Slot machine

The slot machine implements role determination and point awarding mechanisms based on stop switch operations to enhance engagement and enjoyment by offering dynamic point awards and presentations.

JP2025133968APending Publication Date: 2025-09-11SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2025118485
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-14
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Existing slot machines lack innovative methods for awarding points, with point determination solely based on the operation of the start lever, limiting game engagement and enjoyment.

Method used

A slot machine with a main control means for game play and a sub-control means for presentations, featuring role determination and point awarding mechanisms that consider the detection order of stop switches, allowing for varied effects based on specific and predetermined stop switch operation orders.

Benefits of technology

Enhances game engagement by providing dynamic point awarding mechanisms that increase player interaction and enjoyment through varied presentations based on stop switch operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 2025133968000001_ABST
Patent Text Reader

Abstract

To provide a slot machine in which ingenuity is exercised regarding point granting.SOLUTION: A main CPU 200 performs point acquisition lottery processing in rotation of a reel when a start lever 5 is operated in a point acquisition mode. Then, the main CPU 200 performs point acquisition lottery processing after a total stop after a left stop button 9, a middle stop button 10, and a right stop button 11 are operated. When a determination result of a winning combination is a pressing order bell, a point determined by point acquisition lottery processing after a total stop is granted when a bell is won, and a performance for displaying an image of a ninja who swings a sword on an image display device 26 is executed. In the meantime, when a bell is not won, a point determined by point acquisition lottery processing in rotation of a reel is granted and a performance for displaying an image of a ninja who is cut down on the image display device 26 is executed.SELECTED DRAWING: Figure 63
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Description

[Technical Field]

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

[0002] A slot machine is equipped with a main control board that controls the progress of the game using multiple reels (also called "cranks") (for example, reel drive control, control of winning combinations, control of payout of gaming media (for example, medals), and control of modes and game status), and a sub-control board that controls presentations aimed at increasing interest in the game depending on the game situation (for example, displaying images on an image display device, turning on or off lamps, and emitting sound from a speaker), and communication between the two boards is one-way only, from the main control board to the sub-control board.

[0003] In addition, after a predetermined number of medals are bet on a slot machine, the start lever is operated to determine the winning combination and start the spinning of the multiple reels. Once the multiple reels have started to spin and reached a predetermined rotation speed, the operation of the stop button provided for each of the multiple reels becomes effective, and the rotation of the corresponding reel is stopped by operating the stop button. When a winning combination is achieved, medals are paid out.

[0004] Recently, slot machines have become known that award points when conditions for earning points are met (for example, Patent Document 1). The slot machine shown in Patent Document 1 awards points when the conditions for earning points are met, such as when the result of the winning combination is a specific combination or when a minor combination is not won for 10 games. Then, depending on the points earned, the machine will transition to an AT or an additional state. This can increase the enjoyment of the game. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2019-69015 Summary of the Invention [Problem to be solved by the invention]

[0006] However, in many slot machines, including this one, whether or not points will be awarded is determined when the start lever is operated, so there has been a demand for a slot machine with a more innovative method for awarding points.

[0007] The present invention has been made in view of the above circumstances, and has as its object to provide a slot machine with an improved method of awarding points. [Means for solving the problem]

[0008] In order to solve such problems, the slot machine of the present invention is a slot machine comprising: a main control means for controlling game play; a sub-control means for controlling presentation; a start switch for detecting an operation to start the rotation of a plurality of reels; and a plurality of stop switches corresponding to the plurality of reels and for detecting an operation to stop the rotation of the reels, wherein the main control means comprises: a role determination means for determining a role; a first determination means for determining points to be awarded to a player by referring to first data regardless of the detection order of the stop switches when the role determination means determines a first role; a second determination means for determining points to be awarded to a player by referring to second data according to the detection order of the stop switches when the role determination means determines a second role; a first awarding means for awarding the points determined by the first determination means; and a second awarding means for awarding the points determined by the second determination means, wherein the sub-control means is capable of executing presentations based on the points determined by the first determination means, and is also capable of executing presentations based on the points determined by the second determination means.

[0009] Furthermore, in the slot machine of the present invention, the sub-control means is capable of executing a first effect when the order of operations detected by the stop switch is a specific order, and is capable of executing a second effect different from the first effect when the order of operations detected by the stop switch is a predetermined order different from the specific order. [Effects of the Invention]

[0010] According to the present invention, it is possible to provide a slot machine that is devised to award points. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 2 is a front view of the appearance of the slot machine. [Figure 2] FIG. 1 is a block diagram of a slot machine. [Figure 3] A diagram showing the arrangement of symbols on the left reel, center reel, and right reel. [Figure 4] FIG. 10 is a transition diagram of the gaming state of the slot machine. [Figure 5] FIG. 10 is a diagram showing the number of settings assigned to each condition device. [Figure 6] FIG. 10 is a diagram showing symbol combinations of a slot machine. [Figure 7] This is a diagram showing the relationship between winning combinations, the order in which the stop buttons are operated, and the combinations of symbols. [Figure 8] FIG. 1 is a mode transition diagram of a slot machine. [Figure 9] This is the number used in normal mode. [Figure 10] This is the number used in the point acquisition mode. [Figure 11] This is the number used in CZ precursor mode. [Figure 12] This is the number used in the direct draw mode. [Figure 13] This is the number used in CZ mode. [Figure 14] This is the number used in normal battle mode. [Figure 15]This is the number used in BB mode. [Figure 16] This is the number used in AT judge mode. [Figure 17] This is the number normally used in AT mode. [Figure 18] This is the number usually used in ATBB mode. [Figure 19] This is the number used in the upper ATBB mode. [Figure 20] This is the number used in AT Battle Mode. [Figure 21] This is the number used in higher AT modes. [Figure 22] This is the number used in specialized mode. [Figure 23] These are the various storage areas of the main RAM. [Figure 24] This is the power-on process for the main control board. [Figure 25] This is the game progress control process of the main control board. [Figure 26] This is a subroutine for mode-specific processing. [Figure 27] This is a subroutine for normal mode processing. [Figure 28] This is a subroutine for processing points acquisition mode. [Figure 29] This is a subroutine for processing CZ precursor mode. [Figure 30] This is a subroutine for processing in the direct lottery mode. [Figure 31] This is a subroutine for CZ mode processing. [Figure 32] This is a subroutine for processing in normal battle mode. [Figure 33] This is a subroutine for BB mode processing. [Figure 34] This is a subroutine for processing AT judge mode. [Figure 35] This is a subroutine for normal AT mode processing. [Figure 36] This is a subroutine for normal ATBB mode processing. [Figure 37] This is a subroutine for processing the upper ATBB mode. [Figure 38] This is a subroutine for processing AT battle mode. [Figure 39] This is a subroutine for processing the higher AT mode. [Figure 40] This is a subroutine for the specialized mode processing. [Figure 41] This is a subroutine for wait processing. [Figure 42] This is a subroutine for mode management processing after all processes are stopped. [Figure 43] This is a subroutine for normal mode processing after a complete stop. [Figure 44] This is a subroutine for processing points acquisition mode after all stops. [Figure 45] This is a subroutine for processing the CZ precursor mode after a full stop. [Figure 46] This is a subroutine for processing the direct hit lottery mode after all stops. [Figure 47] This is a subroutine for processing in CZ mode after a complete stop. [Figure 48] This is a subroutine for processing normal battle mode after all processes have stopped. [Figure 49] This is a subroutine for processing after a complete stop in BB mode. [Figure 50] This is a subroutine for processing the AT judge mode after all stops. [Figure 51] This is a subroutine for normal AT mode processing after a complete stop. [Figure 52] This is a subroutine for normal ATBB mode processing after a complete stop. [Figure 53] This is a subroutine for processing the upper ATBB mode after a complete stop. [Figure 54] This is a subroutine for processing AT battle mode after all the components have stopped. [Figure 55] This is a subroutine for processing the higher AT mode after a complete stop. [Figure 56] This is a subroutine for processing in the special mode after a complete stop. [Figure 57] This is a subroutine for the advantageous zone management processing. [Figure 58] This is a timer interrupt process. [Figure 59] This is the power-on process for the sub-control board. [Figure 60] This is the flowchart when the first push order bell group is won. [Figure 61] This is the flowchart when the second push order bell group is won. [Figure 62] Communication and processing between the main control board and the sub-control board. [Figure 63] This is the animation (pattern A) in point acquisition mode. [Figure 64] This is the animation (pattern B) in point acquisition mode. [Figure 65] This is the animation (pattern C) in point acquisition mode. [Figure 66] This is the animation (pattern D) in point acquisition mode. [Figure 67] This is the animation (pattern E) in point acquisition mode. [Figure 68] This is the animation (pattern F) in point acquisition mode. [Figure 69] 10 is an animation of a point acquisition mode in the second embodiment. [Figure 70] This is the animation in normal AT mode in the first variant. [Figure 71] This is an animation in normal AT mode in the second variant. [Figure 72] 10 is an animation of a point acquisition mode in the third modified example. [Figure 73] 13 is an animation of a point acquisition mode in the fourth modified example. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0013] <Front view of slot machine 1> As shown in FIG. 1, the slot machine 1 includes a box portion 1A and a front door portion 1B attached to the front of the box portion 1A so as to be openable and closable.

[0014] The front door section 1B is provided with a medal insertion slot 2 for inserting game media (for example, medals). Here, the medal insertion slot 2 is equipped with a medal sensor 2A for detecting inserted medals.

[0015] The front door 1B is provided with a BET button 3 for accepting a BET operation to bet one medal within the credited range, and a MAXBET button 4 for accepting a MAXBET operation to bet the maximum allowable number of medals (for example, three medals) within the credited range. Here, the BET button 3 is provided with a BET switch 3A that detects the BET operation, and the MAXBET button 4 is provided with a MAXBET switch 4A that detects the operation of the MAXBET button 4.

[0016] The front door 1B is provided with a start lever 5 for receiving a start operation to start a game after the maximum allowable number of medals has been bet. Here, the start lever 5 is equipped with a start switch 5A that detects the operation of the start lever 5.

[0017] Inside the box 1A, a left reel 6, a center reel 7, and a right reel 8 are arranged side by side. The left reel 6, the center reel 7, and the right reel 8 are each capable of displaying a variety of symbols as they rotate. The left reel 6, the center reel 7, and the right reel 8 are each capable of displaying a variety of symbols in a static state. When the left reel 6, the center reel 7, and the right reel 8 are statically displayed, symbols are statically displayed on the top, middle, and bottom rows of the left reel 6, the top, middle, and bottom rows of the center reel 7, and the top, middle, and bottom rows of the right reel 8.

[0018] The front door 1B has a left stop button 9, a center stop button 10, and a right stop button 11 arranged side by side. The left stop button 9 is equipped with a left stop switch 9A that detects operation of the left stop button 9, and when the left stop switch 9A detects operation of the left stop button 9, the left reel 6 that is currently spinning stops.

[0019] The center stop button 10 is also provided with a center stop switch 10A that detects operation of the center stop button 10, and when the center stop switch 10A detects operation of the center stop button 10, the center reel 7 that is currently spinning stops.

[0020] The right stop button 11 is also provided with a right stop switch 11A that detects operation of the right stop button 11, and when the right stop switch 11A detects operation of the right stop button 11, the right reel 8 that is currently spinning stops.

[0021] The front door 1B is provided with a settlement button 12 for settling the credited medals. The settlement button 12 is provided with a settlement switch 12A for detecting operation of the settlement button 12.

[0022] The front door section 1B is provided with a storage display section 13 that displays the number of medals credited, a payout display section 14 that displays the number of medals paid out, a bet number display section 15 that displays the number of medals bet, a replay display section 16 that displays when a replay has been established (a prize has been won), a start permission display section 17 that displays that operation of the start lever 5 is permitted, an insertion permission display section 18 that displays that insertion of medals is permitted, and an advantageous zone display section 19 that displays that the current zone is advantageous.

[0023] The front door section 1B is provided with a lamp 25 for producing a light-emitting effect, an image display device 26 for producing an effect that displays an effect image, and a speaker 27 for producing an effect using sound.

[0024] The front door section 1B is provided with a performance button 28 that accepts operation by the player, a light adjustment button 29 that accepts light intensity adjustment operation to adjust the light intensity of lamps 25 etc., and a sound adjustment button 30 that accepts volume adjustment operation to adjust the volume of the speaker 27.

[0025] <Block diagram of slot machine 1> 2, the slot machine 1 includes a main control board 100 and a sub-control board 800. The main control board 100 and the sub-control board 800 are provided inside a box portion 1A.

[0026] The main control board 100 is equipped with a main CPU 200 that controls the game, a main ROM 300 which is a read-only memory device that stores control programs etc., a main RAM 400 which is a memory device that can write and read information, a clock signal generator 500 for generating a clock signal, a frequency divider 600 for dividing the clock signal generated by the clock signal generator 500, and a random number generator 700 for generating random numbers used to determine the winning combination.

[0027] The main control board 100 is connected to a medal sensor 2A, a BET switch 3A, a MAXBET switch 4A, a start switch 5A, a left reel 6, a middle reel 7, a right reel 8, a left stop switch 9A, a middle stop switch 10A, a right stop switch 11A, a settlement switch 12A, a storage display unit 13, a payout display unit 14, a bet number display unit 15, a replay display unit 16, a start permission display unit 17, an insertion permission display unit 18, and a favorable zone display unit 19.

[0028] The main control board 100 is connected to a hopper 20 for dispensing medals, a setting value change switch 21A that detects the operation of a setting value change button 21 that is operated when changing a setting value that indicates the degree of advantage to the player, a keyhole switch 22A that detects when a setting key for changing the setting value is inserted into a keyhole and rotated a predetermined angle, a setting value display unit 23 that displays the setting value, and a power switch 24A that detects the operation of a power button 24 that is operated when powering on the slot machine 1.

[0029] The sub-control board 800 comprises a first sub-control board 810 and a second sub-control board 820. Here, the first sub-control board 810 comprises a sub-CPU 811 that performs various arithmetic processing mainly related to performance management, a sub-ROM 812 that is a read-only memory device that stores control programs and the like, and a sub-RAM 813 that can write and read information. In addition, a lamp 25 is connected to the first sub-control board 810.

[0030] The second sub-control board 820 is equipped with an audio / video CPU 821 that performs various arithmetic processing mainly related to image and audio control, an audio / video ROM 822 that is a read-only memory device that stores control programs and the like, and an audio / video RAM 823 that can write and read information. Also connected to the second sub-control board 820 are an image display device 26, a speaker 27, a performance switch 28A that detects operation of the performance button 28, a light adjustment switch 29A that detects operation of the light adjustment button 29, and a sound adjustment switch 30A that detects operation of the sound adjustment button 30.

[0031] <Pattern arrangement of left reel 6, center reel 7, right reel 8> 3, a plurality of symbols (in this embodiment, 20 symbols having symbol numbers "00" to "19") are arranged on each of the left reel 6, center reel 7, and right reel 8. Specifically, a predetermined number of ten types of symbols are arranged on the left reel 6, center reel 7, and right reel 8: a black BAR symbol 1000, a red BB symbol 1001, a blue BB symbol 1002, a white blank symbol 1003, a black blank symbol 1004, a white BAR symbol 1005, a bell symbol 1006, a replay symbol 1007, a watermelon symbol 1008, and a cherry symbol 1009.

[0032] <Transition diagram of game state of slot machine 1> As shown in FIG. 4, the gaming states of the slot machine 1 are a normal gaming state, a BBF gaming state, a BBN gaming state, a BRF gaming state, a BBRB gaming state, an RBF gaming state, and an RB gaming state.

[0033] The normal gaming state is a gaming state that is disadvantageous to the player. Here, while remaining in the normal gaming state, if the first condition is met, the game transitions to the BBF gaming state, and if the second condition is met, the game transitions to the RBF gaming state. The first condition is that the BB has been won, and the second condition is that the RB has been won.

[0034] The BBF gaming state is a state in which the BB winnings are carried over. Here, if the third condition is met while remaining in the BBF gaming state, the game transitions to the BBN gaming state. The third condition is that the BB is displayed on an active line (in this embodiment, the line connecting the top row of the left reel 6, the middle row of the center reel 7, and the bottom row of the right reel 8) (hereinafter, the display of a symbol combination on an active line is referred to as a "winning").

[0035] The BBN gaming state is the state to which the game is transitioned when a BB is won. If the fourth condition is met while the game is in the BBN gaming state, the game is transitioned to the BRF gaming state. The fourth condition is that the RB is won in the BBN gaming state (more specifically, the RB is won but the RB is not won).

[0036] The BRF gaming state is the state to which the player transitions when an RB win is carried over from the BBN gaming state. If the fifth condition is met while the player is in the BRF gaming state, the game transitions to the BBRB gaming state. The fifth condition is that an RB win occurs in the BRF gaming state.

[0037] The BBRB gaming state is a state to which the game is transitioned when RB is won in the BRF gaming state. Here, if the sixth condition is met while remaining in the BBRB gaming state, the game is transitioned to the BBN gaming state. The sixth condition is that RB has ended in the BR gaming state. Here, the RB ending condition is that a predetermined number of wins have been made or a predetermined number of games have been played.

[0038] In this embodiment, the BBN gaming state, the BRF gaming state, and the BBRB gaming state are collectively referred to as the "BB gaming state." If a seventh condition is met while in the BB gaming state, the game transitions to the normal gaming state. The seventh condition is that the BB gaming state has ended in the BB gaming state. Here, the BB ending condition is that a predetermined number of medals have been paid out.

[0039] The RBF gaming state is a state in which an RB is won in the general gaming state and the RB winnings are carried over. Here, if the eighth condition is met while remaining in the RBF gaming state, the state transitions to the RB gaming state. The eighth condition is that an RB is won in the RBF gaming state.

[0040] The RB gaming state is a state to which the game is transitioned when RB is won in the RBF gaming state. Here, if the ninth condition is met while in the RB gaming state, the game is transitioned to the normal gaming state. The ninth condition is that RB has ended in the RB gaming state.

[0041] <Number of settings assigned to each condition device> As shown in FIG. 5, the number of positions assigned to each condition device is shown as an example of the probability of winning a winning combination. Here, the number of positions assigned to each condition device is assigned for each gaming state. In this embodiment, the number of positions corresponding to each of the normal gaming state, BBF gaming state, BBN gaming state, BRF gaming state, BBRB gaming state, RBF gaming state, and RB gaming state is specified for each setting value. As an example, the number of positions assigned to each condition device when the setting value is 1 is shown, and the number of positions assigned to each condition device when the setting value is other (setting values ​​2 to 6) is not shown. The number of positions assigned to each condition device is stored in the main ROM 300.

[0042] 5 also shows the number of medals placed when the maximum allowable number (for example, 3 medals) is bet. Although not shown, the number of medals placed varies depending on the number of medals bet, and specifically, the number of medals placed is allocated so that the more medals are bet, the more advantageous it is for the player.

[0043] As shown in Figure 5, in the general gaming state, the following can be determined: BB + follow-up role Oa to Od, RB + follow-up role Oa to Od, RB + follow-up role Oe, RB + follow-up role Of, RB + follow-up role Og, RB + reach eye role RRa to RRd, Seven replay Sb, Seven replay Sc, Seven replay Sd, fake replay, push order replay Ra, push order replay Rb, weak cherry replay, strong cherry replay, chance replay, common replay Ka, common replay Kb, common replay Kc, watermelon, push order bell Ba, push order bell Bb, push order bell Bc, push order bell Bd, push order bell Be, push order bell Bf, push order bell Bg, push order bell Bh, push order bell Bi, push order bell Bj, push order bell Bk, push order bell Bl, common bell.

[0044] In addition, in the BBF gaming state, Seven Replay Sa, Seven Replay Sb, Seven Replay Sc, Seven Replay Sd, Fake Replay, Push Order Replay Ra, Push Order Replay Rb, Weak Cherry Replay, Strong Cherry Replay, Chance Replay, Common Replay Ka, Common Replay Kb, Common Replay Kc, Watermelon, Follow-up Role Oa-Od, Follow-up Role Oe, Follow-up Role Of, Follow-up Role Og, Reach Eye Role RRa-RRd, Push Order Bell Ba, Push Order Bell Bb, Push Order Bell Bc, Push Order Bell Bd, Push Order Bell Be, Push Order Bell Bf, Push Order Bell Bg, Push Order Bell Bh, Push Order Bell Bi, Push Order Bell Bj, Push Order Bell Bk, Push Order Bell Bl, and Common Bell can be determined.

[0045] In addition, in the BBN gaming state, RB + follow-up role Oa to Od, RB + follow-up role Oe, RB + follow-up role Of, RB + follow-up role Og, RB + reach eye role RRa to RRd, Seven replay Sb, Seven replay Sc, Seven replay Sd, fake replay, push order replay Ra, push order replay Rb, weak cherry replay, strong cherry replay, chance replay, common replay Ka, common replay Kb, common replay Kc, watermelon, follow-up role Oa to Od, push order bell Ba, push order bell Bb, push order bell Bc, push order bell Bd, push order bell Be, push order bell Bf, push order bell Bg, push order bell Bh, push order bell Bi, push order bell Bj, push order bell Bk, push order bell Bl, and common bell can be determined.

[0046] In addition, in the BRF gaming state, Seven Replay Sa, Seven Replay Sb, Seven Replay Sc, Seven Replay Sd, Fake Replay, Push Order Replay Ra, Push Order Replay Rb, Weak Cherry Replay, Strong Cherry Replay, Chance Replay, Common Replay Ka, Common Replay Kb, Common Replay Kc, Watermelon, Follow-up Role Oa-Od, Follow-up Role Oe, Follow-up Role Of, Follow-up Role Og, Reach Eye Role RRa-RRd, Push Order Bell Ba, Push Order Bell Bb, Push Order Bell Bc, Push Order Bell Bd, Push Order Bell Be, Push Order Bell Bf, Push Order Bell Bg, Push Order Bell Bh, Push Order Bell Bi, Push Order Bell Bj, Push Order Bell Bk, Push Order Bell Bl, and Common Bell can be determined.

[0047] In addition, in the BBRB gaming state, a common bell and a JAC role can be determined.

[0048] In addition, in the RBF gaming state, Seven Replay Sa, Seven Replay Sb, Seven Replay Sc, Seven Replay Sd, Fake Replay, Push Order Replay Ra, Push Order Replay Rb, Weak Cherry Replay, Strong Cherry Replay, Chance Replay, Common Replay Ka, Common Replay Kb, Common Replay Kc, Watermelon, Follow-up Role Oa-Od, Follow-up Role Oe, Follow-up Role Of, Follow-up Role Og, Reach Eye Role RRa-RRd, Push Order Bell Ba, Push Order Bell Bb, Push Order Bell Bc, Push Order Bell Bd, Push Order Bell Be, Push Order Bell Bf, Push Order Bell Bg, Push Order Bell Bh, Push Order Bell Bi, Push Order Bell Bj, Push Order Bell Bk, Push Order Bell Bl, and Common Bell can be determined.

[0049] In addition, in the RB gaming state, a common bell and a JAC role can be determined.

[0050] As shown in FIG. 5, the BBF gaming state, BRF gaming state, and RBF gaming state have a higher probability of winning a replay than the regular gaming state and the BBN gaming state.

[0051] <Pattern Combination> 6, the slot machine 1 has a prescribed combination of symbols displayed on an active line when the left reel 6, the center reel 7, and the right reel 8 are stopped and displayed. In this embodiment, the prescribed combinations are BB, RB, middle replay, downward right replay, middle row sevens replay, downward right sevens replay, downward right follow replay XDa, downward right follow replay XDb, middle row follow replay, upper row blank replay Ta, upper row blank replay Tb, downward right blank replay CDa, downward right blank replay CDb, lower row blank replay, upward right blank replay, weak cherry, fake replay FRa, fake replay FRb, chance replay, strong cherry SCa to SCb, downward right watermelon, downward right watermelon follow, middle row watermelon, middle row watermelon follow, downward right bell, upper row bell, middle row bell, upward right bell, special bell Za, special bell Zb, middle row cherries CCa to CCj, reach eyes Rea to Ree, and follows Fa to Fan. The symbol combinations are stored in the main ROM 300.

[0052] <Relationship between winning combinations, stop button operation order, and symbol combinations> FIG. 7 shows the relationship between the winning combination, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11, and the combination of symbols displayed on the active line.

[0053] When the condition device is BB + Follow role Oa to Od, BB or Follow can be won regardless of the order in which the left stop button 9, center stop button 10, and right stop button 11 are operated. Note that BB cannot be won unless the timing of operation of the left stop button 9, center stop button 10, and right stop button 11 is appropriate.

[0054] When the condition device is RB + Follow role Oa to Od, RB or Follow can be won regardless of the order in which the left stop button 9, center stop button 10, and right stop button 11 are operated. Note that RB will not be won unless the timing of operation of the left stop button 9, center stop button 10, and right stop button 11 is appropriate.

[0055] When the conditional device is RB+Follow Oe, if the left stop button 9 is operated first, a Follow will be won. On the other hand, if the center stop button 10 or the right stop button 11 is operated first, a RB or a Follow will be won.

[0056] When the conditional device is RB+Follow Of, if the center stop button 10 is operated first, a follow will be won. On the other hand, if the left stop button 9 or right stop button 11 is operated first, RB or a follow will be won.

[0057] When the conditional device is RB+Follow Og, if the right stop button 11 is operated first, a Follow will be won. On the other hand, if the left stop button 9 or the center stop button 10 is operated first, a RB or a Follow will be won.

[0058] When the condition device is RB + Reach Eye RRa to RRd, if the left stop button 9 is operated first, a Reach Eye will be won. On the other hand, if the center stop button 10 or the right stop button 11 is operated first, a Follow will be won.

[0059] When the condition device is the Seven Replay Sa, if the left stop button 9 is operated first, a middle replay is won. Also, if the middle stop button 10 is operated first, a bottom blank replay is won. Also, if the right stop button 11 is operated first, a middle seven-match replay is won.

[0060] When the condition device is the Seven Replay Sb, if the left stop button 9 is operated first, a middle replay is won. Also, if the middle stop button 10 is operated first, a bottom blank replay is won. Also, if the right stop button 11 is operated first, a middle seven-match replay is won.

[0061] When the condition device is the Seven Replay Sc, if the left stop button 9 is operated first, a middle replay is won. Also, if the middle stop button 10 is operated first, a bottom blank replay is won. Also, if the right stop button 11 is operated first, a middle seven-match replay is won.

[0062] When the condition device is the Seven Replay Sd, if the left stop button 9 is operated first, a middle replay will be won. Also, if the middle stop button 10 is operated first, a bottom blank replay or a downward right blank replay will be won. Also, if the right stop button 11 is operated first, a downward right seven-line replay or a middle seven-line replay will be won.

[0063] When the condition device is a fake replay, if the left stop button 9 is operated first, a middle replay will be won. Also, if the middle stop button 10 is operated first, a bottom blank replay will be won. Also, if the right stop button 11 is operated first, a fake replay will be won.

[0064] When the condition device is the push order replay Ra, if the left stop button 9 is operated first, a middle replay will be won. Also, if the middle stop button 10 is operated first, a bottom blank replay will be won. Also, if the right stop button 11 is operated first, a right-up blank replay will be won.

[0065] When the condition device is the push order replay Rb, if the left stop button 9 is operated first, a middle replay will be won. Also, if the middle stop button 10 is operated first, a right-up blank replay will be won. Also, if the right stop button 11 is operated first, a bottom blank replay will be won.

[0066] When the condition device is a weak cherry replay, a weak cherry will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.

[0067] When the condition device is a strong cherry replay, a strong cherry will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.

[0068] When the condition device is a chance replay, the chance replay is won no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated.

[0069] When the condition device is a common replay Ka, no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated, a downward right blank replay or a lower blank replay will be won.

[0070] When the condition device is the common replay Kb, no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated, the upper blank replay, the right-upward blank replay, or the lower blank replay will be won.

[0071] When the condition device is the common replay Kc, no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated, a downward right blank replay, an upward right blank replay, or a lower blank replay will be won.

[0072] When the condition device is a watermelon, the left stop button 9, the center stop button 10, and the right stop button 11 can be operated in any order to win a watermelon that slopes downward to the right.

[0073] When the condition device is a follow role Oa to Od, the follow can be won no matter in what order the left stop button 9, the center stop button 10, and the right stop button 11 are operated.

[0074] When the condition device is the follow role Oe, if the left stop button 9 is operated first, the follow role will be won. On the other hand, if the center stop button 10 or the right stop button 11 is operated first, the follow role or RB will be won. Specifically, if the follow role Oe is won in the RBF game state, the RB will be won.

[0075] When the condition device is the Follow Role Of, if the center stop button 10 is operated first, the Follow will be won. On the other hand, if the left stop button 9 or the right stop button 11 is operated first, the Follow or RB will be won. Specifically, if the Follow Role Of is won in the RBF gaming state, the RB can be won.

[0076] When the condition device is a follow role Og, if the right stop button 11 is operated first, a follow role will be won. On the other hand, if the left stop button 9 or the center stop button 10 is operated first, a follow role or RB will be won. Specifically, if the follow role Og is won in the RBF gaming state, an RB may be won.

[0077] When the condition device is one of the reach-eye roles RRa to RRd, if the left stop button 9 is operated first, a reach-eye win will be awarded. On the other hand, if the center stop button 10 or the right stop button 11 is operated first, a follow-up win will be awarded.

[0078] When the condition device is the push order bell Ba, if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in this order (hereinafter referred to as "left, center, right"), a bell will be won. Also, if the left stop button 9, the right stop button 11, and the center stop button 10 are operated in this order (hereinafter referred to as "left, right, center"), there is a 1 / 2 chance that a follow-up will be won depending on when the stop was detected. Note that if the buttons are operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on when the stop was detected.

[0079] If the condition device is the push order bell Bb, when it is operated left, right, middle, bell will be won. Also, when it is operated left, middle, right, there is a 1 / 2 chance that a follow-up will be won depending on the timing when the stop is detected. In addition, when it is operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on the timing when the stop is detected.

[0080] When the condition device is the push order bell Bc, if the middle stop button 10, left stop button 9, and right stop button 11 are operated in this order (hereinafter referred to as "middle left right"), a bell will be won. Also, if the middle stop button 10, right stop button 11, and left stop button 9 are operated in this order (hereinafter referred to as "middle right left"), there is a 1 / 2 chance that a follow-up will be won depending on when the stop was detected. Note that if the button is operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on when the stop was detected.

[0081] If the condition device is the push order bell Bd, when it is operated in the middle, right, left, or right, a bell will be won. Also, when it is operated in the middle, left, or right, there is a 1 / 2 chance that a follow-up will be won depending on when the stop is detected. In addition, when it is operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on when the stop is detected.

[0082] When the condition device is the push order bell Be, if the right stop button 11, left stop button 9, and center stop button 10 are operated in this order (hereinafter referred to as "right, left, center"), a bell will be won. Also, if the right stop button 11, center stop button 10, and left stop button 9 are operated in this order (hereinafter referred to as "right, center, left"), there is a 1 / 2 chance that a follow-up will be won depending on when the stop was detected. Note that if the buttons are operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on when the stop was detected.

[0083] If the condition device is the push order bell Bf, when it is operated in the right, middle, left, order, the bell will be won. Also, when it is operated in the right, left, middle, order, there is a 1 / 2 chance that a follow-up will be won depending on when the stop is detected. In addition, when it is operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on when the stop is detected.

[0084] When the condition device is the push order bell Bg, a bell will be awarded if the left stop button 9, center stop button, and right stop button 11 are operated in the order of left, center, and right. Also, when the left stop button 9, center stop button, and right stop button 11 are operated in the order of left, right, and center, there is a 1 / 2 chance that a follow-up will be awarded depending on when the stop operation was detected. Note that when the buttons are operated in any other order, there is a 1 / 8 chance that a follow-up will be awarded depending on when the stop operation was detected.

[0085] When the condition device is the push order bell Bh, a bell will be awarded if the left stop button 9, center stop button, and right stop button 11 are operated in the order of left, center, right, left, and center. Also, when the left stop button 9, center stop button, and right stop button 11 are operated in the order of left, center, and right, there is a 1 / 2 chance that a follow-up will be awarded depending on the timing at which the stop operation was detected. Note that when the buttons are operated in any other order, there is a 1 / 8 chance that a follow-up will be awarded depending on the timing at which the stop operation was detected.

[0086] If the condition device is a push order bell Bi, a bell will be awarded if the left stop button 9, middle stop button, and right stop button 11 are operated in the order of middle, left, right, and left. Also, if the left stop button 9, middle stop button, and right stop button 11 are operated in the order of middle, right, and left, there is a 1 / 2 chance that a follow-up will be awarded depending on when the stop operation was detected. Note that if the operation is performed in any other order, there is a 1 / 8 chance that a follow-up will be awarded depending on when the stop operation was detected.

[0087] When the condition device is the push order bell Bj, a bell will be awarded if the left stop button 9, the center stop button, and the right stop button 11 are operated in the order of center, right, left. Also, when the left stop button 9, the center stop button, and the right stop button 11 are operated in the order of center, left, right, there is a 1 / 2 chance that a follow-up will be awarded depending on when the stop operation was detected. Note that when the buttons are operated in any other order, there is a 1 / 8 chance that a follow-up will be awarded depending on when the stop operation was detected.

[0088] When the condition device is the push order bell Bk, a bell is won when the left stop button 9, center stop button, and right stop button 11 are operated in the order of right, left, center. Also, when the left stop button 9, center stop button, and right stop button 11 are operated in the order of right, center, and left, there is a 1 / 2 chance that a follow-up will be won depending on when the stop operation was detected. Note that when the buttons are operated in any other order, there is a 1 / 8 chance that a follow-up will be won depending on when the stop operation was detected.

[0089] If the condition device is the push order bell Bl, a bell will be won if the operation order of the left stop button 9, the center stop button, and the right stop button 11 is right-center-left. Also, if the operation order of the left stop button 9, the center stop button, and the right stop button 11 is right-left-center, there is a 1 / 2 chance that a follow-up will be won depending on when the stop operation was detected. Note that if the operation order is other than these, there is a 1 / 8 chance that a follow-up will be won depending on when the stop was detected.

[0090] When the condition device is a common bell, the bell will be won regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.

[0091] When the condition device is JAC, the follow will win regardless of the order in which the left stop button 9, the center stop button 10, and the right stop button 11 are operated.

[0092] In FIG. 7, the points marked "Follow (1 / 2)" mean that the Follow will be awarded with a 1 / 2 chance. Specifically, when the condition device is the push order bell Ba and is operated between the left and right, if the stop operation position of the center reel 7 is the first stop operation position (for example, the symbol number is "00" to "09"), the Follow will be awarded, but if the stop operation position is the second stop operation position (for example, the symbol number is "10" to "19"), the Follow will not be awarded. On the other hand, when the condition device is the push order bell Bg and is operated between the left and right, if the stop operation position of the center reel 7 is the second stop operation position, the Follow will be awarded, but if the stop operation position is the first stop operation position, the Follow will not be awarded.

[0093] Also, in Figure 7, the point written as "Follow (1 / 8)" means that the Follow will be awarded with a 1 / 8 chance. Specifically, when the condition device is the push order bell Ba and is operated with the center left and right, if the stop operation positions of the left reel 6, center reel 7, and right reel 8 are all at the first stop operation position, the Follow will be awarded, and in other cases the Follow will not be awarded.

[0094] <Mode transition diagram> As shown in Figure 8, the slot machine 1 has a number of modes. Specifically, the slot machine 1 has a normal mode, a point acquisition mode, a CZ precursor mode, a direct hit lottery mode, a CZ mode, a normal battle mode, a BB mode, an AT judge mode, a normal AT mode, an ATBB mode, an AT battle mode, a higher AT mode, and a specialized mode.

[0095] Normal mode is a mode in which the draws for CZ mode, point acquisition mode, direct lottery mode, and BB mode are held. Here, if transition condition A is met while in normal mode, the game transitions to normal battle mode, if transition condition B is met, the game transitions to point acquisition mode, if transition condition C is met, the game transitions to CZ precursor mode, and if transition condition D is met, the game transitions to direct lottery mode. Note that transition condition A is when the number of points earned reaches 1,000 or more, transition condition B is when the game has won the lottery to transition to point acquisition mode, transition condition C is when the game has won the lottery to transition to CZ mode, and transition condition D is when the game has won the lottery to transition to direct lottery mode.

[0096] The point acquisition mode is a mode in which it is easier to acquire points compared to the normal mode. Furthermore, the point acquisition mode is a mode in which, when the result of the role determination is a push order bell, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is notified to the image display device 26. Here, if transition condition E is met while in the point acquisition mode, the mode transitions to the normal battle mode, and if transition condition F is met, the mode transitions to the normal mode. Note that transition condition E is that 1000 or more points have been acquired at the end of the point acquisition mode, and transition condition F is that the points acquired at the end of the point acquisition mode are less than 1000 points.

[0097] In this embodiment, the point acquisition modes include a normal point acquisition mode, a high-probability point acquisition mode in which points are easier to acquire than in the normal point acquisition mode, and an ultra-high-probability point acquisition mode in which points are easier to acquire than in the high-probability point acquisition mode.

[0098] The CZ Premonition Mode is a mode that is entered when a player wins the CZ Mode lottery in the normal mode and before transitioning to the CZ Mode. Here, if transition condition G is met while in the CZ Premonition Mode, the player transitions to the CZ Mode. The transition condition G is that a predetermined number of games have been played in the CZ Premonition Mode.

[0099] The direct lottery mode is a mode in which the lottery for the normal AT mode is conducted. Here, if transition condition H is met while in the direct lottery mode, the mode transitions to the normal AT mode, and if transition condition I is met, the mode transitions to the normal mode. Note that transition condition H is when the transition lottery for the normal AT mode is won, and transition condition I is when a predetermined number of games are played in the direct lottery mode.

[0100] Compared to normal mode, CZ mode is a mode that makes it easier to transition to high-probability point acquisition mode or ultra-high-probability point acquisition mode. Furthermore, CZ mode is the mode in which the BB mode lottery is conducted. Therefore, CZ mode is a mode that is more advantageous to players than normal mode. Here, if transition condition J is satisfied while in CZ mode, the player transitions to high-probability point acquisition mode. If transition condition K is satisfied while in CZ mode, the player transitions to ultra-high-probability point acquisition mode. If transition condition L is satisfied while in CZ mode, the player transitions to normal BB mode. If transition condition M is satisfied while in CZ mode, the player transitions to normal mode. Note that transition condition J is winning the lottery to transition to high-probability point acquisition mode, transition condition K is winning the lottery to transition to ultra-high-probability point acquisition mode, transition condition L is winning the lottery to transition to normal BB mode, and transition condition M is playing a predetermined number of games in CZ mode.

[0101] In this embodiment, although there is a possibility of transitioning to a high probability point acquisition mode or an ultra-high probability point acquisition mode in the CZ mode, transitioning to the normal point acquisition mode is not possible. In other words, transitioning from the CZ mode to the point acquisition mode is more likely to result in a transition to a higher level point acquisition mode than transitioning from the normal mode to the point acquisition mode.

[0102] The normal battle mode is a mode to which the player transitions before transitioning to the normal BB mode. Here, if transition condition N is met while the player is in the normal battle mode, the player transitions to the normal BB mode, and if transition condition O is met, the player transitions to the normal mode. Note that transition condition N is when the player has won the normal BB mode when a predetermined number of games have been played in the normal battle mode, and transition condition O is when the player has not won the normal BB mode when a predetermined number of games have been played in the normal battle mode.

[0103] In the BB mode, when the result of the role determination is a push order bell, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the BB mode is a mode that is more advantageous to the player than the normal mode. Here, if the transition condition P is satisfied while in the BB mode, the mode transitions to the AT judge mode. The transition condition P is that a predetermined number of games have been played in the BB mode.

[0104] In this embodiment, the BB mode includes a normal BB mode and a normal higher BB mode that is more advantageous to the player than the normal BB mode.

[0105] The AT judge mode is the mode to which the game is transitioned when the BB mode ends. Here, if transition condition Q is met while in the AT judge mode, the game transitions to the normal AT mode, and if transition condition R is met, the game transitions to the normal mode. Note that transition condition Q means that it is determined that the game will transition to the normal AT mode when a predetermined number of games have been played in the AT judge mode, and transition condition R means that it is not determined that the game will transition to the normal AT mode when a predetermined number of games have been played in the AT judge mode.

[0106] In the normal AT mode, when the result of the winning combination is a push-order bell, the image display device 26 notifies the player of the operation order of the left stop button 9, the center stop button 10, and the right stop button 11. Therefore, the normal AT mode is more advantageous to the player than the normal mode. Here, when transition condition S is met during normal AT mode, the player transitions to the higher ATBB mode. When transition condition T is met, the player transitions to the normal ATBB mode. When transition condition U is met, the player transitions to the specialized mode. When transition condition V is met, the player transitions to the normal mode. Note that transition condition S is when the lottery for transitioning to the higher ATBB mode is won, transition condition T is when the lottery for transitioning to the normal ATBB mode is won, transition condition U is when the lottery for transitioning to the specialized mode is won, and transition condition V is when the termination condition for the normal AT mode is met. The conditions for transitioning from the normal AT mode to the normal mode are when the number of games available in the AT mode reaches 0 or when the advantageous period ends.

[0107] In the normal ATBB mode, when the result of the role determination is a push order bell, the image display device 26 notifies the player of the operation order of the left stop button 9, the center stop button 10, and the right stop button 11. Therefore, the normal ATBB mode is a mode that is more advantageous to the player than the normal mode. Here, if transition condition W is met while in the normal ATBB mode, the mode transitions to the AT battle mode, and if transition condition V is met, the mode transitions to the normal mode. Note that transition condition W is that a predetermined number of games have been played in the normal ATBB mode, and transition condition V is that the termination condition of the normal ATBB mode has been met. Here, the condition for transitioning from the normal ATBB mode to the normal mode is the end of the advantageous zone.

[0108] The higher ATBB mode is a mode in which, when the result of the role determination is a push order bell, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is notified on the image display device 26. Therefore, the higher ATBB mode is a mode that is more advantageous to the player than the normal mode. Furthermore, the higher ATBB mode transitions to the higher AT mode after it ends. Therefore, the higher ATBB mode is a mode that is more advantageous to the player than the normal ATBB mode. Here, if transition condition X is met while in the higher ATBB mode, the game transitions to the higher AT mode, and if transition condition V is met, the game transitions to the normal mode. Note that transition condition X is that a predetermined number of games have been played in the higher ATBB mode, and transition condition V is that the end condition of the higher ATBB mode has been met. The condition for transitioning from the higher ATBB mode to the normal mode is the end of the advantageous period.

[0109] AT battle mode is the mode to which the player transitions after the normal ATBB mode ends. Here, if transition condition Y is met while in AT battle mode, the player transitions to the higher AT mode; if transition condition Z is met, the player transitions to the normal AT mode; and if transition condition V is met, the player transitions to the normal mode. Note that transition condition Y is when a player wins the higher AT mode after a predetermined number of games have been played in AT battle mode; transition condition Z is when a player does not win the higher AT mode after a predetermined number of games have been played in AT battle mode; and transition condition V is when the end condition for AT battle mode has been met. Here, the condition for transitioning from AT battle mode to normal mode is when the advantageous zone ends.

[0110] The higher-level AT mode is a mode in which, when the result of the role determination is a push-order bell, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is notified to the image display device 26. Therefore, the higher-level AT mode is a mode that is more advantageous to the player than the normal mode. Furthermore, the higher-level AT mode is easier to transition to the specialized mode than the normal AT mode. Therefore, the higher-level AT mode is a mode that is more advantageous to the player than the normal AT mode. Here, if transition condition AA is met while in the higher-level AT mode, the player transitions to the specialized mode, and if transition condition V is met, the player transitions to the normal mode. Note that transition condition AA is when the transition lottery to the specialized mode is won, and transition condition V is when the termination condition of the higher-level AT mode is met. The conditions for transitioning from the higher-level AT mode to the normal mode are when the number of games available in the AT mode reaches 0 or when the advantageous zone ends.

[0111] The specialized mode is a mode in which, when the result of the role determination is a push order bell, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is notified on the image display device 26. The specialized mode is also a mode in which the number of games that can be played in the normal AT mode or higher AT mode is increased with each game. Therefore, the specialized mode is a mode that is more advantageous for the player than the normal mode. Here, if transition condition AB is met while in the specialized mode, the mode transitions to the normal AT mode, and if transition condition V is met, the mode transitions to the normal mode. Note that transition condition AB is that a predetermined number of games have been played in the specialized mode, and transition condition V is that the termination condition for the specialized mode has been met. The condition for transitioning from the specialized mode to the normal mode is the end of the advantageous zone.

[0112] In this embodiment, the specialized modes include a normal specialized mode, a higher specialized mode that is more advantageous to the player than the normal specialized mode, and a top specialized mode that is more advantageous to the player than the higher specialized mode.

[0113] <Numbers used in normal mode> FIG. 9 shows the numbers stored in the main ROM 300 that are used in the normal mode.

[0114] Figure 9 shows the number of symbols assigned to the lottery for CZ mode (see Figure 9(A)). Here, in this embodiment, if the result of the role determination is a weak cherry replay or a watermelon, a lottery is held to determine whether to transition to CZ mode. Also, in this embodiment, the higher the set value, the easier it is to win the lottery to determine whether to transition to CZ mode.

[0115] Figure 9 also shows the number of symbols assigned to the lottery for the point acquisition mode (see Figure 9(B)). In this embodiment, a lottery for transition to the point acquisition mode is held when the result of the role determination is a strong cherry replay or a chance replay. For example, if the result of the role determination is a strong cherry replay, there is a probability of 32768 / 65536 for winning the normal point acquisition mode, a probability of 4096 / 65536 for winning the high probability point acquisition mode, and a probability of 2048 / 65536 for winning the ultra high probability point acquisition mode.

[0116] FIG. 9 also shows the number of places allocated to the point acquisition lottery in normal mode (see FIG. 9(C)). In this embodiment, the points to be acquired are acquired according to the result of the role determination. For example, if the result of the role determination is a weak cherry replay, 10 points will be acquired with a probability of 32768 / 65536, 20 points with a probability of 16384 / 65536, 30 points with a probability of 8192 / 65536, 50 points with a probability of 4096 / 65536, and 100 points with a probability of 4096 / 65536.

[0117] In addition, when the lottery is conducted using the number of places assigned to the point-earning lottery in normal mode shown in Figure 9 (C), at least 5 points can be earned, but this is not limited to this, and there may be cases where points cannot be earned.

[0118] Also, Figure 9 shows the number of places allocated to the lottery in the direct hit mode (see Figure 9(D)). Here, in this embodiment, the lottery for transition to the direct hit lottery mode is conducted regardless of the result of the role determination, but the lottery for transition to the direct hit lottery mode may also be conducted depending on the result of the role determination. Also, in this embodiment, the higher the set value, the easier it is to win the lottery for whether or not to transition to the direct hit lottery mode.

[0119] FIG. 9 also shows the number of places allocated to the BB mode lottery (see FIG. 9(E)). In this embodiment, the BB mode transition lottery is held when the number of points earned reaches 1000 or more. In this embodiment, the probability of winning in BB mode differs depending on the setting value. For example, if the setting value is 1, the probability of winning in normal BB mode is 10922 / 65536, and the probability of winning in normal higher BB mode is 2345 / 65536.

[0120] <Numbers used in point acquisition mode> FIG. 10 illustrates the numbers stored in the main ROM 300 that are used in the point acquisition mode.

[0121] Figure 10 shows the number of places allocated to the point acquisition lottery in the normal point acquisition mode (see Figure 10(A)). Here, in this embodiment, the lottery for points to be acquired is conducted according to the result of the role determination. For example, if the result of the role determination is a weak cherry replay, 100 points will be acquired with a probability of 45056 / 65536, 200 points with a probability of 8192 / 65536, 300 points with a probability of 8192 / 65536, 500 points with a probability of 2048 / 65536, and 1000 points with a probability of 2048 / 65536.

[0122] FIG. 10 also shows the number of places allocated to the point acquisition lottery in the high probability point acquisition mode (see FIG. 10(B)). Here, in this embodiment, a lottery is conducted to determine the points to be acquired according to the result of the role determination. For example, if the result of the role determination is a weak cherry replay, 100 points will be acquired with a probability of 24576 / 65536, 200 points with a probability of 16384 / 65536, 300 points with a probability of 16384 / 65536, 500 points with a probability of 4096 / 65536, and 1000 points with a probability of 4096 / 65536.

[0123] FIG. 10 also shows the number of places allocated to the point acquisition lottery in the ultra-high probability point acquisition mode (see FIG. 10(C)). Here, in this embodiment, the lottery for points to be acquired is conducted according to the result of the role determination. For example, if the result of the role determination is a weak cherry replay, 100 points will be acquired with a probability of 19536 / 65536, 200 points with a probability of 18000 / 65536, 300 points with a probability of 18000 / 65536, 500 points with a probability of 5000 / 65536, and 1000 points with a probability of 5000 / 65536.

[0124] That is, in the ultra-high probability point acquisition mode, the lottery is conducted using the number of places allocated to the point acquisition lottery in the ultra-high probability point acquisition mode, so it is easier to acquire points compared to the normal point acquisition mode and the high probability point acquisition mode.Similarly, in the high probability point acquisition mode, the lottery is conducted using the number of places allocated to the point acquisition lottery in the high probability point acquisition mode, so it is easier to acquire points compared to the normal point acquisition mode.

[0125] Also, FIG. 10 shows the settings assigned to the BB mode lottery in the point acquisition mode (see FIG. 10(D)). Here, in this embodiment, when the acquired points reach 1000 points or more, a transition lottery for the BB mode is performed. Note that in this embodiment, the hitting probability of the BB mode varies according to the set value. For example, when the set value is 1, it hits the normal BB mode with a probability of 10922 / 65536 and hits the normal upper BB mode with a probability of 2345 / 65536.

[0126] <Settings used in the CZ precursor mode> FIG. 11 shows the settings stored in the main ROM 300 and used in the CZ precursor mode.

[0127] Also, FIG. 11 shows the settings assigned to the point acquisition lottery in the CZ precursor mode. Here, in this embodiment, a lottery for the points acquired according to the result of the hand determination is performed. For example, when the result of the hand determination is a weak cherry replay, 10 points are acquired with a probability of 32768 / 65536, 20 points are acquired with a probability of 16384 / 65536, 30 points are acquired with a probability of 8192 / 65536, 50 points are acquired with a probability of 4096 / 65536, and 100 points are acquired with a probability of 4096 / 65536.

[0128] Note that in this embodiment, the settings assigned to the point acquisition lottery in the CZ precursor mode are the same as the settings assigned to the point acquisition lottery in the normal mode, but it is not limited to this, and either one may be advantageous.

[0129] <Settings used in the direct hit lottery mode> FIG. 12 shows the settings stored in the main ROM 300 and used in the direct hit lottery mode.

[0130] Figure 12 shows the numbers assigned to the AT draw in the direct draw mode. Here, in this embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, a transition draw to the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, it is subjected to the transition draw to the normal AT mode with a probability of 16384 / 65536.

[0131] Note that in this embodiment, in the direct draw mode, a draw for obtaining points is not performed, but a draw for obtaining points may also be performed in the direct draw mode.

[0132] <Numbers used in the CZ mode> Figure 13 shows the numbers used in the CZ mode stored in the main ROM 300.

[0133] Figure 13 shows the numbers assigned to the draw in the point acquisition mode in the CZ mode (see Figure 13(A)). Here, in this embodiment, when the result of the hand determination is a strong cherry replay or a chance replay, a transition draw to the point acquisition mode is performed. For example, when the result of the hand determination is a strong cherry replay, it is subjected to the high-probability point acquisition mode with a probability of 49152 / 65536 and to the ultra-high-probability point acquisition mode with a probability of 16384 / 65536.

[0134] That is, in the CZ mode, it is easier to transition to the point acquisition mode compared to the normal mode, and in particular, it is easier to transition to the high-probability point acquisition mode or the ultra-high-probability point acquisition mode. Therefore, the CZ mode is an advantageous mode for the player compared to the normal mode.

[0135] FIG. 13 shows the settings assigned to the BB mode draw in the CZ mode (see FIG. 13(B)). Here, in the present embodiment, when the determination result of the hand is a weak cherry replay or a watermelon, the draw for shifting to the BB mode is performed. For example, when the determination result of the hand is a weak cherry replay, it will be assigned to the normal BB mode with a probability of 16384 / 65536 and to the normal upper BB mode with a probability of 8192 / 65536.

[0136] <Settings used in the normal battle mode> FIG. 14 shows the settings stored in the main ROM 300 and used in the normal battle mode.

[0137] FIG. 14 shows the settings assigned to the rewrite draw in the normal battle mode. Here, in the present embodiment, when the determination result of the hand is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, the rewrite draw is performed. For example, when the determination result of the hand is a weak cherry replay, it will be assigned to the rewrite draw with a probability of 4096 / 65536. And when assigned to the rewrite draw, it will be rewritten from the state of not being assigned to the BB mode to the state of being assigned to the normal BB mode.

[0138] Note that in the present embodiment, when assigned to the rewrite draw, it can be rewritten from the state of not being assigned to the BB mode to the state of being assigned to the normal BB mode, but it may also be possible to rewrite it to the state of being assigned to the normal upper BB mode. Also, the settings to be rewritten to the state of being assigned to the normal BB mode and the settings to be rewritten to the state of being assigned to the normal upper BB mode may be defined, and it may be determined by draw which one to rewrite to.

[0139] <Settings used in the BB mode> FIG. 15 shows the settings stored in the main ROM 300 and used in the BB mode.

[0140] FIG. 15 shows the settings assigned to the AT draw in the normal BB mode (see FIG. 15(A)). Here, in this embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, the draw in the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, it will be assigned to the draw in the normal AT mode with a probability of 4096 / 65536. And when it is assigned to the draw in the normal AT mode, it will shift to the normal AT mode via the AT judge mode.

[0141] Also, FIG. 15 shows the settings assigned to the AT draw in the normal upper BB mode (see FIG. 15(B)). Here, in this embodiment, when the result of the hand determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay, the draw in the normal AT mode is performed. For example, when the result of the hand determination is a weak cherry replay, it will be assigned to the draw in the normal AT mode with a probability of 8192 / 65536. And when it is assigned to the draw in the normal AT mode, it will shift to the normal AT mode via the AT judge mode.

[0142] That is, in the normal upper BB mode, it is easier to be assigned to the AT draw compared to the normal BB mode. Therefore, the normal upper BB mode is a mode more advantageous for the player compared to the normal BB mode.

[0143] <Settings Used in the AT Judge Mode> FIG. 16 shows the settings used in the AT judge mode stored in the main ROM 300.

[0144] FIG. 16 illustrates the number of symbols assigned to the rewrite lottery in the AT judge mode. In this embodiment, the rewrite lottery is performed when the result of the combination determination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay. For example, when the result of the combination determination is a weak cherry replay, there is a 4096 / 65536 probability of winning the rewrite lottery. When the rewrite lottery is won, the state is changed from not winning in the normal AT mode to winning in the normal AT mode.

[0145] In this embodiment, when a rewrite lottery is won, the state where the player has not won the normal AT mode can be rewritten to the state where the player has won the normal AT mode, but the state where the player has won the higher-level AT mode can also be rewritten. Also, the number of places that are rewritten to the state where the player has won the normal AT mode and the number of places that are rewritten to the state where the player has won the higher-level AT mode can be specified. Also, the state where the player has won the normal AT mode can be rewritten to the state where the player has won the normal higher-level AT mode.

[0146] <Numbers normally used in AT mode> FIG. 17 shows the numbers stored in the main ROM 300 and used in the normal AT mode.

[0147] Figure 17 shows the number of places allocated to the additional draw in the normal AT mode (see Figure 17(A)). Here, in this embodiment, if the result of the role determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, an additional draw is conducted for the number of games that can be played in the AT mode, and if this draw is won, the number of games that can be played in the AT mode is increased.

[0148] Also, Figure 17 shows the number of symbols assigned to the lottery for transitioning to the ATBB mode in the normal AT mode (see Figure 17(B)). Here, in this embodiment, if the result of the role determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery for transitioning to the ATBB mode is held, and if this lottery is won, the player will transition to either the normal ATBB mode or the higher ATBB mode.

[0149] Also, Figure 17 shows the number of symbols (see Figure 17(C)) assigned to the transition lottery to the specialized mode in the normal AT mode. Here, in this embodiment, if the result of the role determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a transition lottery to the specialized mode is held, and if this lottery is won, the mode will transition to either the normal specialized mode, the higher specialized mode, or the highest mode.

[0150] <Numbers normally used in ATBB mode> FIG. 18 shows the numbers stored in the main ROM 300 and used in the normal ATBB mode.

[0151] 18 shows the number of symbols assigned to the higher AT mode lottery in the normal ATBB mode. In this embodiment, if the result of the combination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a lottery is held to transition to the higher AT mode. If the lottery is successful, the normal ATBB mode ends, and the player transitions to the higher AT mode via the AT battle mode.

[0152] <Number used in higher ATBB mode> FIG. 19 shows the numbers stored in the main ROM 300 and used in the upper ATBB mode.

[0153] FIG. 19 shows the settings assigned to the additional draw in the upper ATBB mode. Here, in the present embodiment, when the result of the determination of the combination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, an additional draw of the number of games playable in the AT mode is performed. When winning this draw, the number of games playable in the AT mode is added.

[0154] <Settings used in the AT battle mode> FIG. 20 shows the settings used in the AT battle mode stored in the main ROM 300.

[0155] FIG. 20 shows the settings assigned to the rewrite draw in the AT battle mode. Here, in the present embodiment, a rewrite draw is performed when the result of the determination of the combination is a weak cherry replay, a strong cherry replay, a watermelon, or a chance replay. For example, when the result of the determination of the combination is a weak cherry replay, it will be a winner of the rewrite draw with a probability of 4096 / 65536. And when winning the rewrite draw, it will be rewritten from a state of not winning in the upper AT mode to a state of winning in the upper AT mode.

[0156] <Settings used in the upper AT mode> FIG. 21 shows the settings used in the upper AT mode stored in the main ROM 300.

[0157] FIG. 21 shows the settings assigned to the additional draw in the upper AT mode (see FIG. 21(A)). Here, in the present embodiment, when the result of the determination of the combination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, an additional draw of the number of games playable in the AT mode is performed. When winning this draw, the number of games playable in the AT mode is added.

[0158] Also, Figure 21 shows the number of symbols assigned to the transition lottery to the specialized mode in the higher AT mode (see Figure 21(B)). Here, in this embodiment, if the result of the combination determination is a weak cherry replay, a strong cherry replay, a chance replay, or a watermelon, a transition lottery to the specialized mode is held, and if this lottery is won, the player will transition to either the normal specialized mode, the higher specialized mode, or the highest mode.

[0159] Here, as shown by the number of places allocated to the transition lottery to the specialized mode in the higher AT mode (see Figure 21(B)) and the number of places allocated to the transition lottery to the specialized mode in the normal AT mode (see Figure 17(C)), the higher AT mode is easier to transition to the specialized mode than the normal AT mode. For this reason, the higher AT mode is a more advantageous mode than the normal AT mode.

[0160] <Numbers used in special mode> FIG. 22 shows the numbers stored in the main ROM 300 and used in the specialized mode.

[0161] Figure 22 shows the number of places allocated to the additional draw in the normal specialized mode (see Figure 22(A)). Here, in this embodiment, an additional draw is conducted for the number of games that can be played in the AT mode according to the result of the combination, and the number of games that can be played in the AT mode is added up.

[0162] Also, Figure 22 shows the number of places allocated to the additional draw in the higher-specialized mode (see Figure 22(B)). Here, in this embodiment, an additional draw is conducted for the number of games that can be played in the AT mode according to the result of the combination, and the number of games that can be played in the AT mode is added up.

[0163] Also, Figure 22 shows the number of places allocated to the additional draw in the highest specialized mode (see Figure 22(C)). Here, in this embodiment, an additional draw is conducted for the number of games that can be played in the AT mode according to the result of the role determination, and the number of games that can be played in the AT mode is added up.

[0164] Here, in the special mode, regardless of the result of the combination, an additional lottery is performed to determine the number of games that can be played in the AT mode. Specifically, when the result of the combination is other than weak cherry replay, strong cherry replay, chance replay, or watermelon, an additional lottery is performed to determine the number of games that can be played in the AT mode by referring to the "Other" column.

[0165] <Each storage area of ​​the main RAM 400> FIG. 23 illustrates each storage area of ​​the main RAM 400.

[0166] The setting value storage area 401 stores the setting value of the slot machine 1. Here, the slot machine 1 in this embodiment has six levels of setting values, and for example, when the setting value is 1, the value in the setting value storage area 401 becomes 1, and when the setting value is 6, the value in the setting value storage area 401 becomes 6.

[0167] The gaming state memory area 402 stores the current gaming state of the slot machine 1. When the current gaming state is the normal gaming state, the value of the gaming state memory area 402 is 0, when the current gaming state is the BBF gaming state, the value of the gaming state memory area 402 is 1, when the current gaming state is the BBN gaming state, the value of the gaming state memory area 402 is 2, when the current gaming state is the BRF gaming state, the value of the gaming state memory area 402 is 3, when the current gaming state is the BBRB gaming state, the value of the gaming state memory area 402 is 4, when the current gaming state is the RBF gaming state, the value of the gaming state memory area 402 is 5, and when the current gaming state is the RB gaming state, the value of the gaming state memory area 402 is 6.

[0168] The result of the role determination is stored in the condition device storage area 403. If the role determination result is a miss, the value of the condition device storage area 403 becomes 0, if the role determination result is BB + Follow role Oa to Od, the value of the condition device storage area 403 becomes 1, if the role determination result is RB + Follow role Oa to Od, the value of the condition device storage area 403 becomes 2, if the role determination result is RB + Follow role Oe, the value of the condition device storage area 403 becomes 3, if the role determination result is RB + Follow role Of, the value of the condition device storage area 403 becomes 4, if the role determination result is RB + Follow role Og, the value of the condition device storage area 403 becomes 5, and if the role determination result is RB + Reach eye role RRa to RRd, the value of the condition device storage area 403 becomes 6.

[0169] In addition, if the result of the role determination is Seven Replay Sa, the value of the condition device memory area 403 will be 7, if the result of the role determination is Seven Replay Sb, the value of the condition device memory area 403 will be 8, if the result of the role determination is Seven Replay Sc, the value of the condition device memory area 403 will be 9, if the result of the role determination is Seven Replay Sd, the value of the condition device memory area 403 will be 10, if the result of the role determination is Fake Replay, the value of the condition device memory area 403 will be 11, if the result of the role determination is Push Order Replay Ra, the value of the condition device memory area 403 will be 12, and if the result of the role determination is Push Order Replay Rb, the value of the condition device memory area 403 will be 13.

[0170] In addition, if the result of the role determination is a weak cherry replay, the value of the condition device memory area 403 will be 14; if the result of the role determination is a strong cherry replay, the value of the condition device memory area 403 will be 15; if the result of the role determination is a chance replay, the value of the condition device memory area 403 will be 16; if the result of the role determination is a common replay Ka, the value of the condition device memory area 403 will be 17; if the result of the role determination is a common replay Kb, the value of the condition device memory area 403 will be 18; and if the result of the role determination is a common replay Kc, the value of the condition device memory area 403 will be 19.

[0171] In addition, if the result of the role determination is watermelon, the value of the condition device memory area 403 will be 20; if the result of the role determination is follow-up roles Oa to Od, the value of the condition device memory area 403 will be 21; if the result of the role determination is follow-up role Oe, the value of the condition device memory area 403 will be 22; if the result of the role determination is follow-up role Of, the value of the condition device memory area 403 will be 23; if the result of the role determination is follow-up role Og, the value of the condition device memory area 403 will be 24; and if the result of the role determination is reach-eye roles RRa to RRd, the value of the condition device memory area 403 will be 25.

[0172] In addition, if the result of the role determination is push order bell Ba, the value of the condition device memory area 403 will be 26; if the result of the role determination is push order bell Bb, the value of the condition device memory area 403 will be 27; if the result of the role determination is push order bell Bc, the value of the condition device memory area 403 will be 28; if the result of the role determination is push order bell Bd, the value of the condition device memory area 403 will be 29; if the result of the role determination is push order bell Be, the value of the condition device memory area 403 will be 30; and if the result of the role determination is push order bell Bf, the value of the condition device memory area 403 will be 31.

[0173] In addition, if the result of the role determination is push order bell Bg, the value of the condition device memory area 403 will be 32, if the result of the role determination is push order bell Bh, the value of the condition device memory area 403 will be 33, if the result of the role determination is push order bell Bi, the value of the condition device memory area 403 will be 34, if the result of the role determination is push order bell Bj, the value of the condition device memory area 403 will be 35, if the result of the role determination is push order bell Bk, the value of the condition device memory area 403 will be 36, if the result of the role determination is push order bell Bl, the value of the condition device memory area 403 will be 37, if the result of the role determination is common bell, the value of the condition device memory area 403 will be 38, and if the result of the role determination is JAC role, the value of the condition device memory area 403 will be 39.

[0174] The left stop position memory area 404 stores information about the stop position of the left reel 6. For example, if the symbol that stops on the activated line when the left reel 6 stops is the black BAR symbol 1000 number 7, the value stored in the left stop position memory area 404 is 7.

[0175] The center stop position memory area 405 stores information about the stop position of the center reel 7. For example, if the symbol that stops on the activated line when the center reel 7 stops is the black BAR symbol 1000 (number 7), the value stored in the center stop position memory area 405 is 7.

[0176] The right stop position memory area 406 stores information about the stop position of the right reel 8. For example, if the symbol that stops on the activated line when the right reel 8 stops is the white BAR symbol 1005 (number 7), the value stored in the middle stop position memory area 405 is 7.

[0177] Information about the winning symbol combination is stored in the winning information storage area 407. For example, if the winning symbol combination is BB, the value of the winning information storage area 407 will be 1, and if the winning symbol combination is RB, the value of the winning information storage area 407 will be 2.

[0178] Information about the current mode is stored in the mode storage area 408. For example, if the mode is normal mode, the value of the mode storage area 408 is 0.

[0179] Information about the winning bonus is stored in the winning combination flag storage area 409. When the value of the winning combination flag storage area 409 is 0, BB and RB have not been won. When the value of the winning combination flag storage area 409 is 1, BB has been won, and when the value of the winning combination flag storage area 409 is 2, RB has been won.

[0180] The wait timer 410 stores a time to prevent the time of one game from running too quickly. In this embodiment, the wait timer 410 is set to 4100.

[0181] Information about the advantageous zone is stored in the advantageous zone storage area 411. Here, if it is a normal zone, the value of the advantageous zone storage area 411 becomes 0, and if it is an advantageous zone, the value of the advantageous zone storage area 411 becomes 1.

[0182] The number of games that can be played in the advantageous zone is stored in the advantageous zone game number counter 412. In this embodiment, a value of 0 to 3000 is stored in the advantageous zone game number counter 412.

[0183] The advantageous zone number counter 413 is provided to count the number of medals paid out in the BB mode, AT mode, etc. Here, in this embodiment, a value of 0 to 2500 is stored in the advantageous zone number counter 413.

[0184] The points acquired by the player are stored in the point counter 414. In this embodiment, values ​​between 0 and 65536 are stored in the point counter 414.

[0185] Information about the points won is temporarily saved (temporarily stored) in the winning point save area 415. In this embodiment, values ​​from 0 to 1000 are temporarily saved (temporarily stored) in the winning point save area 415.

[0186] Information regarding the BB mode in which a win has been made is stored in the BB winning information storage area 416. If the value of the BB winning information storage area 416 is 0, it means that the BB mode has not been won. If the value of the BB winning information storage area 416 is 1, it means that the normal BB mode has been won, and if the value of the BB winning information storage area 416 is 2, it means that the normal higher BB mode has been won.

[0187] Information regarding the ATBB mode in which the winning was made is stored in the ATBB winning information storage area 417. If the value of the ATBB winning information storage area 417 is 0, it means that the ATBB mode was not won. If the normal ATBB mode is won, the value of the ATBB winning information storage area 417 will be 1, and if the higher ATBB mode is won, the value of the ATBB winning information storage area 417 will be 2.

[0188] The specialized mode winning information storage area 418 stores information about the specialized mode that was won. If the value of the specialized mode winning information storage area 418 is 0, it means that the specialized mode was not won. If the value of the specialized mode winning information storage area 418 is 1, it means that the normal specialized mode was won, if the value of the specialized mode winning information storage area 418 is 2, it means that the higher specialized mode was won, and if the value of the specialized mode winning information storage area 418 is 3, it means that the highest specialized mode was won.

[0189] Information regarding the winning AT mode is stored in the AT mode winning information storage area 419. If the value of the AT mode winning information storage area 419 is 0, it means that the AT mode has not been won. On the other hand, if the value of the AT mode winning information storage area 419 is 1, it means that the normal AT mode has been won, and if the value of the AT mode winning information storage area 419 is 2, it means that the higher AT mode has been won.

[0190] The instruction information storage area 420 stores instruction information to be displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 0, this corresponds to the absence of instruction information, and therefore nothing is displayed on the payout display unit 14. When the value of the instruction information storage area 420 is 1, the instruction information "left, center, right" is displayed on the payout display unit 14; when the value of the instruction information storage area 420 is 2, the instruction information "left, center, left" is displayed on the payout display unit 14; when the value of the instruction information storage area 420 is 3, the instruction information "middle, left, right" is displayed on the payout display unit 14; and when the value of the instruction information storage area 420 is 4, the instruction information "middle, right, left" is displayed on the payout display unit 14.

[0191] Furthermore, if the value of the instruction information storage area 420 is 5, the instruction information right, left, middle is displayed on the dispensing display unit 14, if the value of the instruction information storage area 420 is 6, the instruction information right, middle, left is displayed on the dispensing display unit 14, if the value of the instruction information storage area 420 is 7, the instruction information left is displayed on the dispensing display unit 14, if the value of the instruction information storage area 420 is 8, the instruction information middle is displayed on the dispensing display unit 14, and if the value of the instruction information storage area 420 is 9, the instruction information right is displayed on the dispensing display unit 14.

[0192] The number of games played in the premonition mode is stored in the premonition game number counter 421. In this embodiment, a value of 0 to 32 is stored in the premonition game number counter 421.

[0193] The number of games that can be played in the point acquisition mode is stored in the point acquisition mode game number counter 422. In this embodiment, a value of 0 to 10 is stored in the point acquisition mode game number counter 422.

[0194] The number of games that can be played in the direct lottery mode is stored in the direct lottery mode game number counter 423. In this embodiment, a value of 0 to 10 is stored in the direct lottery mode game number counter 423.

[0195] The number of games that can be played in the CZ mode is stored in the CZ mode game number counter 424. In this embodiment, a value of 0 to 10 is stored in the CZ mode game number counter 424.

[0196] The number of games that can be played in the normal battle mode is stored in the normal battle mode game number counter 425. In this embodiment, a value of 0 to 3 is stored in the normal battle mode game number counter 425.

[0197] The number of games that can be played in the BB mode is stored in the BB mode game number counter 426. In this embodiment, a value of 0 to 20 is stored in the BB mode game number counter 426.

[0198] The number of games that can be played in the AT judgment mode is stored in the AT judgment mode game number counter 427. In this embodiment, a value of 0 to 3 is stored in the AT judgment mode game number counter 427.

[0199] The number of games that can be played in the AT mode is stored in the AT mode game number counter 428. In this embodiment, a value of 0 to 3000 is stored in the AT mode game number counter 428.

[0200] The number of games that can be played in the ATBB mode is stored in the ATBB mode game number counter 429. In this embodiment, a value of 0 to 20 is stored in the ATBB mode game number counter 429.

[0201] The number of games that can be played in the AT battle mode is stored in the AT battle mode game number counter 430. In this embodiment, a value of 0 to 3 is stored in the AT battle mode game number counter 430.

[0202] The number of games that can be played in the specialized mode is stored in the specialized mode game number counter 431. In this embodiment, a value of 0 to 10 is stored in the specialized mode game number counter 431.

[0203] <Power-on process for main control board 100> FIG. 24 shows a flowchart of the power-on process for the main control board 100.

[0204] In step A1, it is determined whether the power supply is turned on by the main CPU 200. Specifically, it is determined whether the power supply button 24 is operated and the power supply switch 24A is turned on.

[0205] In step A2, the main CPU 200 performs a set value change process. Specifically, when the keyhole switch 22A detects that the setting key has been inserted into the keyhole and turned a predetermined angle, the current set value is displayed on the set value display unit 23. Then, when the set value change button 21 is operated and the set value change switch 21A is turned on, the set value displayed on the set value display unit 23 is updated. Then, when the start switch 5A detects operation of the start lever 5, the set value is confirmed, and the confirmed set value is stored in the set value storage area 401.

[0206] In step A3, a game progress control process is performed by the main CPU 200. Here, the game progress control process will be described with reference to FIG.

[0207] <Game Progress Control Processing of the Main Control Board 100> FIG. 25 shows a flowchart of the game progress control process of the main control board 100.

[0208] In step B1, medal acceptance processing is performed by the main CPU 200. Specifically, the medal sensor 2A accepts medals inserted into the medal insertion slot 2, the BET switch 3A determines whether or not operation of the BET button 3 has been accepted, and the MAXBET switch 4A determines whether or not operation of the MAXBET button 4 has been accepted.

[0209] In step B2, the main CPU 200 determines whether or not it has accepted the operation of the start lever 5. Specifically, it determines whether or not the start lever 5 has been operated and the start switch 5A has been turned on in a state where three medals have been bet or a replay has been won.

[0210] In step B3, a combination determination process is performed by the main CPU 200. Specifically, based on the current game status stored in the game status storage area 402, a combination is determined using the numbers (see FIG. 5) assigned to each condition device stored in the main ROM 300. The combination determination result is stored in the condition device storage area 403, and if BB or RB is won, it is stored in the combination flag storage area 409.

[0211] In step B4, mode-specific processing is performed by the main CPU 200. Here, the mode-specific processing will be explained using FIG.

[0212] In step B5, wait processing is performed by the main CPU 200. The wait processing will be explained here with reference to FIG.

[0213] In step B6, the main CPU 200 determines whether or not the left stop button 9, center stop button 10, or right stop button 11 has been operated. Specifically, it determines whether or not the left stop switch 9A, center stop switch 10A, or right stop switch 11A has detected the operation of the left stop button 9, center stop button 10, or right stop button 11.

[0214] In step B7, reel stop processing is performed by the main CPU 200. Specifically, if operation of the left stop button 9 is detected in the processing of step B6, stop control of the left reel 6 is performed based on the result of the combination determination and the symbol position of the left reel 6 when the left stop button 9 was operated, and information about the symbol that has stopped on the activated line is stored in the left stop position memory area 404.

[0215] Similarly, if operation of the middle stop button 10 is detected in the processing of step B6, stopping control of the middle reel 7 is performed based on the result of the role determination and the pattern position of the middle reel 7 when the middle stop button 10 is operated, and information regarding the pattern that has stopped on the active line is stored in the middle stop position memory area 405.

[0216] Similarly, if operation of the right stop button 11 is detected in the processing of step B6, stopping control of the right reel 8 is performed based on the result of the role determination and the pattern position of the right reel 8 when the right stop button 11 is operated, and information regarding the pattern that has stopped on the active line is stored in the right stop position memory area 406.

[0217] In step B8, the main CPU 200 determines whether the left reel 6, center reel 7, and right reel 8 have all stopped.

[0218] In step B9, the main CPU 200 performs a winning determination process. Specifically, it determines whether a winning has occurred based on the symbol combination (see FIG. 6) and the values ​​stored in the left stop position memory area 404, the center stop position memory area 405, and the right stop position memory area 406. The result of the determination as to whether a winning has occurred is then stored in the winning information memory area 407.

[0219] In step B10, the main CPU 200 performs a medal payout process. Specifically, if it is determined in step B9 that a winning combination has been achieved and a combination of symbols for which medals will be paid out is displayed on an active line, the hopper 20 is driven to pay out medals. When a winning combination is achieved, the value of the advantageous zone number counter 413 is updated.

[0220] In step B11, the main CPU 200 performs a game status management process. Specifically, when a game status transition condition is satisfied, a process is performed to update the value of the game status memory area 402. The game status transition condition is as described with reference to FIG. 4.

[0221] In step B12, a mode management process after a total stop is performed by the main CPU 200. The mode management process after a total stop will be described below with reference to FIG.

[0222] In step B13, advantageous zone management processing is performed by the main CPU 200. Here, the advantageous zone management processing will be explained using FIG.

[0223] <Mode-specific processing subroutines> FIG. 26 shows the subroutine for mode-specific processing performed in step B4.

[0224] In step C1, a mode read process is performed by the main CPU 200. Specifically, a process of reading the value stored in the mode storage area 408 is performed.

[0225] In step C2, the process proceeds to a mode-dependent process by the main CPU 200. Specifically, a process proceeds to a mode-dependent process (see FIGS. 27 to 40) according to the value read in the process of step C1.

[0226] <Normal mode processing subroutine> The normal mode processing subroutine is shown in Figure 27. Here, the normal mode processing subroutine is a process to which the process proceeds in step C2 when the value of the mode storage area 408 is 0 as a result of the mode read process in step C1.

[0227] In step D1, the main CPU 200 determines whether or not it is in a favorable zone.

[0228] In step D2, a transfer drawing to the direct hit drawing mode is performed by the main CPU 200. Specifically, a transfer drawing to the direct hit drawing mode is performed using the number of balls placed that is assigned to the direct hit drawing mode shown in FIG.

[0229] In step D3, the main CPU 200 determines whether or not the lottery for transition to the direct hit lottery mode has been won.

[0230] In step D4, a CZ mode transition drawing is performed by the main CPU 200. Specifically, a CZ mode transition drawing is performed using the number of balls placed that is assigned to the CZ mode drawing shown in Figure 9(A).

[0231] In step D5, the main CPU 200 determines whether or not the CZ mode transition lottery has been won.

[0232] In step D6, a process of determining the number of CZ premonition games is performed by the main CPU 200. The number of games determined here is stored in the premonition game number counter 421.

[0233] In step D7, a lottery for transition to the point earning mode is performed by the main CPU 200. Specifically, a lottery for transition to the point earning mode is performed using the number of balls assigned to the lottery for the point earning mode shown in Figure 9(B).

[0234] In step D8, the main CPU 200 determines whether or not the lottery for switching to the point acquisition mode has been won.

[0235] In step D9, a reel rotation point acquisition lottery process is performed by the main CPU 200. Specifically, a point acquisition lottery is performed using the number of symbols assigned to the point acquisition lottery in the normal mode shown in Figure 9(C).

[0236] Here, to explain more specifically, the reel spinning point acquisition lottery process is performed according to the result of the combination. For example, if the combination is a weak cherry replay, the points acquisition lottery is performed using the number of symbols in the weak cherry replay column, and it is determined that 10 points will be acquired with a probability of 32768 / 65536, that 20 points will be acquired with a probability of 16384 / 65536, that 30 points will be acquired with a probability of 8192 / 65536, that 50 points will be acquired with a probability of 4096 / 65536, and that 100 points will be acquired with a probability of 4096 / 65536.

[0237] Furthermore, if the result of the role determination is other than Weak Cherry Replay, Strong Cherry Replay, Watermelon, or Chance Replay (hereinafter referred to as "Rare Role"), the points are drawn by referring to the numbers placed in the "Other" columns. That is, when the points are drawn by referring to the numbers placed in the "Other" columns, it is determined that 5 points will be won with a probability of 65536 / 65536. The determined points are then temporarily saved (temporarily stored) in the winning point save area 415.

[0238] In the reel rotation point acquisition lottery process in this embodiment, the number of symbols placed in the special A column and the number of symbols placed in the special B column are not used.

[0239] In step D10, advantageous zone transition processing is performed by the main CPU 200. Specifically, 1 is set in the advantageous zone storage area 411, and 3000 is set in the advantageous zone game number counter 412.

[0240] <Point acquisition mode processing subroutine> The subroutine for the point acquisition mode processing is shown in Figure 28. Here, the subroutine for the point acquisition mode processing is a process that is transitioned to in the processing of step C2 when the value of the mode storage area 408 is one of 1 to 3 as a result of the mode reading processing of step C1.

[0241] In step E1, the main CPU 200 performs a process of subtracting 1 from the game number counter 422 for the point acquisition mode.

[0242] In step E2, the main CPU 200 performs a point acquisition lottery process during reel rotation. Specifically, in the case of the normal point acquisition mode, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the normal point acquisition mode shown in FIG. 10(A). Also, in the case of the high probability point acquisition mode, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the high probability point acquisition mode shown in FIG. 10(B), and in the case of the ultra-high probability point acquisition mode, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the ultra-high probability point acquisition mode shown in FIG. 10(C). Then, the result of the lottery is temporarily stored (temporarily memorized) in the target point storage area 415.

[0243] <Subroutine for CZ precursor mode processing> FIG. 29 shows a subroutine for CZ precursor mode processing. Here, the subroutine for CZ precursor mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 4 by the mode reading process of step C1.

[0244] In step F1, the main CPU 200 performs a process of subtracting 1 from the value of the precursor game number counter 421.

[0245] In step F2, the main CPU 200 performs a point acquisition lottery process during reel rotation. Specifically, a point acquisition lottery is performed using the settings assigned to the point acquisition lottery in the CZ precursor mode shown in FIG. 11. Then, the result of the lottery is temporarily stored in the target point storage area 415.

[0246] <Subroutine for direct hit lottery mode processing> FIG. 30 illustrates a subroutine for the direct hit draw mode process. Here, the subroutine for the direct hit draw mode process is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 5 by the mode reading process of step C1.

[0247] In step G1, a process of subtracting 1 from the value of the direct hit draw mode game number counter 423 is performed by the main CPU 200.

[0248] In step G2, a direct hit draw process is performed by the main CPU 200. Specifically, a direct hit draw in the normal AT mode is performed using the settings assigned to the AT draw in the direct hit draw mode shown in FIG. 12.

[0249] <Subroutine for CZ mode process> FIG. 31 illustrates a subroutine for the CZ mode process. Here, the subroutine for the CZ mode process is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 6 by the mode reading process of step C1.

[0250] In step H1, a process of subtracting 1 from the value of the CZ mode game number counter 424 is performed by the main CPU 200.

[0251] In step H2, a BB mode transition draw process is performed by the main CPU 200. Specifically, a transition draw to the BB mode is performed using the settings assigned to the draw in the BB mode in the CZ mode shown in FIG. 13(B).

[0252] In step H3, it is determined whether a hit has occurred in the BB mode transition draw by the main CPU 200.

[0253] In step H4, a CZ mode point acquisition mode draw process is performed by the main CPU 200. Specifically, a transition draw to the point acquisition mode is performed using the settings assigned to the draw in the point acquisition mode in the CZ mode shown in FIG. 13(A).

[0254] <Subroutine for Normal Battle Mode Processing> Figure 32 shows a subroutine for normal battle mode processing. Here, the subroutine for normal battle mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 7 by the mode reading process of step C1.

[0255] In step I1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 425 for normal battle mode.

[0256] In step I2, the main CPU 200 performs a rewriting lottery process for normal battle mode. Specifically, the rewriting lottery is performed using the setting numbers assigned to the rewriting lottery in the normal battle mode shown in FIG. 14. And when the lottery wins this rewriting lottery, a process of updating the value in the BB lottery information storage area 4I6 to 1 is performed.

[0257] <Subroutine for BB Mode Processing> Figure 33 shows a subroutine for BB mode processing. Here, the subroutine for BB mode processing is a process that is transferred in the process of step C2 when the value in the mode storage area 408 is 8 - 9 by the mode reading process of step C1.

[0258] In step J1, the main CPU 200 performs a process of subtracting 1 from the value of the game count counter 426 for BB mode.

[0259] In step J2, the main CPU 200 performs AT mode extraction processing. Specifically, in the case of the normal BB mode, transition extraction to the normal AT mode is performed using the settings assigned to AT extraction in the normal BB mode shown in FIG. 15(A). Also, in the case of the normal upper BB mode, transition extraction to the normal AT mode is performed using the settings assigned to AT extraction in the normal upper BB mode shown in FIG. 15(B). And when this extraction is successful, the process of updating the value of the AT mode extraction information storage area 419 to 1 is performed.

[0260] <Subroutine for AT judgment mode processing> FIG. 34 shows a subroutine for AT judgment mode processing. Here, the subroutine for AT judgment mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 10 by the mode reading process of step C1.

[0261] In step K1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 427 for the AT judgment mode.

[0262] In step K2, the main CPU 200 performs rewrite extraction processing for the AT judgment mode. Specifically, rewrite extraction is performed using the settings assigned to rewrite extraction in the AT judgment mode shown in FIG. 16. And when the rewrite extraction is successful, the process of updating the value of the AT mode extraction information storage area 419 to 1 is performed.

[0263] <Subroutine for normal AT mode processing> FIG. 35 shows a subroutine for normal AT mode processing. Here, the subroutine for normal AT mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 11 by the mode reading process of step C1.

[0264] In step L1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 428 for the AT mode.

[0265] In step L2, the main CPU 200 performs an additional lottery process. Specifically, an additional lottery for the number of games that can be played in the AT mode is performed using the number of places allocated to the additional lottery in the normal AT mode shown in Figure 17 (A). The number of games won in the additional lottery is then added to the value of the AT mode game number counter 428.

[0266] In step L3, the main CPU 200 performs a specialized mode lottery process. Specifically, the specialized mode transition lottery is performed using the number of balls assigned to the specialized mode transition lottery in the normal AT mode shown in Figure 17 (C). Then, if the specialized mode transition lottery is won, a process is performed to update the value of the specialized mode winning information storage area 418.

[0267] In step L4, the main CPU 200 determines whether or not the special mode transition lottery has been won.

[0268] In step L5, the main CPU 200 performs an ATBB lottery process. Specifically, the lottery for transition to the ATBB mode is performed using the number of balls assigned to the lottery for transition to the ATBB mode in the normal AT mode shown in Figure 17 (B). Then, if the lottery is won in the ATBB mode, a process for updating the ATBB winning information storage area 417 is performed.

[0269] <Normal ATBB mode processing subroutine> 36 shows a subroutine for processing for the normal ATBB mode. Here, the subroutine for processing for the normal ATBB mode is a process to which the process proceeds in step C2 when the value of the mode storage area 408 is 12 as a result of the mode read process in step C1.

[0270] In step M1, the main CPU 200 performs a process of subtracting 1 from the value of the ATBB mode game number counter 429.

[0271] In step M2, the main CPU 200 performs the upper AT mode extraction process. Specifically, the transition extraction of the upper AT mode is performed using the settings assigned to the upper AT mode extraction in the normal ATBB mode shown in FIG. 18. When the upper AT mode is detected, the process of updating the ATBB detection information storage area 417 is performed.

[0272] <Subroutine for upper ATBB mode processing> FIG. 37 shows the subroutine for the upper ATBB mode processing. Here, the subroutine for the upper ATBB mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 13 by the mode reading process of step C1.

[0273] In step N1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 429 for the ATBB mode.

[0274] In step N2, the main CPU 200 performs the upper addition extraction process for the upper ATBB mode. Specifically, the addition extraction of the number of games playable in the AT mode is performed using the settings assigned to the addition extraction in the upper ATBB mode shown in FIG. 19. And the number of games detected by the addition extraction is added to the value of the game number counter 428 for the AT mode.

[0275] <Subroutine for AT battle mode processing> FIG. 38 shows the subroutine for the AT battle mode processing. Here, the subroutine for the AT battle mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 14 by the mode reading process of step C1.

[0276] In step O1, the main CPU 200 performs a process of subtracting 1 from the value of the game number counter 430 for the AT battle mode.

[0277] In step O2, the main CPU 200 performs a rewrite lottery process for the AT battle mode. Specifically, a rewrite lottery is performed using the number of entries assigned to the rewrite lottery in the AT battle mode shown in Figure 20. Then, if the rewrite lottery is won, a process is performed to update the value of the AT mode winning information storage area 419 to 2.

[0278] <Subroutine for processing in higher AT mode> The subroutine for the higher AT mode processing is shown in Figure 39. Here, the subroutine for the higher AT mode processing is a process to which the process is shifted in the process of step C2 when the value of the mode storage area 408 is 15 as a result of the mode read process of step C1.

[0279] In step P1, the main CPU 200 performs a process of subtracting 1 from the value of the AT mode game number counter 428.

[0280] In step P2, the main CPU 200 performs an additional lottery process for the higher AT mode. Specifically, an additional lottery for the number of games that can be played in the AT mode is performed using the number of places assigned to the additional lottery in the higher AT mode shown in Figure 21 (A). The number of games won in the additional lottery is then added to the value of the AT mode game number counter 428.

[0281] In step P3, the main CPU 200 performs a specialized mode lottery process for the higher AT mode. Specifically, the specialized mode transition lottery is performed using the number of balls assigned to the specialized mode transition lottery in the higher AT mode shown in Figure 21 (B). Then, if the specialized mode transition lottery is won, a process is performed to update the value of the specialized mode winning information storage area 418.

[0282] <Specialized mode processing subroutine> The specialized mode processing subroutine is shown in Figure 40. Here, the specialized mode processing subroutine is a process to which the process proceeds in step C2 when the value of the mode storage area 408 is 16 to 18 as a result of the mode read process in step C1.

[0283] In step Q1, the main CPU 200 performs a process of subtracting 1 from the value of the specialized mode game number counter 431.

[0284] In step Q2, the main CPU 200 performs a special mode additional lottery process. Specifically, in the normal special mode, an additional lottery for the number of games that can be played in the AT mode is performed using the number of places assigned to the additional lottery in the normal special mode shown in Figure 22(A). In the high-level special mode, an additional lottery for the number of games that can be played in the AT mode is performed using the number of places assigned to the additional lottery in the high-level special mode shown in Figure 22(B). In the highest-level special mode, an additional lottery for the number of games that can be played in the AT mode is performed using the number of places assigned to the additional lottery in the highest-level special mode shown in Figure 22(C). The number of games won in the additional lottery is then added to the value of the AT mode game number counter 428.

[0285] <Wait processing subroutine> The wait processing subroutine is shown in Figure 41. Here, the wait processing subroutine is the processing carried out in step B5.

[0286] In step R1, instruction information determination processing is performed by the main CPU 200. Specifically, instruction information to be displayed on the payout display unit 14 is determined based on the winning combination determined by the winning combination determination processing in step B3 and the value stored in the mode memory area 408.

[0287] In step R2, the main CPU 200 determines whether the wait timer 410 is at 0.

[0288] In step R3, the main CPU 200 sets the wait timer 410 to 4100.

[0289] <Subroutine for mode management processing after total stop> The subroutine for the mode management process after a complete stop is shown in Figure 42. Here, the subroutine for the mode management process after a complete stop is the process performed in step B12.

[0290] In step S1, a mode read process is performed by the main CPU 200. Specifically, a process of reading the value stored in the mode storage area 408 is performed.

[0291] In step S2, the process proceeds to a mode-dependent process by the main CPU 200. Specifically, a process proceeds to a mode-dependent process (see FIGS. 43 to 56) according to the value read in the process of step S1.

[0292] <Subroutine for normal mode processing after complete shutdown> The subroutine for the normal mode processing after a complete stop is shown in Figure 43. Here, the subroutine for the normal mode processing after a complete stop is a process to which the process is shifted in the process of step S2 when the value of the mode storage area 408 is 0 as a result of the mode read process of step S1.

[0293] In step T1, the main CPU 200 determines whether the value of the point counter 414 is 1000 or greater.

[0294] In step T2, the main CPU 200 performs a normal BB mode lottery process. Specifically, a BB mode transition lottery is performed using the number of entries assigned to the BB mode lottery shown in Figure 9(E). If the BB mode is won, the result is stored in the BB win information storage area 416. At this time, a process of subtracting 1000 from the value of the point counter 414 is performed.

[0295] In step T3, the main CPU 200 performs processing to transition to the normal battle mode. Specifically, the mode memory area 408 is set to 7, and the normal battle mode game number counter 425 is set to 3.

[0296] In step T4, the main CPU 200 determines whether or not the point acquisition mode has been won. Specifically, it determines whether or not the lottery for shifting to the point acquisition mode in step D7 has been won.

[0297] In step T5, the main CPU 200 performs processing to transition to the point acquisition mode. Specifically, if it has been determined that the mode will be transitioned to the normal point acquisition mode, the mode memory area 408 is set to 1, if it has been determined that the mode will be transitioned to the high-probability point acquisition mode, the mode memory area 408 is set to 2, and if it has been determined that the mode will be transitioned to the ultra-high-probability point acquisition mode, the mode memory area 408 is set to 3. In addition, the point acquisition mode game number counter 422 is set to 10.

[0298] In step T6, the main CPU 200 determines whether or not the CZ mode has been won. Specifically, it determines whether or not the CZ mode transition lottery of step D4 has been won.

[0299] In step T7, the main CPU 200 performs a process of transitioning to the CZ precursor mode. Specifically, the mode storage area 408 is set to 4.

[0300] In step T8, the main CPU 200 determines whether or not the direct hit lottery mode has been won. Specifically, it determines whether or not the direct hit lottery mode transition lottery of step D2 has been won.

[0301] In step T9, processing for transitioning to the direct lottery mode is performed by the main CPU 200. Specifically, 5 is set in the mode storage area 408, and 10 is set in the direct lottery mode game number counter 423.

[0302] In step T10, the main CPU 200 determines whether the result of the combination is a push order bell.

[0303] In step T11, a post-all-stop point acquisition lottery process is performed by the main CPU 200. Specifically, a point acquisition lottery is performed using the number of coins assigned to the point acquisition lottery in the normal mode shown in Fig. 9(C).

[0304] More specifically, if the result of the role determination is any of the push order bells Ba to Bf (hereinafter referred to as the "first push order bell group"), a lottery is held to determine the points to be acquired using the numbers placed in the special A column. Also, if the result of the role determination is any of the push order bells Bg to Bl (hereinafter referred to as the "second push order bell group"), a lottery is held to determine the points to be acquired using the numbers placed in the special B column. Note that, as will be described in more detail later, if the result of the role determination is not any of the push order bells Ba to Bl, the points to be acquired will be determined by the reel rotation point acquisition lottery process in step D9.

[0305] In step T12, the main CPU 200 determines whether a bell has won. Specifically, it determines whether any of the following has won: a downward-sloping bell, an upper bell, a middle bell, or an upward-sloping bell.

[0306] In step T13, a point rewrite process is performed by the main CPU 200. Specifically, the result of the lottery in the post-all-stop point acquisition lottery process in step T11 is added to the point counter 414 and stored.

[0307] In step T14, a point copying process is performed by the main CPU 200. Specifically, the value temporarily saved (temporarily stored) in the winning point save area 415 is added to the point counter 414 and stored.

[0308] <Subroutine for processing points acquisition mode after all stops> The subroutine for the processing for the point acquisition mode after all stops is shown in Figure 44. Here, the subroutine for the processing for the point acquisition mode after all stops is a process that is transitioned to in the processing of step S2 when the value of the mode storage area 408 is one of 1 to 3 as a result of the mode reading processing of step S1.

[0309] In step U1, the main CPU 200 determines whether the result of the winning combination is a push order bell.

[0310] In step U2, the main CPU 200 performs a point acquisition lottery process after all the machines have stopped. Specifically, in the normal point acquisition mode, the point acquisition lottery is performed using the number of balls assigned to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A). In addition, in the high-probability point acquisition mode, the point acquisition lottery is performed using the number of balls assigned to the point acquisition lottery in the high-probability point acquisition mode shown in Figure 10(B), and in the ultra-high-probability point acquisition mode, the point acquisition lottery is performed using the number of balls assigned to the point acquisition lottery in the ultra-high-probability point acquisition mode shown in Figure 10(C).

[0311] More specifically, if the result of the combination is one of the first push-order bell groups, a lottery is held to determine the points to be acquired using the numbers placed in the special A column. Also, if the result of the combination is one of the second push-order bell groups, a lottery is held to determine the points to be acquired using the numbers placed in the special B column.

[0312] In step U3, the main CPU 200 determines whether a bell has won. Specifically, it determines whether any of the following has won: a downward-sloping bell, an upper bell, a middle bell, or an upward-sloping bell.

[0313] In step U4, a point rewrite process is performed by the main CPU 200. Specifically, the result of the lottery in the post-all-stop point acquisition lottery process in step U2 is added to the point counter 414 and stored.

[0314] In step U5, a point copying process is performed by the main CPU 200. Specifically, the value temporarily saved (temporarily stored) in the winning point save area 415 is added to the point counter 414 and stored.

[0315] In step U6, the main CPU 200 determines whether the value of the point acquisition mode game number counter 422 is 0 or not.

[0316] In step U7, the main CPU 200 determines whether the value of the point counter 414 is 1000 or more.

[0317] In step U8, the main CPU 200 performs a normal BB mode lottery process. Specifically, a BB mode transition lottery is performed using the number of balls assigned to the BB mode lottery in the point acquisition mode shown in Figure 10 (D). If the BB mode is won, the result is stored in the BB win information storage area 416. At this time, a process of subtracting 1000 from the value of the point counter 414 is performed.

[0318] In step U9, the main CPU 200 performs a process of transitioning to the normal battle mode. Specifically, the mode memory area 408 is set to 7, and the normal battle mode game number counter 425 is set to 3.

[0319] In step U10, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0320] <Subroutine for processing CZ precursor mode after full stop> The subroutine for processing the CZ precursor mode after a full stop is shown in Figure 45. Here, the subroutine for processing the CZ precursor mode after a full stop is a process that is transitioned to in the process of step S2 when the value of the mode memory area 408 is 4 as a result of the mode read process of step S1.

[0321] In step V1, the main CPU 200 determines whether the result of the combination is a push order bell.

[0322] In step V2, the main CPU 200 performs a point acquisition lottery process after all the reels have stopped. Specifically, in the normal point acquisition mode, a point acquisition lottery is performed using the number of reels assigned to the point acquisition lottery in the CZ precursor mode shown in FIG.

[0323] More specifically, if the result of the combination is one of the first push-order bell groups, a lottery is held to determine the points to be acquired using the numbers placed in the special A column. Also, if the result of the combination is one of the second push-order bell groups, a lottery is held to determine the points to be acquired using the numbers placed in the special B column.

[0324] In step V3, the main CPU 200 determines whether a bell has won. Specifically, it determines whether any of the following has won: a downward-sloping bell, an upper bell, a middle bell, or an upward-sloping bell.

[0325] In step V4, a point rewrite process is performed by the main CPU 200. Specifically, the result of the lottery in the post-all-stop point acquisition lottery process in step V2 is added to the point counter 414 and stored.

[0326] In step V5, a point copying process is performed by the main CPU 200. Specifically, the value temporarily saved (temporarily stored) in the winning point save area 415 is added to the point counter 414 and stored.

[0327] In step V6, the main CPU 200 determines whether the value of the premonition game number counter 421 is 0 or not.

[0328] In step V7, processing to transition to CZ mode is performed by the main CPU 200. Specifically, 6 is set in the mode memory area 408, and 10 is set in the CZ mode game number counter 424.

[0329] <Subroutine for processing direct hit lottery mode after all stops> 46 shows a subroutine for the processing for the direct hit lottery mode after all the machines have stopped. Here, the subroutine for the processing for the direct hit lottery mode after all the machines have stopped is a process to which the process of step S2 is shifted when the value of the mode storage area 408 is 5 by the mode reading process of step S1.

[0330] In step W1, the main CPU 200 determines whether or not a win has been made in the normal AT mode. Specifically, as a result of the direct lottery process in step G2, it is determined whether or not a win has been made in the direct lottery in the normal AT mode and the value of the AT mode winning information storage area 419 is 1.

[0331] In step W2, a process for transitioning to the normal AT mode is performed by the main CPU 200. Specifically, the value of the mode storage area 408 is set to 11, and the AT mode game number counter 428 is set to 50.

[0332] In step W3, the main CPU 200 determines whether the value of the direct lottery mode game number counter 423 is 0 or not.

[0333] In step W4, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0334] <Subroutine for CZ mode processing after full stop> The subroutine for the processing for CZ mode after all stops is shown in Figure 47. Here, the subroutine for the processing for CZ mode after all stops is the processing to which the process is shifted in the processing of step S2 when the value of the mode storage area 408 is 6 as a result of the mode read processing of step S1.

[0335] In step X1, the main CPU 200 determines whether or not a win has been made in the point acquisition mode. Specifically, it determines whether or not a win has been made in the lottery performed in the CZ mode point acquisition lottery process in step H4.

[0336] In step X2, the main CPU 200 performs processing to transition to the point acquisition mode. Specifically, if the high-probability point acquisition mode is won, 2 is set in the mode memory area 408, and if the ultra-high-probability point acquisition mode is won, 3 is set in the mode memory area 408. In addition, 10 is set in the number-of-games counter 422 for the point acquisition mode.

[0337] In step X3, it is determined whether or not the BB mode has been won by the main CPU 200. Specifically, it is determined whether or not the BB mode transition lottery has been won by the BB mode transition lottery processing in step H2.

[0338] In step X4, the main CPU 200 performs a process of transitioning to the BB mode. Specifically, by referring to the value of the BB winning information storage area 416, if the normal BB mode has been won, 8 is set in the mode storage area 408, and if the normal higher BB mode has been won, 9 is set in the mode storage area 408. Also, 20 is set in the BB mode game number counter 426.

[0339] In step X5, the main CPU 200 determines whether the value of the CZ mode game number counter 424 is 0 or not.

[0340] In step X6, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0341] <Subroutine for normal battle mode processing after complete shutdown> The subroutine for the normal battle mode processing after a full stop is shown in Figure 48. Here, the subroutine for the normal battle mode processing after a full stop is a process to which the process is shifted in the process of step S2 when the value of the mode memory area 408 is 7 as a result of the mode read process of step S1.

[0342] In step Y1, the main CPU 200 determines whether the normal battle mode game number counter 425 is 0 or not.

[0343] In step Y2, it is determined whether or not the BB mode has been won by the main CPU 200. Specifically, it is determined whether or not the BB mode has been won by referring to the value of the BB winning information storage area 416.

[0344] In step Y3, the main CPU 200 performs processing to transition to the BB mode. Specifically, by referring to the value of the BB winning information storage area 416, if the normal BB mode has been won, 8 is set in the mode storage area 408, and if the normal higher BB mode has been won, 9 is set in the mode storage area 408. In addition, 20 is set in the BB mode game number counter 426.

[0345] In step Y4, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0346] <Subroutine for processing after full stop BB mode> The subroutine for the BB mode processing after all stops is shown in Figure 49. Here, the subroutine for the BB mode processing after all stops is a process to which the process is shifted in the process of step S2 when the value of the mode storage area 408 is either 8 or 9 as a result of the mode read process of step S1.

[0347] In step Z1, the main CPU 200 determines whether the BB mode game number counter 426 is 0 or not.

[0348] In step Z2, the main CPU 200 performs processing to transition to the AT judgment mode. Specifically, 10 is set in the mode memory area 408. Also, 3 is set in the AT judgment mode game number counter 427.

[0349] <Subroutine for processing AT judge mode after full stop> 50 shows the subroutine for the processing for the AT judgment mode after all stops. Here, the subroutine for the processing for the AT judgment mode after all stops is the processing to which the process is transitioned in the processing of step S2 when the value of the mode memory area 408 is 10 by the mode reading processing of step S1.

[0350] In step AA1, the main CPU 200 determines whether the AT judgment mode game number counter 427 is 0 or not.

[0351] In step AA2, the main CPU 200 determines whether or not the normal AT mode has been won. Specifically, the value of the AT mode winning information storage area 419 is referenced to determine whether or not the normal AT mode has been won.

[0352] In step AA3, a process for transitioning to the normal AT mode is performed by the main CPU 200. Specifically, the value of the mode storage area 408 is set to 11, and the AT mode game number counter 428 is set to 50.

[0353] In step AA4, the main CPU 200 performs processing to transition to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0354] <Subroutine for normal AT mode processing after complete stop> 51 shows the subroutine for the normal AT mode processing after a complete stop. Here, the subroutine for the normal AT mode processing after a complete stop is the processing to which the process is shifted in the processing of step S2 when the value of the mode storage area 408 is 11 as a result of the mode read processing of step S1.

[0355] In step AB1, the main CPU 200 determines whether or not the higher ATBB mode has been won. Specifically, it determines whether or not the value of the ATBB winning information storage area 417 is 2.

[0356] In step AB2, processing for transitioning to the higher ATBB mode is performed by the main CPU 200. Specifically, 13 is set in the mode memory area 408, and 20 is set in the ATBB mode game number counter 429.

[0357] In step AB3, the main CPU 200 determines whether or not the normal ATBB mode has been won. Specifically, it determines whether or not the value of the ATBB winning information storage area 417 is 1.

[0358] In step AB4, a process for transitioning to the normal ATBB mode is performed by the main CPU 200. Specifically, 12 is set in the mode memory area 408, and 20 is set in the ATBB mode game number counter 429.

[0359] In step AB5, the main CPU 200 determines whether or not the specialized mode has been won. Specifically, it determines whether or not the value of the specialized mode winning information storage area 418 is 0.

[0360] In step AB6, the main CPU 200 performs processing to transition to the specialized mode. Specifically, if the value of the specialized mode winning information storage area 418 is 1, 16 is set in the mode storage area 408, if the value of the specialized mode winning information storage area 418 is 2, 17 is set in the mode storage area 408, and if the value of the specialized mode winning information storage area 418 is 3, 18 is set in the mode storage area 408. In addition, 10 is set in the specialized mode game number counter 431.

[0361] In step AB7, the main CPU 200 determines whether the AT mode game number counter 428 is 0 or not.

[0362] In step AB8, the main CPU 200 performs a process to transition to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0363] <Subroutine for normal ATBB mode processing after a complete stop> 52 shows a subroutine for processing the normal ATBB mode after a full stop. The subroutine for processing the normal ATBB mode after a full stop is a process to which the process is shifted in step S2 when the value of the mode storage area 408 is 12 as a result of the mode read process in step S1.

[0364] In step AC1, the main CPU 200 determines whether the ATBB mode game number counter 429 is 0 or not.

[0365] In step AC2, processing to transition to the AT battle mode is performed by the main CPU 200. Specifically, 14 is set in the mode memory area 408, and 3 is set in the AT battle mode game number counter 430.

[0366] <Subroutine for processing higher ATBB mode after total stop> 53 shows a subroutine for processing the upper ATBB mode after a full stop. The subroutine for processing the upper ATBB mode after a full stop is a process to which the process is shifted in step S2 when the value of the mode storage area 408 is 13 as a result of the mode read process in step S1.

[0367] In step AD1, the main CPU 200 determines whether the ATBB mode game number counter 429 is 0 or not.

[0368] In step AD2, the main CPU 200 performs a process of transitioning to the higher AT mode. Specifically, 15 is set in the mode storage area 408.

[0369] <Subroutine for processing AT battle mode after complete stop> 54 shows the subroutine for processing the AT battle mode after a full stop. Here, the subroutine for processing the AT battle mode after a full stop is a process that is transitioned to in the process of step S2 when the value of the mode memory area 408 is 14 as a result of the mode reading process of step S1.

[0370] In step AE1, the main CPU 200 determines whether the AT battle mode game number counter 430 is 0 or not.

[0371] In step AE2, the main CPU 200 determines whether or not a prize has been won in the higher AT mode. Specifically, it determines whether or not the value of the AT mode winning information storage area 419 is 2.

[0372] In step AE3, the main CPU 200 performs processing to transition to the higher AT mode. Specifically, 15 is set in the mode storage area 408.

[0373] In step AE4, the main CPU 200 performs processing to transition to the normal AT mode. Specifically, the value of the mode storage area 408 is set to 11.

[0374] <Subroutine for processing higher-level AT mode after complete stop> The subroutine for the higher AT mode processing after a complete stop is shown in Figure 55. Here, the subroutine for the higher AT mode processing after a complete stop is a process to which the process is shifted in the process of step S2 when the value of the mode storage area 408 is 15 as a result of the mode read process of step S1.

[0375] In step AF1, the main CPU 200 determines whether or not the specialized mode has been won. Specifically, it determines whether or not the value of the specialized mode winning information storage area 418 is 0.

[0376] In step AF2, the main CPU 200 performs processing to transition to the specialized mode. Specifically, if the value of the specialized mode winning information storage area 418 is 1, 16 is set in the mode storage area 408, if the value of the specialized mode winning information storage area 418 is 2, 17 is set in the mode storage area 408, and if the value of the specialized mode winning information storage area 418 is 3, 18 is set in the mode storage area 408. In addition, 10 is set in the specialized mode game number counter 431.

[0377] In step AF3, the main CPU 200 determines whether the AT mode game number counter 428 is 0 or not.

[0378] In step AF4, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, 0 is set in the mode storage area 408.

[0379] <Subroutine for processing special mode after all stops> The subroutine for the specialized mode processing after a full stop is shown in Figure 56. Here, the subroutine for the specialized mode processing after a full stop is a process to which the process is shifted in the process of step S2 when the value of the mode storage area 408 is any one of 16 to 18 as a result of the mode read process of step S1.

[0380] In step AG1, the main CPU 200 determines whether the specialized mode game number counter 431 is 0 or not.

[0381] In step AG2, the main CPU 200 performs a process to transition to the normal AT mode. Specifically, the value of the mode storage area 408 is set to 11.

[0382] <Subroutine for advantageous zone management processing> A subroutine of the advantageous zone management processing is shown in Figure 57. Here, the subroutine of the advantageous zone management processing is processing performed in step B13.

[0383] In step AH1, the main CPU 200 performs a process of subtracting 1 from the value of the advantageous zone game number counter 412.

[0384] In step AH2, the main CPU 200 determines whether the advantageous zone game number counter 412 is 0.

[0385] In step AH3, the main CPU 200 performs a process to clear RAM 400. Specifically, a process to clear a predetermined storage area of ​​RAM 400 is performed. For example, by clearing the value of the mode storage area 408, the value of the mode storage area 408 becomes 0, resulting in a transition to normal mode. Also, by clearing the value of the advantageous zone storage area 411, the value of the advantageous zone storage area 411 becomes 0, resulting in a transition to the normal zone. Note that the setting value storage area 401 and the game status storage area 402 are not cleared and remain stored.

[0386] In step AH4, the main CPU 200 determines whether the value of the advantageous zone number counter 413 is equal to or greater than 2401. The value of the advantageous zone number counter 413 is set to count the number of medals paid out in the BB mode, AT mode, etc.

[0387] <Timer interrupt processing> 58 shows a flowchart of the timer interrupt process of the main control board 100. The timer interrupt process is a process that interrupts the game progress control process of the main control board 100 every 1 ms.

[0388] In step AI1, interrupt initialization processing is performed by the main CPU 200. Specifically, processing such as saving registers and disabling interrupts is performed.

[0389] In step AI2, the main CPU 200 determines whether a power outage has been detected.

[0390] In step AI3, the main CPU 200 performs a power-off process. Specifically, it saves registers and stores the stack pointer and interrupt state. It also stores the information stored in the game status storage area 402 and the information stored in the condition device storage area 403. It then calculates a checksum and stores the checksum.

[0391] In step AI4, the main CPU 200 updates the value of the interrupt counter. Specifically, the value of the interrupt counter is decremented by 1.

[0392] In step AI5, timer measurement processing is performed by the main CPU 200. This processing subtracts 1 from the value of the wait timer 410, etc.

[0393] In step AI6, input port reading processing is performed by the main CPU 200. Specifically, the signal levels of various signals input to the input ports are read, stored, and determined.

[0394] In step AI7, the main CPU 200 performs reel control processing. Specifically, it controls the drive of the left reel 6, center reel 7, and right reel 8 (such as accelerating, decelerating, maintaining a constant speed, or stopping the rotation of the left reel 6, center reel 7, and right reel 8). In addition, depending on the drive status (stopped, waiting for reel rotation, accelerating, maintaining a constant speed, or decelerating) of the left reel 6, center reel 7, and right reel 8, it updates the drive pulse output counter value, which indicates the timing for switching the excitation layer of the stepping motor, and acquires, updates, and outputs reel drive pulse data that drives the stepping motor.

[0395] In step AI8, the main CPU 200 determines whether the reel control process of step AI7 has been performed on all of the left reel 6, center reel 7, and right reel 8.

[0396] In step AI9, port output processing is performed by the main CPU 200. Specifically, excitation output is performed on the left reel 6, center reel 7, right reel 8, hopper 20, etc.

[0397] In step AI10, the main CPU 200 performs a command transmission process. Specifically, a process of transmitting the control commands stored in the control command buffer is performed. The control commands stored in the control command buffer are explained below. After the values ​​in each area of ​​the main RAM 400 are updated, the control commands are stored in the control command buffer. Examples of the control commands include a start command having information on the result of the role determination process in step B3, an instruction information command having information on the determined instruction information, a stop command having information on the stopped reels, a winning command having information on the winning symbol combination, and a post-all-stop command (described later).

[0398] In step AI11, an outer edge signal output process is performed by the main CPU 200. Specifically, a process of reading the outer edge signal data and outputting the outer edge signal to the outside of the slot machine 1 is performed.

[0399] In step AI12, LED display processing is performed by the main CPU 200. Specifically, lighting control and extinguishing control are performed for the storage display unit 13, payout display unit 14, bet number display unit 15, replay display unit 16, start permission display unit 17, deposit permission display unit 18, and advantageous zone display unit 19.

[0400] For example, when no error has occurred, the process of displaying the number of medals paid out on the payout display unit 14, the process of displaying the set value, and the process of displaying instruction information are performed. Also, when an error has occurred, the process of displaying information about the error is performed.

[0401] In step AI13, the main CPU 200 performs an error management process. Specifically, the process determines whether an error has occurred. If an error has occurred, the process transmits error information to the sub-control board 800.

[0402] In step AI14, a random number update process is performed by the main CPU 200. A process of updating the random number value used to determine the winning combination is performed.

[0403] In step AI15, the main CPU 200 performs interrupt return processing. Specifically, it performs processing to return registers and processing to permit interrupts.

[0404] <Power-on process for the sub-control board 800> FIG. 59 shows a flowchart of the power-on process for the sub-control board 800.

[0405] In step AJ1, it is determined whether the power has been turned on by the secondary CPU 811. Specifically, it is determined whether the power button 24 has been operated and the power switch 24A has been turned on.

[0406] In step AJ2, the secondary CPU 811 performs main control board communication processing. Specifically, it is determined whether a command has been received from the main control board 100. If a command has been received from the main control board 100, processing to store the command in the secondary RAM 813 is performed.

[0407] In step AJ3, image display device control processing is performed by the secondary CPU 811. Specifically, the image display device 26 is controlled via the sound and image CPU 821.

[0408] In step AJ4, lamp control processing is performed by the secondary CPU 811. Specifically, the secondary CPU 811 controls the lamp 25.

[0409] In step AJ5, the secondary CPU 811 performs speaker control processing. Specifically, the secondary CPU 811 controls the speaker 27 via the sound image CPU 821.

[0410] In step AJ6, various switch detection processes are performed by the secondary CPU 811. Specifically, when the effect switch 28A detects operation of the effect button 28, a process for switching the image displayed on the image display device 26 is performed, when the light adjustment switch 29A detects operation of the light adjustment button 29, a process for adjusting the light intensity of the lamp 25 is performed, and when the sound adjustment switch 30A detects operation of the sound adjustment button 30, a process for adjusting the volume of the speaker 27 is performed.

[0411] <Flowchart for winning the first push order bell group> Figure 60 shows a flowchart when one of the first push order bell groups wins.

[0412] Figure 60 (A) is a flowchart when the result of the combination is one of the first push order bell group (for example, push order bell Ba) and the bell wins. As a premise, the value of the mode memory area 408 is 1, and the current mode is the normal point acquisition mode.

[0413] First, the main CPU 200 performs the role determination process of step B3, and the role determination result is assumed to be the push order bell Ba. Then, 26 is stored in the condition device storage area 403.

[0414] Next, when the main CPU 200 performs the mode read process in step C1, the mode storage area 408 is set to 1, so the process proceeds to the point acquisition mode process in step C2.

[0415] Next, the main CPU 200 performs the reel rotation point acquisition lottery process in step E2. Here, since 26 is stored in the condition device memory area 403, the point acquisition lottery is performed by referring to the numbers in the "other" columns among the numbers assigned to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0416] Here, when a lottery for winning points is conducted with reference to the numbers entered in the other columns, 20 points are determined with a probability of 65536 / 65536. The determined 20 points are then temporarily saved (temporarily stored) in the winning point save area 415.

[0417] Then, the left reel 6, the center reel 7, and the right reel 8 stop spinning, and the top bell wins. In this case, 27 is stored in the winning information storage area 407.

[0418] Next, the main CPU 200 performs the point acquisition lottery process after all the machines have stopped in step U2. Here, since 26 is stored in the condition device memory area 403, the point acquisition lottery is performed using the number of places in the special A column among the places allocated to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0419] Here, a lottery is conducted to determine the points to be awarded using the numbers entered in the Special A column, and 50 points are determined. The determined 50 points are then stored in a register.

[0420] Next, the main CPU 200 performs the point rewrite process in step U4. At this time, the upper bell wins and 27 is stored in the winning information memory area 407, so 50 is added to the point counter 414. In other words, the points added are not the points determined in the point acquisition lottery process when the reels spin, but the points determined in the point acquisition lottery process after all the reels have stopped.

[0421] Figure 60 (B) is a flowchart when the result of the combination is one of the first push order bell group (for example, push order bell Ba) and the bell does not win. The premise is the same as in Figure 60 (A), and the value of the mode memory area 408 is 1.

[0422] First, the main CPU 200 performs the role determination process of step B3, and the role determination result is assumed to be the push order bell Ba. Then, 26 is stored in the condition device storage area 403.

[0423] Next, when the main CPU 200 performs the mode read process in step C1, the mode storage area 408 is set to 1, so the process proceeds to the point acquisition mode process in step C2.

[0424] Next, the main CPU 200 performs the reel rotation point acquisition lottery process in step E2. Here, since 26 is stored in the condition device memory area 403, the point acquisition lottery is performed by referring to the numbers in the "other" columns among the numbers assigned to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0425] Here, when a lottery for winning points is conducted with reference to the numbers entered in the other columns, 20 points are determined with a probability of 65536 / 65536. The determined 20 points are then temporarily saved (temporarily stored) in the winning point save area 415.

[0426] Then, the left reel 6, the center reel 7, and the right reel 8 stop spinning, and the Follow Fa wins. In this case, 45 is stored in the win information storage area 407.

[0427] Next, the main CPU 200 performs the point acquisition lottery process after all the machines have stopped in step U2. Here, since 26 is stored in the condition device memory area 403, the point acquisition lottery is performed using the number of places in the special A column among the places allocated to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0428] Here, a lottery is conducted to determine the points to be awarded using the numbers entered in the Special A column, and 50 points are determined. The determined 50 points are then stored in a register.

[0429] Next, the main CPU 200 performs the point duplication process of step U5. At this time, the follow Fa wins, and 45 is stored in the winning information memory area 407. Therefore, 20 is added to the point counter 414. In other words, the points added are not the points determined in the point acquisition lottery process after all reels stop, but the points determined in the point acquisition lottery process during reel rotation.

[0430] <Flowchart for winning the second push order bell group> Figure 61 shows a flowchart when one of the second push order bell groups wins.

[0431] Figure 61 (A) is a flowchart when the result of the combination is one of the second push order bell group (for example, push order bell Bg) and the bell wins. As a premise, the value of the mode memory area 408 is 1, and the current mode is the normal point acquisition mode.

[0432] First, the main CPU 200 performs the role determination process of step B3, and the role determination result is the push order bell Bg. Then, 32 is stored in the condition device memory area 403.

[0433] Next, when the main CPU 200 performs the mode read process in step C1, the mode storage area 408 is set to 1, so the process proceeds to the point acquisition mode process in step C2.

[0434] Next, the main CPU 200 performs the reel rotation point acquisition lottery process in step E2. Here, since 32 is stored in the condition device memory area 403, the point acquisition lottery is performed by referring to the numbers in the "other" columns among the numbers assigned to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0435] Here, when a lottery for winning points is conducted with reference to the numbers entered in the other columns, 20 points are determined with a probability of 65536 / 65536. The determined 20 points are then temporarily saved (temporarily stored) in the winning point save area 415.

[0436] Then, the left reel 6, the center reel 7, and the right reel 8 stop spinning, and the top bell wins. In this case, 27 is stored in the winning information storage area 407.

[0437] Next, the main CPU 200 performs the point acquisition lottery process after all the machines have stopped in step U2. Here, since 32 is stored in the condition device memory area 403, the point acquisition lottery is performed using the number of places in the special B column among the places allocated to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0438] Here, a lottery is conducted to determine the points to be awarded using the numbers entered in the Special B column, and 100 points are determined. The determined 100 points are then stored in the register.

[0439] Next, the main CPU 200 performs the point rewrite process of step U4. At this time, the upper bell wins, and 27 is stored in the winning information memory area 407. Therefore, 100 is added to the point counter 414. In other words, the points added are not the points determined in the point acquisition lottery process when the reels spin, but the points determined in the point acquisition lottery process after all the reels have stopped.

[0440] Figure 61 (B) is a flowchart when the result of the role determination is one of the second push order bell group (for example, push order bell Bg) and the bell does not win. Note that the premise is the same as in Figure 61 (A), and the value of the mode memory area 408 is 1.

[0441] First, the main CPU 200 performs the role determination process of step B3, and the role determination result is the push order bell Bg. Then, 32 is stored in the condition device memory area 403.

[0442] Next, when the main CPU 200 performs the mode read process in step C1, the mode storage area 408 is set to 1, so the process proceeds to the point acquisition mode process in step C2.

[0443] Next, the main CPU 200 performs the reel rotation point acquisition lottery process in step E2. Here, since 32 is stored in the condition device memory area 403, the point acquisition lottery is performed by referring to the numbers in the "other" columns among the numbers assigned to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0444] Here, when a lottery for winning points is conducted with reference to the numbers entered in the other columns, 20 points are determined with a probability of 65536 / 65536. The determined 20 points are then temporarily saved (temporarily stored) in the winning point save area 415.

[0445] Then, the left reel 6, the center reel 7, and the right reel 8 stop spinning, and the Follow Fb wins. In this case, 46 is stored in the win information storage area 407.

[0446] Next, the main CPU 200 performs the point acquisition lottery process after all the machines have stopped in step U2. Here, since 32 is stored in the condition device memory area 403, the point acquisition lottery is performed using the number of places in the special B column among the places allocated to the point acquisition lottery in the normal point acquisition mode shown in Figure 10(A).

[0447] Here, a lottery is conducted to determine the points to be awarded using the numbers entered in the Special B column, and 100 points are determined. The determined 100 points are then stored in the register.

[0448] Next, the main CPU 200 performs the point duplication process of step U5. At this time, the follow Fb wins, and 46 is stored in the winning information memory area 407. Therefore, 20 is added to the point counter 414. In other words, the points added are not the points determined in the point acquisition lottery process after all reels stop, but the points determined in the point acquisition lottery process during reel rotation.

[0449] <Communication and processing between the main control board 100 and the sub-control board 800> FIG. 62 illustrates the communication and processing between the main control board 100 and the sub-control board 800.

[0450] At timing TM1, a start command is sent from the main control board 100 to the sub-control board 800.

[0451] The start command is a command that is sent after the start switch 5A detects the operation of the start lever 5 and after the mode-specific processing of step B4 is completed. The start command is a command that includes information such as the value of the condition device memory area 403 and the values ​​from the mode memory area 408 to the specialized mode game number counter 431.

[0452] At timing TM2, the sub-control board 800 receives a start command from the main control board 100 through the main control board communication processing of step AJ2.

[0453] At timing TM3, the sub-control board 800 executes the start-up effects by performing the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5. For example, the sub-control board 800 displays a background image corresponding to the value of the mode memory area 408 on the image display device 26, and displays the value of the point counter 414 and the value of the winning point save area 415 on the image display device 26.

[0454] At timing TM4, the main control board 100 transmits a stop command to the sub-control board 800.

[0455] Here, the stop command is a command that is sent after the left stop switch 9A detects the operation of the left stop button 9, after the center stop switch 10A detects the operation of the center stop button 10, or after the right stop switch 11A detects the operation of the right stop button 11, and after the reel stop process of step B7 is completed. The stop command is also a command that includes information such as the value of the left stop position memory area 404, the value of the center stop position memory area 405, and the value of the right stop position memory area 406.

[0456] At timing TM5, the sub-control board 800 receives a stop command from the main control board 100 through the main control board communication processing of step AJ2.

[0457] At timing TM6, the sub-control board 800 executes the first stop effect by image display device control processing in step AJ3, lamp control processing in step AJ4, and speaker control processing in step AJ5.

[0458] At timing TM7, the main control board 100 transmits the next stop command to the sub-control board 800.

[0459] At timing TM8, the sub-control board 800 receives a stop command from the main control board 100 through the main control board communication processing of step AJ2.

[0460] At timing TM9, the sub-control board 800 executes the second stop effect by performing the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5.

[0461] At timing TM10, the main control board 100 transmits the final stop command of one game to the sub-control board 800.

[0462] At timing TM11, the sub-control board 800 receives a stop command from the main control board 100 through the main control board communication processing of step AJ2.

[0463] At timing TM12, the sub-control board 800 executes the third stop effect by performing the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5.

[0464] At timing TM13, a winning command is sent from the main control board 100 to the sub-control board 800.

[0465] Here, the winning command is a command that is sent after the winning determination process in step B8 is completed. The winning command is also a command that includes information from the winning information storage area 407.

[0466] At timing TM14, the sub-control board 800 receives a winning command from the main control board 100 through the main control board communication processing of step AJ2.

[0467] At timing TM15, the sub-control board 800 executes the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5 to execute the effects when a prize is won.

[0468] At timing TM16, the main control board 100 sends a post-all-stop command to the sub-control board 800.

[0469] Here, the post-all-stop command is a command sent after the post-all-stop management process of step B12 is completed. The post-all-stop command is a command that includes information such as the value of the mode memory area 408, the value of the winning combination flag memory area 409, and the values ​​from the point counter 414 to the specialized mode game number counter 431.

[0470] At timing TM17, the sub-control board 800 receives a post-all-stop command from the main control board 100 through the main control board communication processing of step AJ2.

[0471] At timing TM18, the sub-control board 800 executes the effect after all the lights have stopped by performing the image display device control process in step AJ3, the lamp control process in step AJ4, and the speaker control process in step AJ5. For example, the sub-control board 800 executes an effect such as updating the value of the point counter 414 displayed on the image display device 26.

[0472] <Animation in point acquisition mode (Pattern A)> Figure 63 shows the animation (pattern A) in the point acquisition mode. Note that Figure 63 is an animation that follows the flow of the flowchart in Figure 61 (A), and the explanation will be given assuming that the push order bell Bg is in the normal point acquisition mode.

[0473] Figure 63(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0474] 63(A), a background image corresponding to the normal point acquisition mode and an image suggesting points to be acquired are displayed on the image display device 26. Specifically, an evening background image of an old house corresponding to the normal point acquisition mode and an image of a standing ninja, which is an image suggesting points to be acquired, are displayed on the image display device 26.

[0475] Furthermore, the remaining number of games display area 1100 displays the number of games that can be played in the normal point acquisition mode, in other words, the value of the point acquisition mode game number counter 422. Note that when the timing of Figure 63(A) is detected, more specifically, when the operation of the start switch 5A or the start lever 5 is detected, the remaining number of games display area 1100 is updated from 6 games remaining to 5 games remaining.

[0476] The point display area 1200 displays the number of points currently acquired by the player, in other words, the value of the point counter 414. In Fig. 63(A), the point display area 1200 displays that the number of points currently acquired by the player is 450 points.

[0477] The acquired point display area 1300 is a display area that indicates the points that will be acquired in the game. Here, in Fig. 63(A), the acquired point display area 1300 displays the value of the winning point save area 415. In Fig. 63(A), the acquired point display area 1300 displays that the number of points is 20.

[0478] 63(A), what is displayed in the acquired point display area 1300 is not limited to the value of the winning point save area 415. For example, the minimum value of points that can be acquired in the game may be displayed as the value of the winning point save area 415.

[0479] Also, the operation information display area 1400 displays the operation order of the left stop button 9, the center stop button 10, and the right stop button 11, which correspond to the values ​​of the instruction information storage area 420. Here, since the result of the combination determination is the push order bell Ba, the value of the instruction information storage area 420 is 1. Therefore, in FIG. 63(A), the operation order of left, center, and right is displayed in the operation information display area 1400.

[0480] Figure 63(B) is an animation that occurs when the left stop switch 9A detects operation of the left stop button 9 in the state of Figure 63(A) and the left reel 6 stops. At this time, the remaining game number display area 1100, point display area 1200, and earned point display area 1300 remain the same as in Figure 63(A). Note that, because the left stop switch 9A has detected operation of the left stop button 9, the display regarding the order in which to operate the left stop button 9 in the operation information display area 1400 is hidden.

[0481] FIG. 63(C) shows an animation that occurs when the center stop switch 10A detects the operation of the center stop button 10 in the state of FIG. 63(B) and the center reel 7 stops. At this time, the image of the standing ninja is updated to an image of a ninja swinging a sword. Here, the image of the ninja swinging a sword is an image that suggests that the points that will be acquired will be equal to or greater than a specific value (for example, 100 points). Specifically, the image of the ninja swinging a sword is an image that suggests that the points that will be acquired will be equal to or greater than a specific value when the operation order of the left stop button 9, center stop button 10, and right stop button 11 is the operation order displayed in the operation information display area 1400.

[0482] 63(B) 。 In addition, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as those in Fig. 63(B). Since the operation of the middle stop button 10 has been detected by the middle stop switch 10A, the display regarding the order of operating the middle stop button 10 in the operation information display area 1400 is not displayed.

[0483] Figure 63(D) shows an animation when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 63(C) and the right reel 8 stops. Here, the remaining game number display area 1100 remains the same as in Figure 63(C).

[0484] Meanwhile, the acquired point display area 1300 is updated from 20 points to 100 points. Specifically, the push order bell Bg is won, and the left stop button 9, center stop button 10, and right stop button 11 are operated to win the top bell, so the points determined by the point acquisition lottery process after all the buttons have stopped in step U2 are displayed in the acquired point display area 1300.

[0485] Additionally, the point display area 1200 displays the number of points currently acquired by the player, updated from 450 points to 550 points.

[0486] It should be noted that the right stop switch 11A detects the operation of the right stop button 11, and since the operations of all the stop buttons have been detected, the operation information display area 1400 is not displayed.

[0487] <Animation in point acquisition mode (pattern B)> Figure 64 shows an animation (pattern B) in the point acquisition mode. Note that Figure 64 is an animation that follows the flow of the flowchart in Figure 61 (B), and the explanation will be given on the assumption that the result of the role determination in the normal point acquisition mode is the push order bell Bg.

[0488] Figure 64(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0489] As shown in FIG. 64(A), an image of an old house in the evening and an image of a standing ninja are displayed on the image display device 26.

[0490] At this time, the remaining game number display area 1100 is updated from 6 games remaining to 5 games remaining. Also, the point display area 1200 displays that the player has currently acquired 450 points. Also, the acquired point display area 1300 displays that the player has acquired 20 points, and the operation information display area 1400 displays the operation order of left, center, and right.

[0491] Figure 64(B) is an animation that occurs when the left stop switch 9A detects operation of the left stop button 9 in the state of Figure 64(A) and the left reel 6 stops. At this time, the remaining game number display area 1100, point display area 1200, and earned point display area 1300 remain the same as in Figure 64(A). Note that, because the left stop switch 9A has detected operation of the left stop button 9, the display regarding the order in which to operate the left stop button 9 in the operation information display area 1400 is hidden.

[0492] Figure 64(C) shows an animation that occurs when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 64(B) and the right reel 8 stops. At this time, the image of the standing ninja is updated to the image of the cut ninja. Here, the image of the cut ninja notifies the player that the points they will acquire are at the minimum value.

[0493] 64(B) 。 Furthermore, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as those in Fig. 64(B) . Note that, since the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is different from the operation order displayed in the operation information display area 1400, the operation information display area 1400 is not displayed.

[0494] Figure 64(D) shows an animation when the center stop switch 10A detects the operation of the center stop button 10 in the state of Figure 64(C) and the center reel 7 stops. Here, the remaining game number display area 1100 and the acquired points display area 1300 remain unchanged from the display in Figure 64(C). On the other hand, the point display area 1200 is updated from 450 points to 470 points.

[0495] Here, the acquired point display area 1300 still displays that 20 points will be acquired. Specifically, since the push order bell Bg is won, and the left stop button 9, the center stop button 10, and the right stop button 11 are operated to win the follow Fa, the value temporarily saved (temporarily stored) in the winning point save area 415 by the point copy process of step U5 remains displayed in the acquired point display area 1300.

[0496] <Animation in point acquisition mode (Pattern C)> An animation (pattern C) in the point acquisition mode is shown in Figure 65. Note that Figure 65 explains the differences from Figure 64, and explanations of the same points will be omitted.

[0497] FIG. 65(A) is the same as FIG. 64(A), and shows the animation after the start lever 5 is operated in the normal point acquisition mode.

[0498] Figure 65(B) is the same as Figure 64(B), and is an animation that occurs when the left stop switch 9A detects operation of the left stop button 9 in the state of Figure 64(A) and the left reel 6 stops.

[0499] FIG. 65(C) shows an animation when the right stop switch 11A detects the operation of the right stop button 11 in the state of FIG. 64(B) and the right reel 8 stops.

[0500] At this time, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is different from the operation order displayed in the operation information display area 1400, so the image of the standing ninja is updated to the image of the cut ninja, and the operation information display area 1400 is hidden.

[0501] As shown in FIG. 65(C), if the left stop button 9, the center stop button 10, and the right stop button 11 are operated in an operation sequence different from the operation sequence displayed in the operation information display area 1400, a warning image 1500 is displayed on the image display device 26.

[0502] At this time, although not shown, an attention-calling sound is emitted from the speaker 27 and the lamp 25 is illuminated in an attention-calling mode. When the attention-calling image 1500 is displayed on the image display device 26, a text image may also be displayed on the image display device 26 to notify the player that if the operation order displayed in the operation information display area 1400 and the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 differ, the points to be acquired may be reduced.

[0503] Figure 65(D) shows an animation when the center stop switch 10A detects the operation of the center stop button 10 in the state of Figure 65(C) and the center reel 7 stops. At this time, the remaining game number display area 1100 and the acquired point display area 1300 remain unchanged from the display in Figure 65(C). Meanwhile, the point display area 1200 updates the number of points currently acquired by the player from 450 points to 470 points. Note that the attention image 1500 remains displayed on the image display device 26.

[0504] <Animation in point acquisition mode (Pattern D)> FIG. 66 shows an animation (pattern D) in the point acquisition mode.

[0505] Figure 66(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0506] At this time, as shown in FIG. 66(A), an image of an old house in the evening as a background and an image of a ninja in a pose suggesting the points to be acquired are displayed on the image display device 26.

[0507] Here, the image of the ninja taking a stance is an image suggesting that the points to be acquired are a predetermined value or more (for example, 50 points). Specifically, the image of the ninja taking a stance is an image suggesting that the points to be acquired are a predetermined value or more when the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is the operation order displayed in the operation information display area 1400.

[0508] At this time, the remaining game number display area 1100 updates the remaining number of games that can be played in normal point acquisition mode from 6 to 5. The point display area 1200 displays that the player has currently acquired 450 points. The acquired point display area 1300 displays that the player has acquired 20 points. The operation information display area 1400 displays the operation order of left, center, and right.

[0509] Figure 66(B) shows an animation when the left stop switch 9A detects operation of the left stop button 9 in the state of Figure 66(A) and the left reel 6 stops. At this time, the remaining game number display area 1100, point display area 1200, and earned point display area 1300 remain the same as in Figure 63(B). Note that, because the left stop switch 9A has detected operation of the left stop button 9, the display regarding the order in which to operate the left stop button 9 in the operation information display area 1400 is hidden.

[0510] Figure 66(C) shows an animation that occurs when the center stop switch 10A detects the operation of the center stop button 10 in the state of Figure 66(B) and the center reel 7 stops. At this time, the image of the ninja in a ready stance is updated to an image of a ninja swinging a sword.

[0511] At this time, the remaining game number display area 1100, the point display area 1200, and the acquired point display area 1300 are the same as those shown in Fig. 63(B). Note that, since the operation of the middle stop button 10 is detected by the middle stop switch 10A, the display regarding the order in which to operate the middle stop button 10 in the operation information display area 1400 is not displayed.

[0512] Figure 66(D) shows an animation when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 66(C) and the right reel 8 stops. Here, the remaining game number display area 1100 remains the same as in Figure 66(C).

[0513] Meanwhile, the acquired point display area 1300 is updated from 20 points to 100 points. Specifically, since the push order bell Bg is a winning combination, and the left stop button 9, the center stop button 10, and the right stop button 11 are operated to win the top bell, the points determined by the point acquisition lottery process after all the buttons have stopped in step U2 are updated and displayed in the acquired point display area 1300.

[0514] Additionally, the point display area 1200 displays the number of points currently acquired by the player, updated from 450 points to 550 points.

[0515] It should be noted that the right stop switch 11A detects the operation of the right stop button 11, and since the operations of all the stop buttons have been detected, the operation information display area 1400 is not displayed.

[0516] <Point Acquisition Mode Animation (Pattern E)> FIG. 67 shows an animation (pattern E) in the point acquisition mode.

[0517] Figure 67(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0518] At this time, as shown in FIG. 67(A), the background image and the image of the ninja in a stance are displayed on the image display device 26.

[0519] Furthermore, the remaining game count display area 1100 has updated the remaining number of games that can be played in normal point acquisition mode from 6 to 5. Furthermore, the point display area 1200 displays that the player has currently acquired 450 points. Furthermore, the acquired point display area 1300 displays that the player has acquired 20 points.

[0520] Figure 67(B) shows an animation when the left stop switch 9A detects the operation of the left stop button 9 in the state of Figure 67(A) and the left reel 6 stops. Here, the remaining game number display area 1100, point display area 1200, and acquired point display area 1300 are the same as those in Figure 67(A).

[0521] Figure 67(C) shows an animation that occurs when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 67(B) and the right reel 8 stops. At this time, the image of the ninja in a ready position is updated to the image of the ninja who has been released.

[0522] Here, the remaining game number display area 1100, point display area 1200, and acquired point display area 1300 are the same as those shown in Fig. 67(B). Note that the operation order of the left stop button 9, center stop button 10, and right stop button 11 is different from the operation order displayed in the operation information display area 1400, so the operation information display area 1400 is not displayed.

[0523] Figure 67(D) shows an animation when the center stop switch 10A detects the operation of the center stop button 10 in the state of Figure 67(C) and the center reel 7 stops. Here, the remaining game number display area 1100 and the acquired points display area 1300 remain unchanged from the display in Figure 67(C). On the other hand, the point display area 1200 updates the number of points currently acquired by the player from 450 points to 470 points.

[0524] <Point Acquisition Mode Animation (Pattern F)> Figure 68 shows the animation (pattern F) in the point acquisition mode. Note that Figure 68 will be explained on the assumption that the result of the combination determination is a rare combination (specifically, a weak cherry replay) in the normal point acquisition mode.

[0525] Figure 68(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0526] At this time, as shown in FIG. 68(A), the background image and the image of the ninja in a stance are displayed on the image display device 26.

[0527] Furthermore, the remaining game count display area 1100 updates the remaining number of games that can be played in normal point acquisition mode from 6 to 5. Furthermore, the point display area 1200 displays that the player has currently acquired 450 points.

[0528] Additionally, the acquired point display area 1300 displays that there are 100 points. Here, if the result of the role determination is a rare role, the minimum number of points that the player will acquire is 100. Therefore, compared to when the result of the role determination is the push order bell Bg, the number of points that can be displayed in the acquired point display area 1300 can be increased. In addition, the operation information display area 1400 displays an image of three letters "!" that suggest / notify that a rare role has been won.

[0529] Figure 68(B) shows an animation that occurs when the left stop switch 9A detects the operation of the left stop button 9 in the state of Figure 68(A) and the left reel 6 stops. At this time, the three "!" character images displayed in the operation information display area 1400 are reduced to two.

[0530] Figure 68(C) shows an animation when the middle stop switch 10A detects the operation of the middle stop button 10 in the state of Figure 68(B) and the middle reel 7 stops. At this time, the two "!" character images displayed in the operation information display area 1400 are reduced to one.

[0531] Figure 68(D) shows an animation that occurs when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 68(C) and the right reel 8 stops. Here, the image of the ninja taking a stance is updated to an enlarged image of the ninja. Here, the enlarged image of the ninja is an image that suggests that the points to be acquired will be a special value (for example, 300 points) or more.

[0532] The remaining game count display area 1100 remains unchanged from the display in Figure 68(C). Meanwhile, the acquired points display area 1300 has been updated from 100 points to 300 points, and the point display area 1200 has been updated to show the number of points currently acquired by the player from 450 points to 750 points. The character image "!" that was displayed in the operation information display area 1400 is no longer displayed.

[0533] <Animation of point acquisition mode in the second embodiment> An animation of the point acquisition mode in the second embodiment is shown in Fig. 69. Note that Fig. 69 will be described on the assumption that the determined winning combination in the normal point acquisition mode is watermelon.

[0534] In the second embodiment, when the result of the role determination is a specific role (rare role) and a specific symbol combination wins, the point rewrite process of step U4 is performed, whereas when the specific symbol combination does not win, the point copy process of step U5 is performed. That is, unlike the above-described embodiment, when the result of the role determination is a specific role, in order to perform the point rewrite process of step U4, which is more advantageous to the player than the point copy process of step U5, it is necessary to win a specific symbol combination.

[0535] Figure 69(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0536] At this time, as shown in FIG. 69(A), the background image and the image of the ninja in a stance are displayed on the image display device 26.

[0537] Furthermore, the remaining game count display area 1100 updates the remaining number of games that can be played in normal point acquisition mode from 6 to 5. Furthermore, the point display area 1200 displays that the player has currently acquired 450 points.

[0538] The acquired points display area 1300 displays that the number of points is 100. The operation information display area 1400 displays three "!" character images that indicate / notify the winning of a rare combination.

[0539] Figure 69(B) shows an animation that occurs when the left stop switch 9A detects the operation of the left stop button 9 in the state of Figure 69(A) and the left reel 6 stops. At this time, the remaining game number display area 1100, point display area 1200, and acquired point display area 1300 remain the same as in Figure 69(A). Note that the three "!" character images that were displayed in the operation information display area 1400 have been reduced to two.

[0540] Figure 69(C) shows an animation when the middle stop switch 10A detects the operation of the middle stop button 10 in the state of Figure 69(B) and the middle reel 7 stops. At this time, the remaining game number display area 1100, point display area 1200, and acquired point display area 1300 remain the same as in Figure 69(B). Note that the two "!" character images displayed in the operation information display area 1400 have been reduced to one.

[0541] Figure 69(D) shows an animation when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 69(C) and the right reel 8 stops. At this time, the remaining game number display area 1100 and the acquired points display area 1300 remain unchanged from the display in Figure 69(C). Meanwhile, the point display area 1200 updates the number of points currently acquired by the player from 450 points to 550 points.

[0542] Here, as shown in Figure 69(D), the right-downward watermelon has not won, but the right-downward watermelon follow has won. Therefore, the point rewrite process of step U4 is not performed, and the point copy process of step U5 is performed, and the points to be acquired are 100 points, which is the minimum value when the result of the combination is watermelon.

[0543] If the right-downward sloping watermelon had been the winning combination, the point rewrite process of step U4 would have been performed, and the player would have potentially earned even more points. This improves the ability to intervene technically, as the points earned may differ depending on the player's eye-pressing technique.

[0544] <Animation in normal AT mode in the first variant> An animation in the normal AT mode in the first modified example is shown in Fig. 70. Note that in Fig. 70, the explanation will be given on the assumption that the result of the winning combination in the normal AT mode is watermelon.

[0545] In the second embodiment described above, the point rewrite process in step U4 or the point copy process in step U5 is performed depending on whether a specific symbol combination has been won. In contrast, in the first modified example, the number of games added to the number of games that can be played in the normal AT mode or the higher AT mode differs depending on whether a specific symbol combination has been won.

[0546] Specifically, in the first modified example, the number of games determined in the additional lottery process of step L2 in Fig. 35 and the number of games determined in the additional lottery process for the higher AT mode in step P2 in Fig. 39 are temporarily stored. After that, the main CPU 200 performs processing to determine whether a specific symbol combination has won a prize in the processing for the normal AT mode after all stops (see Fig. 51) or the processing for the higher AT mode after all stops (see Fig. 55), and if a specific symbol combination has won a prize, a separate lottery is performed to add to the number of games that can be played in the normal AT mode or the higher AT mode.

[0547] If a specific symbol combination wins, the result of the additional lottery held after all symbols have stopped is added. On the other hand, if a specific symbol combination does not win, the number of games temporarily stored is added. Here, the additional lottery held after all symbols have stopped is more advantageous than the lottery held in the additional lottery process of step L2 (see Figure 35) or the additional lottery process for the higher AT mode of step P2 (see Figure 39).

[0548] Figure 70(A) shows an animation that appears after the start lever 5 is operated in the normal AT mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0549] At this time, as shown in FIG. 70(A), a night background image of an old house corresponding to the normal AT mode and an image of a standing female ninja are displayed on the image display device 26.

[0550] In addition, the AT game number display area 1600 updates the number of games that can be played in normal AT mode from 51 remaining games to 50 remaining games, and updates the number of games played from 29 games to 30 games. In addition, the bonus game number display area 1700 displays that the number of bonus games is 10 games.

[0551] The payout number display area 1800 displays the total number of medals paid out in modes advantageous to the player. Here, the payout number display area 1800 displays that the total number of medals paid out to the player is 600. The operation information display area 1400 displays three "!" character images that suggest / notify the winning of a rare combination.

[0552] Figure 70(B) shows an animation when the left stop switch 9A detects the operation of the left stop button 9 in the state of Figure 70(A) and the left reel 6 stops. At this time, the AT game number display area 1600, the added game number display area 1700, and the payout number display area 1800 remain the same as in Figure 70(A). Note that the three "!" character images displayed in the operation information display area 1400 have been reduced to two.

[0553] Figure 70(C) is an animation when the middle stop switch 10A detects the operation of the middle stop button 10 in the state of Figure 70(B) and the middle reel 7 stops. At this time, the AT game number display area 1600, the added game number display area 1700, and the payout number display area 1800 remain the same as in Figure 70(B). Note that the two "!" character images displayed in the operation information display area 1400 have been reduced to one.

[0554] Figure 70(D) is an animation that appears when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 70(C) and the right reel 8 stops. Here, the display of the number of added games display area 1700 remains the same as in Figure 70(C). Meanwhile, the number of remaining games in the AT game number display area 1600 is updated from 50 to 60, and the number of payout coins display area 1800 is updated to 603.

[0555] Here, as shown in Figure 70(D), the right-downward watermelon does not win, but the right-downward watermelon follow-up wins. Therefore, the results of the lottery performed in the additional lottery process of step L2 (see Figure 35) and the additional lottery process for the higher AT mode of step P2 (see Figure 39) are added.

[0556] On the other hand, if a downward-sloping watermelon is won, the result of the bonus lottery conducted after all the balls have stopped is added. Therefore, a more favorable lottery is conducted than the results of the bonus lottery process in step L2 (see Figure 35) or the bonus lottery process for the higher AT mode in step P2 (see Figure 39), so there is a possibility that more than 10 games may have been added. This improves the possibility of technical intervention, as the number of games added may vary depending on the player's eye-pressing technique.

[0557] <Animation in normal AT mode in the second variant> An animation in the normal AT mode in the second modified example is shown in Fig. 71. Note that Fig. 71 will be described on the assumption that the result of the combination determination in the normal AT mode is Seven Replay Sd.

[0558] In the second variant, if the right-downward seven-line replay or the middle seven-line replay is not won, a lottery is held to determine whether to transition to the specialized mode with a predetermined probability (1 / 8 or 1 / 16). On the other hand, if the right-downward seven-line replay or the middle seven-line replay is won, a lottery is held to determine whether to transition to the specialized mode with a specific probability (for example, 1 / 2 or 1 / 4) that is higher than the predetermined probability.

[0559] Figure 71(A) shows an animation that appears after the start lever 5 is operated in the normal AT mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0560] At this time, as shown in FIG. 71(A), a night background image of an old house and an image of a posing kunoichi are displayed on the image display device 26.

[0561] In addition, the AT game number display area 1600 updates the number of games that can be played in normal AT mode from 51 remaining games to 50 remaining games, and updates the number of games played from 29 games to 30 games. The payout number display area 1800 displays that the total number of medals paid out to the player is 600.

[0562] At this time, the image display device 26 displays an image (specifically, an arrow image pointing from right to left) suggesting that the right stop button 11, the middle stop button 10, and the left stop button 9 should be operated in that order, and a text image saying "Aim for the blue BB pattern 1002!"

[0563] Figure 71(B) shows an animation when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 71(A) and the right reel 8 stops. At this time, a blue BB symbol 1002 is stopped on the bottom row of the right reel 8. Also, the AT game number display area 1600 and the payout number display area 1800 are the same as in Figure 71(A).

[0564] Figure 71(C) shows an animation that occurs when the center stop switch 10A detects operation of the center stop button 10 in the state shown in Figure 71(B) and the center reel 7 stops. At this time, the blue BB symbol 1002 stops in the middle row of the center reel 7, and a right-downward seven-line replay is ready. Therefore, if the blue BB symbol 1002 stops in the top row of the left reel 6, a right-downward seven-line replay is won, and a lottery is held with a specific probability to determine whether or not to transition to the specialized mode. Also, the AT game number display area 1600 and the payout number display area 1800 remain the same as in Figure 71(B).

[0565] Figure 71(D) shows the animation when the left stop switch 9A detects the operation of the left stop button 9 in the state of Figure 71(C) and the left reel 6 stops. Here, since the right-downward seven-line replay has not been won, a lottery is held with a predetermined probability to determine whether or not to transition to the specialized mode. Note that the AT game number display area 1600 and the payout number display area 1800 remain the same as in Figure 71(A).

[0566] If a downward-sloping seven-line replay is won, a lottery is held to determine whether or not to move to a specialized mode with a specific probability higher than a predetermined probability.

[0567] Specifically, in the second modified example, the main CPU 200 performs the process of determining the number of coins to be placed in the specialized mode lottery process of step L3 (see FIG. 35) and the specialized mode lottery process for the higher AT mode of step P3 (see FIG. 39). For example, the number of coins to be placed is determined to be 4096 and the number of coins to be placed is determined to be 8192, each with a probability of 1 / 2. The determined number of coins to be placed is then temporarily stored.

[0568] Thereafter, the main CPU 200 determines whether Seven Replay has won in the normal AT mode processing after all stops (see FIG. 51) or the higher AT mode processing after all stops (see FIG. 55). If it is determined that Seven Replay has won, a process to determine the number of coins to be placed is performed. For example, the number of coins to be placed is determined to be 16384 or 32768, each with a probability of 1 / 2. Then, a lottery is performed using the determined number of coins to determine whether to transition to the specialized mode.

[0569] On the other hand, if it is determined that Seven Replay has not won, a lottery is held to determine whether to switch to the special mode using the temporarily stored number of places (4096 or 8192). This improves the possibility of technical intervention, as the probability of switching to the special mode may vary depending on the player's eye-pressing skill.

[0570] <Animation of point acquisition mode in the third variant> An animation of the point acquisition mode in the third modified example is shown in Fig. 72. Note that Fig. 72 will be explained on the assumption that the mode is the normal point acquisition mode, and the result of the combination is a three-choice bell in which whether the top bell wins or not is determined by the stop button operated first among the left stop button 9, the center stop button 10, and the right stop button 11.

[0571] In the above-described embodiment, the lottery process for acquiring points after all stops in step U2 is carried out after all of the left stop button 9, center stop button 10, and right stop button 11 are operated, but in the third variant, the lottery process for acquiring points after all stops is carried out after any one of the left stop button 9, center stop button 10, and right stop button 11 is operated (after the first stop).

[0572] Figure 72(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0573] At this time, the remaining game number display area 1100 is updated from 6 games remaining to 5 games remaining, and the point display area 1200 shows that the player has currently earned 450 points. Also, the earned point display area 1300 shows that the player has earned 20 points, and the operation information display area 1400 shows the operation order of left, center, and right.

[0574] Figure 72(B) shows the animation that occurs when the left stop switch 9A detects the operation of the left stop button 9 in the state shown in Figure 72(A) and the left reel 6 stops, and the image of a standing ninja is updated to an image of a ninja swinging a sword.

[0575] At this time, the remaining game count display area 1100 and the point display area 1200 remain unchanged from the display in Figure 72(A). Meanwhile, the acquired point display area 1300 is updated from 20 points to 100 points. Note that, because the left stop switch 9A detects the operation of the left stop button 9, the operation information display area 1400 is hidden.

[0576] Figure 72(C) is an animation that appears when the middle stop switch 10A detects the operation of the middle stop button 10 in the state of Figure 72(B) and the middle reel 7 stops. Also, the remaining game number display area 1100, point display area 1200, and acquired point display area 1300 are the same as those in Figure 72(B).

[0577] Figure 72(D) shows an animation when the right stop switch 11A detects the operation of the right stop button 11 in the state of Figure 72(C) and the right reel 8 stops. Here, the remaining game count display area 1100 and the acquired point display area 1300 remain unchanged from the display in Figure 72(C). Meanwhile, the point display area 1200 is updated from 450 points to 550 points. The timing at which the point display area 1200 is updated may be the timing shown in Figure 72(B) or the timing shown in Figure 72(C).

[0578] On the other hand, although not shown, if the first stop button operated among the left stop button 9, the center stop button 10, and the right stop button 11 is different and the top bell does not win, the acquired points display area 1300 will remain at 20 points, and the point display area 1200 will be updated from 450 points to 470 points. As a result, according to the third modified example, the processing load after the third stop can be reduced.

[0579] <Animation of point acquisition mode in the fourth variant> Figure 73 shows an animation of the point acquisition mode in the fourth modified example. Note that in Figure 73, the explanation will be given on the assumption that the normal point acquisition mode is in effect and the result of the combination is the push order bell Bg.

[0580] In the above-described embodiment, the lottery process for acquiring points after all stops in step U2 is carried out after all of the left stop button 9, center stop button 10, and right stop button 11 are operated, but in the third variant, the lottery process for acquiring points after all stops is carried out after any two of the left stop button 9, center stop button 10, and right stop button 11 are operated (after the second stop).

[0581] Figure 73(A) shows an animation that appears after the start lever 5 is operated in the normal point acquisition mode. At this time, the left reel 6, center reel 7, and right reel 8 are all spinning.

[0582] At this time, the remaining game number display area 1100 is updated from 6 games remaining to 5 games remaining, and the point display area 1200 shows that the player has currently earned 450 points. Also, the earned point display area 1300 shows that the player has earned 20 points, and the operation information display area 1400 shows the operation order of left, center, and right.

[0583] Figure 73(B) is an animation that occurs when the left stop switch 9A detects operation of the left stop button 9 in the state of Figure 73(A) and the left reel 6 stops. At this time, the remaining game number display area 1100, point display area 1200, and earned point display area 1300 remain the same as they were in Figure 73(A). Note that, because the left stop switch 9A has detected operation of the left stop button 9, the display regarding the order in which to operate the left stop button 9 is hidden.

[0584] FIG. 73(C) shows an animation when the center stop switch 10A detects the operation of the center stop button 10 in the state of FIG. 73(B) and the center reel 7 stops. At this time, the remaining game number display area 1100 and the point display area 1200 remain unchanged from the display in FIG. 73(B). Meanwhile, the acquired point display area 1300 is updated from 20 points to 100 points, and the image of a standing ninja is updated to an image of a ninja swinging a sword. Note that, because the center stop switch 10A has detected the operation of the center stop button 10, the display regarding the order in which to operate the center stop button 10 is hidden in the operation information display area 1400.

[0585] FIG. 73(D) shows an animation when the right stop switch 11A detects operation of the right stop button 11 in the state of FIG. 73(C) and the right reel 8 stops. Here, the remaining game count display area 1100 and the acquired point display area 1300 remain unchanged from the display in FIG. 73(C). Meanwhile, the point display area 1200 is updated from 450 points to 550 points. Then, the right stop switch 11A detects operation of the right stop button 11, and since operation of all stop buttons has been detected, the operation information display area 1400 is hidden. Note that the timing at which the point display area 1200 is updated may be the timing of FIG. 73(C).

[0586] On the other hand, although not shown, if the upper bell does not win, the acquired points display area 1300 will remain at 20 points, and the points display area 1200 will be updated from 450 points to 470 points. This makes it possible to reduce the processing load after the third stop according to the third modified example.

[0587] In the fourth variant, the explanation is based on the assumption that the result of the role determination is the push order bell Bg, but it can also be applied to roles such as the three-choice bell mentioned above.

[0588] <Other variations> In each of the above-described embodiments and variants, the left stop switch 9A, the middle stop switch 10A, and the right stop switch 11A are configured to perform a lottery to award points after the on-edge of the left stop button 9, the middle stop button 10, and the right stop button 11 is detected, but the lottery to award points may also be performed after the off-edge of the left stop button 9, the middle stop button 10, and the right stop button 11 is detected.

[0589] Thus, in the present invention, when the start lever 5 is operated in the point acquisition mode, the main CPU 200 performs a reel spin point acquisition lottery process. Then, after the left stop button 9, center stop button 10, and right stop button 11 are operated, the main CPU 200 performs a post-all-stop point acquisition lottery process. If the combination result is a push-order bell, if a bell wins, points determined by the post-all-stop point acquisition lottery process are awarded, and an effect is executed in which an image of a ninja swinging a sword is displayed on the image display device 26. On the other hand, if a bell does not win, points determined by the reel spin point acquisition lottery process are awarded, and an effect is executed in which an image of a ninja being slashed is displayed on the image display device 26. This allows for the provision of a slot machine with an innovative point awarding system. Furthermore, various effects can be implemented when awarding points.

[0590] Furthermore, according to the present invention, in the point acquisition mode, when the result of the combination determination is the push order bell Ba, if the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is left-center-right, an effect is executed in which an image of a ninja swinging a sword is displayed on the image display device 26, and if the order is other than left-center-right, an effect is executed in which an image of a ninja being cut is displayed on the image display device 26. This allows for a variety of effects when points are awarded.

[0591] The details of the means and the like described in the gaming machine will be explained below.

[0592] <First Invention> The first invention relates to a slot machine comprising a main control means (e.g., a main control board 100) for controlling games, a sub-control means (e.g., a sub-control board 800) for controlling presentations, a start switch (e.g., a start switch 5A) for detecting an operation to start the rotation of a plurality of reels, and a plurality of stop switches (e.g., a left stop switch 9A, a center stop switch 10A, and a right stop switch 11A) corresponding to the plurality of reels and for detecting an operation to stop the rotation of the reels, wherein the main control means comprises first determination means (e.g., a main CPU 200 for performing a point acquisition lottery process when the reels are rotating) for determining points to be awarded to a player by referring to first data (e.g., other columns of numbers assigned to a point acquisition lottery in a normal point acquisition mode) when the start switch detects an operation, and second data (e.g., This slot machine is equipped with a second determination means (for example, the main CPU 200 that performs the point acquisition lottery process after all reels have stopped) that determines the points to be awarded to the player by referring to the special A column or special B column of the numbers assigned to the point acquisition lottery in the normal point acquisition mode, and an awarding means (for example, the main CPU 200 that performs the point rewrite process or the point copy process) that awards the points determined by the first determination means or the points determined by the second determination means according to the operation order of the stop switches, and the sub-control means is capable of executing an effect (for example, an effect that displays an image of a ninja being cut on the image display device 26) based on the points determined by the first determination means, and is also capable of executing an effect (for example, an effect that displays an image of a ninja swinging a sword on the image display device 26) based on the points determined by the second determination means.

[0593] <Second Invention> The second invention is a slot machine according to the first invention, characterized in that the sub-control means is capable of executing a first effect (for example, an effect of displaying an image of a ninja swinging a sword on the image display device 26) when the order of operations detected by the stop switch is a specific order (for example, when the result of the role determination is the push order bell Ba, left, middle, right), and is capable of executing a second effect (for example, an effect of displaying an image of a ninja being cut on the image display device 26) different from the first effect when the order of operations detected by the stop switch is a specific order (for example, when the result of the role determination is the push order bell Ba, an order other than left, middle, right).

[0594] It should be noted that the matters shown in this embodiment are merely examples and can be modified as appropriate without departing from the scope of the present invention. [Explanation of symbols]

[0595] 1. Slot Machine 1A box part 1B Front door 2 medal slot 2A Medal Sensor 3 BET button 3A BET switch 4 MAXBET button 4A MAXBET switch 5 Start lever 5A start switch 6 Left reel 7 Middle reel 8 Right Reel 9 Left stop button 9A Left stop switch 10. Stop button 10A Medium Stop Switch 11 Right stop button 11A Right Stop Switch 12 Checkout button 12A Adjustment Switch 13 Storage display unit 14. Dispense display section 15 BET number display 16 Replay display section 17 Start permission display area 18 Feeding permission display section 19 Advantageous Zone Display Section 20 Hopper 21 Setting value change button 21A setting change switch 22A keyhole switch 23 Setting value display section 24 Power button 24A Power Switch 25 Lamp 26 Image display device 27 Speaker 28 Production button 28A Performance switch 29 Light adjustment button 29A Optical Adjustment Switch 30 Sound adjustment button 30A sound adjustment switch 100 Main control board 200 Main CPU 300 Main ROM 400 main RAM 401 Setting value storage area 402 Game status memory area 403 Condition device storage area 404 Left stop position storage area 405 Medium stop position storage area 406 Right stop position storage area 407 Winning Information Storage Area 408 Mode Storage 409 Role-link flag storage area 410 Wait Timer 411 Advantageous Zone Storage Area 412 Advantageous Zone Game Number Counter 413 Advantageous Zone Number Counter 414 Point Counter 415 Winning point evacuation area 416 BB winning information storage area 417 ATBB winning information storage area 418 Specialized mode winning information storage area 419 AT mode winning information storage area 420 Instruction information storage area 421 Premonition Game Counter 422 Game counter for point acquisition mode 423 Direct hit lottery mode game number counter 424 CZ mode game counter 425 Normal Battle Mode Game Counter 426 BB mode game counter 427 AT Judge Mode Game Counter 428 AT mode game counter 429 ATBB mode game counter 430 AT Battle Mode Game Counter 431 Specialized Mode Game Counter 500 Clock Signal Generator 600 divider 700 Random Number Generator 800 Sub-control board 810 1st sub-control board 811 Secondary CPU 812 Secondary ROM 813 Secondary RAM 820 Second sub-control board 821 Sound and Image CPU 822 Sound and Image ROM 823 Sound and Image RAM 1000 Black BAR design 1001 Red BB design 1002 Blue BB design 1003 White Blank Design 1004 Black Blank Design 1005 White BAR design 1006 Bell design 1007 Replay Design 1008 Watermelon design 1009 Cherry design 1100 Remaining game count display area 1200 point display area 1300 Earned points display area 1400 Operation information display area 1500 Warning Images 1600 AT game number display area 1700 Added game number display area 1800 Dispense quantity display area

Claims

[Claim 1] a main control means for controlling games; A sub-control means for controlling the performance; a start switch that detects an operation to start the rotation of multiple reels; a plurality of stop switches corresponding to the plurality of reels, respectively, for detecting an operation to stop the rotation of the reels; In a slot machine comprising: The main control means A combination determining means for determining a combination; a first determination means for determining points to be awarded to a player by referring to first data regardless of the detection order of the stop switches when the first role is determined by the role determination means; a second determination means for determining points to be awarded to a player by referring to second data in accordance with the detection order of the stop switches when the second role is determined by the role determination means; a first awarding means for awarding the points determined by the first determination means; a second awarding means for awarding the points determined by the second determination means; It is equipped with The sub-control means A slot machine characterized in that it is possible to execute an effect based on the points determined by the first determination means, and to execute an effect based on the points determined by the second determination means.

Citation Information

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