the pre-game preliminary scenario has been executed), the subtraction process (update process) of the continuous effect counter is not executed.
[0436] Furthermore, if the determination in step S2503 above is affirmative (if the second BB start command has been received), the process proceeds to step S2508, where the scenario data table (performance data for continuous performance) stored in the performance setting data storage area 183c of the RAM 183 is cleared (deleted). In the following step S2509, the continuous performance flags stored in the various flag storage area 183a are cleared (deleted), and then the continuous performance execution process is terminated. This stops the continuous performance currently being executed.
[0437] When the first BB state or the second BB state is being executed, the main control device 101 does not update the number of games remaining in the premonition mode, just as when the number of bets does not match the specific specified number (if a positive determination is made in step S1203 of FIG. 39). However, in the first BB state or the second BB state, it is expected that the bonus state will continue for a relatively long period of time, for example, about 30 games. In this way, even if the number of games remaining in the premonition mode is not updated, just as when the number of bets does not match the specific specified number, if it is expected that this period will continue for a long period of time, the system is configured to not respond by executing a preliminary effect, but to stop the continuous effect itself.
[0438] For example, if a preliminary effect were inserted during a transition to the first BB state or the second BB state, as in the case of a two-bet game, it would be necessary to prepare a large amount of video data for the premonition preliminary scenario and store a large amount of such video data in the ROM 182. This would increase the burden on gaming machine designers and could strain the capacity of the ROM 182. Furthermore, the preliminary effect would be executed for a long time without progressing the content of the consecutive effects, which could cause the player to feel uncomfortable. In this regard, in this embodiment, the occurrence of the above-mentioned inconveniences can be appropriately prevented by selectively responding with a preliminary effect or terminating the consecutive effects depending on the length of the period during which the number of remaining games in the premonition mode is not updated.
[0439] If a negative determination is made in step S2502 (when it is a situation where continuous effects for pseudo precursors should be executed), the process proceeds to step S2510, and based on the scenario data for pseudo precursors set in the specific role notification process (Fig. 52), the effects of the pseudo precursor scenario corresponding to the value of the continuous effect counter at that time are executed. In the subsequent step S2511, the value of the continuous effect counter provided in the above various counter areas 183b is decremented by 1, and then this continuous effect execution process is terminated. That is, when it is a situation where continuous effects for pseudo precursors should be executed, regardless of whether the remaining number of games in the precursor mode has been updated, the execution process of the pseudo precursor scenario set as a continuous effect and the decrement process (update process) of the continuous effect counter are executed.
[0440] <All-stop time effect setting process> The all-stop time effect setting process of step S1910 will be described with reference to the flowchart of Fig. 56.
[0441] First, in step S2601, it is determined whether the first AT winning notification command or the second AT winning notification command is received as the current all-stop time command. If either of these commands is received, in step S2602, the auxiliary display unit 65 etc. are controlled so that the AT winning notification effect is performed in the current game. In the AT winning notification effect, for example, as shown in Fig. 66(a), the characters such as "AT confirmed" are displayed on the auxiliary display unit 65. When the first AT winning notification command is received, the AT winning notification effect corresponding to the first AT may be performed, and when the second AT winning notification command is received, the AT winning notification effect corresponding to the second AT may be performed.
[0442] If a negative determination is made in step S2601 (when the first AT winning notification command or the second AT winning notification command has not been received), it is determined in step S2603 whether an AT start command is received as the current full stop command. If the AT start command is received, in step S2604, the auxiliary display unit 65 etc. are controlled so that an AT start effect is performed in the next game. In the AT start effect, for example, as shown in FIG. 66(b), the character display such as "AT START!!" is performed on the auxiliary display unit 65.
[0443] If a negative determination is made in step S2603 (when the AT start command has not been received), it is determined in step S2605 whether an AT end command is received as the current full stop command. If the AT end command is received, in step S2606, the auxiliary display unit 65 etc. are controlled so that an AT end effect is performed in the current game. In the AT end effect, for example, as shown in FIG. 66(c), the character display such as "AT END" is performed on the auxiliary display unit 65.
[0444] If a negative determination is made in step S2605 (when the AT end command has not been received), it is determined in step S2607 whether a CZ start command is received as the current full stop command. If the CZ start command is received, in step S2608, the auxiliary display unit 65 etc. are controlled so that a CZ start effect is performed in the next game. In the CZ start effect, for example, as shown in FIG. 67(c), the character display such as "CZ MODE START" is performed on the auxiliary display unit 65.
[0445] If a negative determination is made in step S2607 (when the CZ start command has not been received), it is determined in step S2609 whether a CZ end command is received as the current full stop command. If the CZ end command is received, in step S2610, the auxiliary display unit 65 etc. are controlled so that a CZ end effect is performed in the current game. In the CZ end effect, for example, as shown in FIG. 67(d), the character display such as "CZ MODE END" is performed on the auxiliary display unit 65.
[0446] If a negative determination is made in step S2609 (if the CZ end command has not been received), then in step S2611, it is determined whether a precursor end command is received as the current full stop command. If the precursor end command is received, then in steps S2612 and S2613, the present precursor flag and the continuous production flag stored in the various flag storage areas 183a of the RAM 183 are cleared (erased).
[0447] If a negative determination is made in step S2611 (if the precursor end command has not been received), then in step S2614, it is determined whether the value of the continuous production counter provided in the various counter areas 183b of the RAM 183 is 0. If the value of the continuous production counter is 0, then in steps S2615 and S2616, the pseudo-precursor flag and the continuous production flag stored in the above-mentioned various flag storage areas 183a are cleared (erased).
[0448] In the subsequent step S2617, it is determined whether the second BB state is being executed. When a player plays a game with a bet number of 2 during the execution of the continuous production for pseudo-precursors, the second BB winning may be established and the state may shift to the second BB state. This step determines whether the second BB state has shifted in this way and is being executed. If it is determined in step S2617 that the second BB state is being executed, the process proceeds to step S2618, and a pseudo-precursor end flag is set (stored) in the above-mentioned various flag storage areas 183a. The pseudo-precursor end flag is a flag for the CPU 181 to recognize that the continuous production for pseudo-precursors has ended.
[0449] If a negative determination is made in step S2614 (when the value of the continuous production counter is not 0), in step S2619, it is determined whether the first BB end command or the second BB end command is received as the current all-stop command. If any of these commands is received, in step S2620, the auxiliary display unit 65 and the like are controlled so that a bonus end production is performed in the current game. In the bonus end production, for example, as shown in FIG. 67(b), characters such as "BONUS END" are displayed on the auxiliary display unit 65.
[0450] After executing the processes of step S2602, step S2604, step S2606, step S2608, step S2610, step S2613, step S2618, or step S2620, or when a negative determination is made in step S2619, in step S2621, after setting other stop-time productions, this production setting process ends. In step S2621, for example, control is performed so that the upper lamp 63 lights up in a color corresponding to the winning combination, control is performed so that a sound effect corresponding to the payout number of the winning combination is emitted from the speaker 64, or control is performed so that a sound effect corresponding to the automatic bet during replay is emitted from the speaker 64.
[0451] <Production Setting Process during Bonus> The production setting process during the bonus in step S2112 will be described with reference to the flowchart of FIG. 57.
[0452] In the production setting process during the bonus, first, in step S2701, it is determined whether a pseudo-premonition flag is stored in the various flag storage areas 183a of the RAM 183. If it is determined that the pseudo-premonition flag is not stored, the process proceeds to step S2702, and it is determined whether the first BB start command or the second BB start command is received as the current start command. That is, it is determined whether it is the start game of the bonus game. The bonus game starts from the next game in which the first BB win or the second BB win is established, and ends when the total number of medal payouts from the start game reaches the upper limit payout number.
[0453] When receiving the first BB start command or the second BB start command, in step S2703, a process of grasping the current bonus type is performed. More specifically, it is grasped whether the current bonus game is based on the first BB win or the second BB win. Then, in step S2704, a bonus effect corresponding to the bonus type grasped in step S2703 is set.
[0454] In the bonus effect, for example, after the bonus start effect shown in FIG. 67(a) is executed on the auxiliary display unit 65, a video effect by an animation in which a predetermined character or the like appears is executed. Also, a predetermined sound effect (production sound) is output from the speaker 64. The animation effect at the above time is set to repeat and play a 5-minute animation video, for example. Note that when the 5-minute animation video ends, the progress of the effect on the auxiliary display unit 65 may be stopped, and only the sound effect may be repeated.
[0455] Incidentally, since the bonus game according to the present embodiment reduces medals and is not desirable for the player, as the bonus effect, only the above animation may be displayed without performing the start effect in FIG. 67(a) or the end effect in FIG. 67(b).
[0456] After the execution of step S2704, this bonus in-play effect setting process ends. Also, when an affirmative determination is made in step S2701 (when the continuous effect for the pseudo-premonition is being executed), this bonus in-play effect setting process ends without executing the processes after step S2702. That is, when the second BB state is started while the continuous effect for the pseudo-premonition is being executed, priority is given to continuing the continuous effect without starting the bonus effect.
[0457] If a negative determination is made in step S2702 (i.e., if the first BB start command or the second BB start command has not been received), the process proceeds to step S2705 to determine whether the first BB s...
Claims
【Claim 1】 Special determination means for performing a special determination on whether to cause a special state advantageous to the player based on a predetermined determination trigger; When the determination result of the special determination becomes a specific result corresponding to causing the special state, a standby period setting means capable of setting a standby period so that at least one of the transition to the special state and the specific notification corresponding to the winning of the specific result is standby over a plurality of games; Special state transition means for transitioning the game state to the special state when the standby period has elapsed or when a predetermined transition condition is satisfied after the elapse of the standby period; When the standby period is set by the standby period setting means, a specific production setting means for setting such that a specific production executed over a plurality of games is started in a predetermined game during the standby period and the specific notification is executed in a specific game after the predetermined game in the specific production; Specific production execution means for executing the specific production by a predetermined production means based on the setting result of the specific production setting means; Specific means for making the standby period longer than the period set by the standby period setting means when a predetermined condition is satisfied at least during the execution of the specific production; Delay means for delaying the execution game so that the execution game of the specific notification becomes a game after the specific game set by the specific production setting means when the predetermined condition is satisfied during the execution of the specific production; A gaming machine characterized by comprising the above.
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