Slot machine

The slot machine enhances player engagement by using a control system with an alarm for guiding winning symbol combinations, particularly in advantageous states, addressing the need for increased interest during assist time.

JP2025154368APending Publication Date: 2025-10-10SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2024057320
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

There is a need to enhance player interest during advantageous situations in slot machines, particularly during assist time when operation information is displayed to facilitate winning combinations.

Method used

A slot machine equipped with a main control means for controlling game states, including a role drawing mechanism and an alarm system to alert players on the operation sequence for winning symbol combinations, with increased alerts in more advantageous states if initial attempts fail.

Benefits of technology

The solution increases player engagement and interest by providing clearer guidance for winning combinations, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve game amusement.SOLUTION: In the present invention, in a BB mode and a normal AT mode, an operation order of a depressing-order bell is notified, and winning of 15 bells is enabled when stop operation is performed according to the operation order. When winning of 15 bells is not established and winning of 3 bells or a follow pattern is established as a result of notification of the operation order in the BB mode, the number of times of notification of the operation order in the normal AT mode can be added.SELECTED DRAWING: Figure 13
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Description

[Technical Field]

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

[0002] Slot machines are generally composed of a main control board that controls the progress of the game using multiple reels (also called "machines") (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 the presentation aimed at increasing interest in the game depending on the game situation (for example, displaying images on an image display device, turning on or blinking lamps, and emitting sound from a speaker).

[0003] In addition, slot machines have non-assist time and assist time, and during assist time, operation information is displayed that can identify the type of stopping operation required to generate a winning combination, making it easier to win a winning combination and creating an advantageous situation for the player (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2020-036783 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is room for improvement in increasing the interest in games in advantageous situations such as assist time.

[0006] In view of the above circumstances, the present invention aims to provide a gaming machine that can increase the interest in gaming. [Means for solving the problem]

[0007] The slot machine of the present invention is a slot machine equipped with a main control means for controlling the game, an alarm means for alarming information related to the game, a plurality of reels having a plurality of types of symbols, and stop buttons provided corresponding to each of the plurality of reels, wherein the main control means is equipped with a role drawing means for drawing roles, and a state control means for controlling a normal state that is disadvantageous to the player, a first advantageous state that is more advantageous to the player than the normal state, and a second advantageous state that is different from the first advantageous state and is more advantageous to the player than the normal state, and the alarm means is capable of alarming the operation sequence of the stop buttons for winning a combination of symbols related to a predetermined winning role in the first advantageous state and the second advantageous state, and the main control means is capable of incrementing the number of times the operation sequence is alarmed in the second advantageous state if, as a result of announcing the operation sequence in the first advantageous state, the combination of symbols related to the predetermined winning role does not win. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a gaming machine that can increase gaming interest. [Brief explanation of the drawings]

[0009] [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] A diagram showing the relationship between the condition device, the operation order of the stop button, and the combination of symbols. [Figure 8] FIG. 1 is a mode transition diagram of a slot machine. [Figure 9] FIG. 10 is a diagram showing the number of positions used in the normal mode. [Figure 10] FIG. 10 is a diagram showing the numbers used in the F precursor mode. [Figure 11] FIG. 10A is a diagram showing the number of positions used in the BB precursor mode, and FIG. 10B is a diagram showing the navigation stock table used in the BB preparation mode. [Figure 12] FIG. 10 is a diagram showing the number of positions used in the CZ mode. [Figure 13] FIG. 10 is a diagram showing the number of positions used in the BB mode. [Figure 14] FIG. 10 is a diagram showing the number of positions used in the normal AT mode. [Figure 15] FIG. 10 is a diagram showing the number of positions used in the ATBB mode. [Figure 16] FIG. 10 is a diagram showing the number of positions used in the pullback mode. [Figure 17] FIG. 2 is a diagram illustrating each storage area of ​​the main RAM. [Figure 18] FIG. 10 is a diagram showing the relationship between instruction information and a payout display section. [Figure 19] FIG. 10 is a diagram illustrating a power-on process of the main control board. [Figure 20] FIG. 10 is a diagram showing a game progress control process. [Figure 21] FIG. 10 is a diagram showing a subroutine of processing by mode. [Figure 22] FIG. 10 is a diagram showing a subroutine of a reset mode process. [Figure 23] FIG. 10 is a diagram illustrating a subroutine of a normal mode process. [Figure 24] A diagram showing a subroutine of CZ precursor mode processing. [Figure 25] FIG. 10 is a diagram showing a subroutine of BB precursor mode processing. [Figure 26] FIG. 10 is a diagram showing a subroutine of F precursor mode processing. [Figure 27] FIG. 10 is a diagram illustrating a subroutine of a CZ mode process. [Figure 28] FIG. 10 is a diagram showing a subroutine of a BB preparation mode process. [Figure 29] FIG. 10 is a diagram showing a subroutine of a BB mode process. [Figure 30] FIG. 10 is a diagram illustrating a subroutine of normal AT mode processing. [Figure 31] FIG. 10 is a diagram illustrating a subroutine of the ATBB preparation mode processing. [Figure 32] FIG. 10 is a diagram illustrating a subroutine of ATBB mode processing. [Figure 33] FIG. 10 is a diagram illustrating a subroutine of a pullback mode process. [Figure 34] FIG. 10 is a diagram illustrating a subroutine of a wait process. [Figure 35] FIG. 10 is a diagram illustrating a subroutine of a mode management process after a complete stop. [Figure 36] FIG. 10 is a diagram showing a subroutine of a reset mode process after a total stop. [Figure 37] FIG. 10 is a diagram showing a subroutine of normal mode processing after a complete stop. [Figure 38] FIG. 10 is a diagram showing a subroutine of the CZ precursor mode processing after a full stop. [Figure 39] FIG. 10 is a diagram showing a subroutine of the BB precursor mode processing after a full stop. [Figure 40] FIG. 10 is a diagram showing a subroutine of the F precursor mode processing after a complete stop. [Figure 41] FIG. 10 is a diagram showing a subroutine of CZ mode processing after a full stop. [Figure 42] FIG. 10 is a diagram showing a subroutine of the BB preparation mode processing after a full stop. [Figure 43] FIG. 10 is a diagram showing a subroutine of BB mode processing after a complete stop. [Figure 44] FIG. 10 is a diagram showing a subroutine of AT mode processing after a complete stop. [Figure 45] FIG. 10 is a diagram showing a subroutine of the ATBB preparation mode processing after a total stop. [Figure 46] FIG. 10 is a diagram showing a subroutine of ATBB mode processing after a complete stop. [Figure 47]FIG. 10 is a diagram showing a subroutine of a pull-back mode process after a full stop. [Figure 48] A diagram showing a subroutine of advantageous zone management processing. [Figure 49] FIG. 10 is a diagram illustrating a timer interrupt process. [Figure 50] FIG. 10 is a diagram showing the power-on process of the sub-control board. [Figure 51] FIG. 10 is a diagram showing an animation when transitioning from the BB preparation mode to the red BB mode. [Figure 52] FIG. 10 is a diagram showing an animation when transitioning from the BB preparation mode to the blue BB mode. [Figure 53] This shows the animation when 15 bells are obtained in BB mode. [Figure 54] This is a diagram showing the animation when points are earned (3 bells) in BB mode. [Figure 55] FIG. 10 is a diagram showing an animation when a point is acquired (follow-up eye) in BB mode. [Figure 56] This is an animation diagram showing the notification mode of the push order bell in BB mode. [Figure 57] FIG. 10 is a diagram showing an animation of the ending screen of the BB mode. [Figure 58] This shows the animation when 15 bells are obtained in normal mode. [Figure 59] This shows the animation when three bells are obtained in normal mode. [Figure 60] FIG. 10 is a diagram showing an animation when a follow-up eye is acquired in normal mode. [Figure 61] This shows the stock number suggestion animation when 15 bells are obtained in normal mode. [Figure 62] FIG. 10 is a diagram showing an animation when the normal AT mode starts. [Figure 63] This is an animation diagram comparing normal AT mode and BB mode. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0011] <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.

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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 that a replay has been established, a start permission display section 17 that displays that operation of the start lever 5 is permitted, an input permission display section 18 that displays that input of medals is permitted, and an advantageous zone display section 19 that displays that the current zone is advantageous.

[0021] 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.

[0022] 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.

[0023] The front door section 1B is provided with a set value suggestion section 50. Here, the set value suggestion section 50 is composed of a first set value suggestion section 51 that turns off when the set value is other than 1, a second set value suggestion section 52 that turns off when the set value is other than 2, a third set value suggestion section 53 that turns off when the set value is other than 3, a fourth set value suggestion section 54 that turns off when the set value is other than 4, a fifth set value suggestion section 55 that turns off when the set value is other than 5, and a sixth set value suggestion section 56 that turns off when the set value is other than 6.

[0024] <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.

[0025] 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.

[0026] 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.

[0027] The main control board 100 is connected to a hopper 20 for dispensing medals, a setting value change switch 21A for detecting the operation of the setting value change button 21 operated when changing the setting value, a keyhole switch 22A for detecting when the setting key for changing the setting value has been inserted into the keyhole and rotated a predetermined angle, a setting value display unit 23 for displaying the setting value, a power switch 24A for detecting the operation of the power button 24 operated when turning on the power of the slot machine 1, and a setting value suggestion unit 50.

[0028] 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.

[0029] The second sub-control board 820 is equipped with an audio / image CPU 821 that performs various calculations mainly related to the control of image effects and audio effects, an audio / image ROM 822 that is a read-only memory device that stores control programs and the like, and an audio / image 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, an effect switch 28A that detects the operation of effect button 28, a light adjustment switch 29A that detects the operation of light adjustment button 29, and a sound adjustment switch 30A that detects the operation of sound adjustment button 30.

[0030] <Pattern arrangement of left reel 6, center reel 7, right reel 8> 3, a plurality of symbols 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 each of the left reel 6, center reel 7, and right reel 8: BAR symbol 1000, red BB symbol 1001, blue BB symbol 1002, green watermelon symbol 1003, yellow bell symbol 1004, replay symbol 1005, cherry symbol 1006, black bell symbol 1007, red watermelon symbol 1008, and blank symbol 1009.

[0031] The red BB pattern 1001 and the blue BB pattern 1002 may be collectively referred to as the "BB pattern," the green watermelon pattern 1003 and the red watermelon pattern 1008 may be collectively referred to as the "watermelon pattern," and the yellow bell pattern 1004 and the black bell pattern 1007 may be collectively referred to as the "bell pattern."

[0032] <Transition diagram of game state of slot machine 1> As shown in FIG. 4, the slot machine 1 has three gaming states: a base gaming state, an RT gaming state, and a combination of winning combinations state. The base gaming state is a gaming state that is disadvantageous to the player. Here, while remaining in the base gaming state, if condition α is satisfied, the gaming state transitions to the combination of winning combinations state, and if condition β is satisfied, the gaming state transitions to the RT gaming state. Here, condition α is that BB is displayed on an active line (in this embodiment, the line connecting the bottom row of the left reel 6, the middle row of the center reel 7, and the top row of the right reel 8) (hereinafter, the display of a symbol combination on an active line is referred to as a "win"), and condition β is that BB is a win and BB does not enter an active line.

[0033] The RT gaming state is a gaming state in which the probability of a replay resulting from the judgment of a winning combination is higher than in the normal gaming state. In this embodiment, the slot machine 1 is configured such that, in principle, the gaming state does not transition after transitioning to the RT gaming state. As an exception, when the main RAM 400 is cleared, the gaming state is initialized and the normal gaming state is entered.

[0034] The consecutive role play state is a play state in which the consecutive role play device is operating. Here, if condition γ is met while remaining in the consecutive role play state, the game transitions to the general play state. Here, condition γ is that more medals than the specified number are paid out. The consecutive role play device may be a consecutive role play device related to a first-class special role play device, or a consecutive role play device related to a second-class special role play device.

[0035] <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 determining a winning combination. Here, the number of positions assigned to each condition device is assigned for each game state. In this embodiment, the number of positions corresponding to each of the normal game state, the RT game state, and the consecutive winning combination game 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 and the number of positions assigned to each condition device when the setting value is 6 are shown, and the number of positions assigned to each condition device when the setting value is other (setting values ​​2 to 5) is not shown. The number of positions assigned to each condition device is stored in the main ROM 300.

[0036] 5 also shows the number of medals placed when the maximum allowable number of 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.

[0037] As shown in Figure 5, in the normal game state, the following can be determined: BB, BB+base role, replay RA, replay RB, replay RC, replay RD, weak cherry, strong cherry, watermelon, weak chance role, strong chance role, push order bell BA, push order bell BB, push order bell BC, push order bell BD, push order bell BE, push order bell BF.

[0038] In addition, in the RT game state, replay RA, replay RB, replay RC, replay RD, weak cherry, strong cherry, watermelon, weak chance role, strong chance role, push order bell BA, push order bell BB, push order bell BC, push order bell BD, push order bell BE, push order bell BF, and base role can be determined.

[0039] In addition, in the consecutive winning combination state, JAC winning combination JA, JAC winning combination JB, and JAC winning combination JC can be determined.

[0040] In addition, Replay RA, Replay RB, Replay RC, and Replay RD are called replays, weak cherries and strong cherries are called cherries, weak chance roles and strong chance roles are called chance roles, Push Order Bell BA, Push Order Bell BB, Push Order Bell BC, Push Order Bell BD, Push Order Bell BE, and Push Order Bell BF are called Push Order Bells, and JAC role JA, JAC role JB, and JAC role JC are called JAC roles.

[0041] <Pattern Combination> As shown in FIG. 6, the slot machine 1 has a set of symbol combinations displayed on the pay lines when the left reel 6, center reel 7, and right reel 8 are stopped and displayed. In this embodiment, the set of symbol combinations includes: downward-right bell Ba to downward-right bell Bb, upward-right bell Bc to upward-right bell Bf, lower bell Bg to lower bell Bh, upper bell Bi to upper bell Bj, middle bell Bk to middle bell Bn, follow-up eye Fa to follow-up eye Fc, upward-right replay Ra, middle replay Rb, red BB replay Rc, lower watermelon Wa, upward-right watermelon Wb, downward-right watermelon Wc, small mound watermelon Wd, weak chance eye Ca to weak chance eye Cc, strong chance eye Cd to strong chance eye Cf, corner cherry CYa to corner cherry CYb, and BB. The symbol combinations are stored in the main ROM 300.

[0042] When the right-downward bell Ba to the right-downward bell Bb win, the bell symbols are arranged on a line that falls to the right, 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. When any of the right-downward bell Ba to the right-downward bell Bb wins, 15 medals are paid out.

[0043] When the right-up bell Bc to the right-up bell Bf win, the bell symbols are arranged on a right-up line connecting the bottom row of the left reel 6, the middle row of the center reel 7, and the top row of the right reel 8. Also, when any of the right-up bell Bc to the right-up bell Bf wins, 15 medals are paid out.

[0044] When the lower bells Bg to Bh win, the bell symbols line up on the lower line connecting the bottom of the left reel 6, the bottom of the middle reel 7, and the bottom of the right reel 8. When any of the lower bells Bg to Bh win, 15 medals are paid out. Note that the downward-right bell Ba to downward-right bell Bb, the upward-right bell Bc to upward-right bell Bf, and the lower bells Bg to Bh are sometimes simply referred to as "15 bells."

[0045] When the upper bells Bi to Bj win, the bell symbols line up on the upper line connecting the top of the left reel 6, the top of the middle reel 7, and the top of the right reel 8. When any of the upper bells Bi to Bj win, three medals are paid out.

[0046] When middle bell Bk to middle bell Bn win, the bell symbols line up on the middle line connecting the middle of the left reel 6, the middle of the middle reel 7, and the middle of the right reel 8. When any of middle bells Bk to middle bell Bn win, three medals are paid out. Note that upper bells Bi to upper bell Bj and middle bells Bk to middle bell Bn are sometimes simply referred to as "three bells."

[0047] When a follower Fa to a follower Fc wins, one medal is paid out.

[0048] When the right-up replay Ra, middle replay Rb, red BB replay Rc, or blue BB replay Rd wins, a replay is activated. When the replay is activated, you can play without betting medals.

[0049] When the following wins occur: bottom watermelon Wa, right-up watermelon Wb, right-down watermelon Wc, small mound watermelon Wd, weak chance eye Ca to weak chance eye Cc, strong chance eye Cd to strong chance eye Cf, corner cherry CYa to corner cherry CYb, replay is activated. When replay is activated, you can play without betting medals.

[0050] When BB is won, the consecutive operation device of the accessory is activated. When the consecutive operation device of the accessory is activated, the game state shifts to the consecutive operation state of the accessory.

[0051] In addition, the right-downward bell Ba and the right-downward bell Bb may be collectively referred to as "right-downward bells", the right-upward bell Bc, right-upward bell Bd, right-upward bell Be, and right-upward bell Bf may be collectively referred to as "right-upward bells", the lower bell Bg and lower bell Bh may be collectively referred to as "lower bells", the middle bell Bk, middle bell Bl, middle bell Bm, and middle bell Bn may be collectively referred to as "middle bells", the right-downward bell, right-upward bell, lower bell, and middle bell may be collectively referred to as "bells", and the follow-up eye Fa, follow-up eye Fb, and follow-up eye Fc may be collectively referred to as "follow-up eyes".

[0052] In addition, the upward-right replay Ra, the middle replay Rb, the red BB replay, and the blue BB replay may be collectively referred to as "replay," the bottom watermelon Wa, the upward-right watermelon Wb, the downward-right watermelon Wc, and the small mound watermelon Wd may be collectively referred to as "watermelons," the weak chance eye Ca, the weak chance eye Cb, and the weak chance eye Cc may be collectively referred to as "weak chance eyes," and the strong chance eye Cd, the strong chance eye Ce, and the strong chance eye Cf may be collectively referred to as "strong chance eyes."

[0053] <The relationship between the condition device, the operation order of the stop button, and the combination of symbols> FIG. 7 shows the relationship between the condition device, 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 activated line.

[0054] When the condition device is BB, BB can be won in any order in which the left stop button 9, center stop button 10, and right stop button 11 are operated. Note that BB will not be won unless the timing of operating the left stop button 9, center stop button 10, and right stop button 11 is appropriate.

[0055] When the condition device is BB+base role, the follow role Fa to follow role Fc 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. In this embodiment, since the priority of the small role is higher than that of BB, the follow role will be won.

[0056] When the condition device is Replay RA, the right-upward Replay Ra 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.

[0057] When the condition device is Replay RB, the middle replay Rb will be won regardless of the order in which the left stop button 9, the middle stop button 10, and the right stop button 11 are operated.

[0058] When the condition device is Replay RC, if the left stop button 9, middle stop button 10, and right stop button 11 are operated in the order of left stop button 9, middle stop button 10, and right stop button 11 (hereinafter referred to as "left middle right"), if the left stop button 9, right stop button 11, and middle stop button 10 are operated in the order of (hereinafter referred to as "left right middle"), if the middle stop button 10, left stop button 9, and right stop button 11 are operated in the order of (hereinafter referred to as "middle left right"), if the middle stop button 10, right stop button 11, and left stop button 9 are operated in the order of (hereinafter referred to as "middle right left"), or if the right stop button 11, left stop button 9, and middle stop button 10 are operated in the order of (hereinafter referred to as "right left middle"), then either a right-up replay Ra or a middle replay Rb will be won.

[0059] On the other hand, if the left stop button 9, middle stop button 10, and right stop button 11 are operated in the order of right stop button 11, middle stop button 10, and left stop button 9 (hereinafter referred to as "right-center-left"), a red BB replay Rc may be won.

[0060] When the condition device is Replay RD, if the left stop button 9, middle stop button 10, and right stop button 11 are operated in the order of left stop button 9, middle stop button 10, and right stop button 11 (hereinafter referred to as "left middle right"), if the left stop button 9, right stop button 11, and middle stop button 10 are operated in the order of (hereinafter referred to as "left right middle"), if the middle stop button 10, left stop button 9, and right stop button 11 are operated in the order of (hereinafter referred to as "middle left right"), if the middle stop button 10, right stop button 11, and left stop button 9 are operated in the order of (hereinafter referred to as "middle right left"), or if the right stop button 11, left stop button 9, and middle stop button 10 are operated in the order of (hereinafter referred to as "right left middle"), then either a right-up replay Ra or a middle replay Rb will be won.

[0061] On the other hand, if the left stop button 9, middle stop button 10, and right stop button 11 are operated in the order of right stop button 11, middle stop button 10, and left stop button 9 (hereinafter referred to as "right-center-left"), a blue BB replay Rd may be won.

[0062] When the condition device is a weak cherry, the corner cherry CYa 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.

[0063] When the condition device is a strong cherry, the corner cherry CYb 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.

[0064] When the condition device is a watermelon, the bottom watermelon Wa, the right-upward watermelon Wb, the right-downward watermelon Wc, and the small mound watermelon Wd 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.

[0065] When the condition device is a weak chance role, the weak chance eye Ca to the weak chance eye Cc 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.

[0066] When the condition device is a strong chance role, the strong chance eye Cd to the strong chance eye Cf 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 the push order bell BA, if the left stop button 9, center stop button 10, and right stop button 11 are operated in the order of left, center, and right, the downward right bell Ba will be won, and if they are operated in the order of left, center, and right, the upper bell Bi will be won. Also, if the left stop button 9, center stop button 10, and right stop button 11 are operated in an order other than left, center, and right, left, and center, the follow-up eye Fb or follow-up eye Fc may be won.

[0068] When the condition device is the push order bell BB, if the left stop button 9, center stop button 10, and right stop button 11 are operated in the order left, right, center, the symbol combination of the downward right bell Bb will be displayed on the active line, and if they are operated in the order left, center, and right, the symbol combination of the upper row bell Bj will be displayed on the active line. Also, if the left stop button 9, center stop button 10, and right stop button 11 are operated in an order other than left, center, right, or left, right, center, a follow-up eye Fb or follow-up eye Fc may be won.

[0069] When the condition device is the push order bell BC, if the left stop button 9, center stop button 10, and right stop button 11 are operated in the order center left / right, the right-up bell Bc to the right-up bell Bd will be awarded, and if they are operated in the order center right / left, the middle bell Bk to the middle bell Bl will be awarded. Also, if the left stop button 9, center stop button 10, and right stop button 11 are operated in an order other than center left / right or center right / left, the follow-up eye Fa or follow-up eye Fc may be awarded.

[0070] When the condition device is the push order bell BD, if the left stop button 9, center stop button 10, and right stop button 11 are operated in the order center right left, right up bell Be to right up bell Bf will be won, and if they are operated in the order center left right, right up bell Bk to middle bell Bl will be won. Also, if the left stop button 9, center stop button 10, and right stop button 11 are operated in an order other than center right left or center left left, left right up bell Fa or Fc may be won.

[0071] When the condition device is the push order bell BE, if the left stop button 9, center stop button 10, and right stop button 11 are operated in the order right-left-center, the lower bell Bg to lower bell Bh will be won, and if they are operated in the order right-center-left, the middle bell Bm will be won. Also, if the left stop button 9, center stop button 10, and right stop button 11 are operated in an order other than right-left-center or right-center-left, the follow-up eye Fa to follow-up eye Fb may be won.

[0072] When the condition device is the push order bell BF, if the left stop button 9, middle stop button 10, and right stop button 11 are operated in the order right-center-left, the lower bell Bg to lower bell Bh will be awarded, and if they are operated in the order right-left-center, the middle bell Bn will be awarded. Also, if the left stop button 9, middle stop button 10, and right stop button 11 are operated in an order other than right-center-left or right-left-center, the follow-up eye Fa to follow-up eye Fb may be awarded.

[0073] When the condition device is a base role, the following eye Fa to following eye Fc 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.

[0074] When the condition device is JAC role JA, the follow-up eye Fa to follow-up eye Fb 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.

[0075] When the condition device is JAC role JB, the following eye Fb to following eye Fc can 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.

[0076] When the condition device is JAC role JC, the follow-up eye Fa or follow-up eye Fc can 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.

[0077] <Mode transition diagram> 8, multiple modes are defined for the slot machine 1. Specifically, a reset mode, a normal mode, an F precursor mode, a CZ precursor mode, a BB precursor mode, a CZ mode, a BB preparation mode, a red BB mode, a blue BB mode, a normal AT mode, an ATBB preparation mode, a red ATBB mode, a blue ATBB mode, and a pull-back mode are defined.

[0078] In addition, the CZ precursor mode, BB precursor mode, AT precursor mode, and F precursor mode may be simply referred to as "precursor modes," the BB preparation mode and ATBB preparation mode may be simply referred to as "preparation modes," and the red BB mode and blue BB mode may be simply referred to as "BB modes."

[0079] In addition, normal AT mode may be simply referred to as "AT mode." Red ATBB mode and blue ATBB mode may be simply referred to as "ATBB mode."

[0080] The reset mode is a mode that is entered when the setting value is changed or when the normal AT mode is ended from the pull-back mode. Here, if transition condition A is met while in the reset mode, the mode will transition to the normal mode. Note that transition condition A is that a predetermined number of games (32 games in this embodiment) have been played in the reset mode.

[0081] The normal mode is a mode in which the lottery for the CZ mode and the normal AT mode is conducted. Here, if transition condition B is met during normal mode, the game transitions to the CZ precursor mode; if transition condition C is met, the game transitions to the BB precursor mode; if transition condition D is met, the game transitions to the F precursor mode; if transition condition E is met, the game transitions to the BB preparation mode; and if transition condition U is met, the game transitions to the AT mode. Note that transition condition B is a win in the CZ mode transition lottery; transition condition C is a win in the BB mode transition lottery; transition condition D is a win in a rare combination (specifically, a weak cherry, a strong cherry, a watermelon, a weak chance combination, or a strong chance combination); transition condition E is a win in a freeze; and transition condition U is a win in the lottery conducted when switching from the normal game mode to the RT game mode, or when the value of the ceiling game counter 410 (described later) reaches 0.

[0082] The F premonition mode is a mode to which the player transitions if a rare combination is won while in the normal mode but the CZ mode lottery or the BB mode lottery is not won. Here, if transition condition F is met while in the F premonition mode, the player transitions to the normal mode, if transition condition G is met, the player transitions to the BB premonition mode, and if transition condition Z is met, the player transitions to the normal AT mode. Note that transition condition F is when a predetermined number of games have been played while in the F premonition mode, transition condition G is when the player wins the rewrite lottery for the BB premonition mode, and transition condition Z is when the value of the ceiling game number counter 410, described below, reaches 0.

[0083] 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 H is met while in the CZ premonition mode, the player transitions to the CZ mode, and if transition condition Z is met, the player transitions to the normal AT mode. Note that transition condition H is when a predetermined number of games have been played in the CZ premonition mode, and transition condition Z is when the value of the ceiling game number counter 410, described below, reaches 0.

[0084] The BB Premonition Mode is a mode that is entered when a BB Mode lottery is won in the normal mode and before the mode is entered into the BB Preparation Mode. Here, if transition condition I is met while in the BB Premonition Mode, the mode is entered into the BB Preparation Mode. The transition condition I is that a predetermined number of games have been played in the BB Premonition Mode.

[0085] Compared to normal mode, CZ mode is a mode that makes it easier for players to transition to a mode that is more advantageous to them (in this embodiment, normal AT mode). Here, if transition condition J is met while in CZ mode, the game transitions to normal AT mode, and if transition condition K is met, the game transitions to normal mode. Note that transition condition J is that the value of the total winning counter 426, described below, finally reaches 12, and transition condition K is that the value of the winning counter 425, described below, is less than 3 when the value of the CZ game number counter, described below, reaches 0.

[0086] The BB preparation mode is a mode to which the mode is switched before switching to the BB mode. Here, if the transition condition L is met while staying in the BB preparation mode, the mode will switch to the BB mode. The transition condition L is that if it is determined to switch to the red BB mode, the result of the hand determination is a replay RC, and if it is determined to switch to the blue BB mode, the result of the hand determination is a replay RD.

[0087] Red BB mode is a so-called pseudo-bonus, in which the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is announced when the result of the role determination is a push order bell. Here, if transition condition M is met while in red BB mode, the mode will transition to normal AT mode, and if transition condition M is not met, the mode will transition to normal mode (transition condition N). Note that transition condition M is winning the normal AT mode transition lottery held while in red BB mode, and transition condition N is not winning the normal AT mode transition lottery held while in red BB mode.

[0088] Like the red BB mode, the blue BB mode is a so-called pseudo-bonus 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 middle stop button 10, and the right stop button 11 is announced. Here, if transition condition M is met while in the blue BB mode, the mode transitions to the normal AT mode, and if transition condition M is not met, the mode transitions to the normal mode (transition condition N). Note that transition condition M is winning the normal AT mode transition lottery held while in the blue BB mode, and transition condition N is not winning the normal AT mode transition lottery held while in the blue BB mode. Here, it is easier to win the AT mode transition lottery in the blue BB mode compared to the red BB mode (see Figure 13(D)).

[0089] The normal AT mode is a mode in which, when the result of the winning combination 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 announced. The normal AT mode remains in effect until the number of times the push order bell operation order has been announced reaches a predetermined number (five times in this embodiment). The predetermined number is an initial value, and the navi stocks acquired in the normal mode and the navi stocks acquired in the red BB mode and the blue BB mode are added to this initial value. For example, if the navi stocks acquired in the normal mode are three and the navi stocks acquired in the red BB mode are two, the initial value of five is added to the three in the normal mode and the two in the red BB mode, and the normal AT mode remains in effect until the number of times the push order bell operation order has been announced reaches ten. Here, when transition condition O is met, the mode transitions to the pullback mode, and when transition condition Q is met, the mode transitions to the ATBB preparation mode. The transition condition O is that there are no navigation stocks in the AT mode when a predetermined number of games have been played, and the transition condition Q is that the ATBB has been won.

[0090] The retraction mode is a mode that makes it easier for the player to transition to a mode (in this embodiment, AT mode) that is more advantageous to the player than the normal mode. Here, in the retraction mode, if transition condition S is met, the mode transitions to the normal AT mode, and if transition condition T is met, the mode transitions to the reset mode. Note that transition condition S is when the retraction lottery is won, and transition condition T is when the predetermined number of games have been played without winning the retraction lottery.

[0091] The ATBB preparation mode is a mode to which the game is transitioned before transitioning to the ATBB mode. Here, if transition condition V is met while in the ATBB preparation mode, the game transitions to the ATBB mode. The transition condition V is that if it is determined to transition to the red ATBB mode, the result of the hand determination is a replay RC, and if it is determined to transition to the blue ATBB mode, the result of the hand determination is a replay RD.

[0092] The red ATBB mode is a so-called pseudo bonus, and 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. Here, if the transition condition W is met while in the red ATBB mode, the mode will transition to the normal AT mode.

[0093] The blue ATBB mode is a so-called pseudo bonus, and 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 announced. Here, if the transition condition W is met while in the blue ATBB mode, the mode will transition to the normal AT mode.

[0094] <Numbers used in normal mode> FIG. 9 shows the numbers stored in the main ROM 300 that are used in the normal mode.

[0095] Figure 9 shows the number of symbols assigned to the lottery in CZ mode (see Figure 9(A)). In this embodiment, if the result of the role determination is a weak cherry 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.

[0096] Also, Figure 9 shows the number of symbols assigned to the lottery in BB mode (see Figure 9(B)). Here, in this embodiment, when the result of the role determination is a strong cherry, a weak chance role, or a strong chance role, a lottery is held to determine whether or not to transition to BB mode. Also, in this embodiment, the higher the set value, the easier it is to win the lottery to determine whether or not to transition to BB mode.

[0097] Also, Figure 9 shows the number of places allocated to the drawing of the number of premonition games (see Figure 9(C)). Here, in this embodiment, the number of places allocated to the drawing of the number of premonition games is used to determine the number of premonition games when a winner is chosen to decide whether to transition to CZ mode, when a winner is chosen to decide whether to transition to BB mode, or when a player transitions to F premonition mode.

[0098] Also, Figure 9 shows the number of pieces assigned to the lottery for normal time points (see Figure 9(D)). Here, in this embodiment, the lottery for normal time points is conducted when the result of the role determination is Replay RA, Replay RB, or Replay RC. Also, when the result of the role determination is Weak Cherry, normal time points are acquired. Note that these normal time points are used when conducting the lottery for BB mode.

[0099] Also, Figure 9 shows the number of places allocated to the lottery in BB mode when normal points are at MAX (see Figure 9(E)). Here, in this embodiment, when a predetermined number of normal points are acquired, the lottery in BB mode is held. Note that in this embodiment, the number of places is different when the set value is 1 and when the set value is 6, and the higher the set value, the easier it is to win in BB mode.

[0100] Figure 9 also shows the number of balls assigned to the lottery in the normal AT mode when transitioning to the RT gaming state (see Figure 9(F)). In this embodiment, the lottery in the normal AT mode is conducted when transitioning to the RT gaming state. In this embodiment, the number of balls assigned differs when the setting value is 1 and when the setting value is 6, and the higher the setting value, the easier it is to win in the normal AT mode.

[0101] Figure 9 also shows the number of places allocated to the navigation lottery in normal mode (see Figure 9(G)). Here, in this embodiment, the navigation lottery is performed when the result of the role determination is push order bell BE or push order bell BF. Note that in this embodiment, the number of places differs when the setting value is 1 and when the setting value is 6, and the higher the setting value, the easier it is to win the navigation lottery.

[0102] Also, Figure 9 shows a navigation stock table in the case where the condition device is a push-order bell in normal mode and the combination of all stopped symbols is a follow-up eye or a three-bell combination (see Figure 9(H)). Specifically, in the case of a follow-up eye, two navigation stocks are awarded, and in the case of a three-bell combination, one navigation stock is awarded. Therefore, in normal mode, the operation order of the push-order bell is notified, and it is advantageous for the player to stop a follow-up eye or a three-bell combination without following this notified operation order.

[0103] Also, in the case of the Follow symbol, the payout number is 1, and in the case of the Triple Bell, the payout number is 3. Therefore, the degree of loss when not following the operation order is greater when stopping the Follow symbol. Thus, regarding the number of Navi stocks to be granted, in the case of the Follow symbol, it is set to 2, and in the case of the Triple Bell, it is set to 1 to compensate for the loss. As a result, stopping the Follow symbol without completely following the operation order and stopping the Triple Bell without partially following the operation order can each have meaning (significance).

[0104] Note that the number of Navi stocks to be granted is just an example, and the same number of Navi stocks may be granted for the Follow symbol and the Triple Bell, or the number of Navi stocks granted for the Triple Bell may be more than that for the Follow symbol.

[0105] <Settings used in the F Premonition Mode> FIG. 10 shows the settings used in the F Premonition Mode stored in the main ROM 300.

[0106] FIG. 10 shows the settings assigned to the rewriting of the Premonition Mode. Here, in this embodiment, when the determination result of the role is a Strong Cherry, a watermelon, a Weak Chance role, or a Strong Chance role, a lottery is performed as to whether to rewrite to the BB Premonition Mode. Also, in this embodiment, the higher the setting value, the easier it is to participate in the lottery as to whether to rewrite to the BB Premonition Mode.

[0107] <Settings used in the BB Premonition Mode> FIG. 11 shows (a) the settings used in the BB Premonition Mode and (b) the settings used in the BB Preparation Mode stored in the main ROM 300.

[0108] FIG. 11(a) shows the settings used in the promotion draw. Here, in this embodiment, in a state where it is determined to shift to the red BB mode, when the judgment result of the hand is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, a promotion draw is performed. When participating in this promotion draw, it is determined to shift to the blue BB mode. Also, in this embodiment, the higher the set value, the easier it is to participate in the draw for whether to rewrite to the blue BB mode.

[0109] FIG. 11(b) shows the number of navigation stocks in the case where the condition device is the push order bell and the combination of symbols that have all stopped is the follow symbol and three bells in the BB preparation mode. In the case of the follow symbol, four navigation stocks are given, and in the case of three bells, three navigation stocks are given. Therefore, in the BB preparation mode, the operation order of the push order bell is notified, and it is advantageous for the player to stop the follow symbol or three bells without following the notified operation order.

[0110] Also, in the BB preparation mode, since four navigation stocks are given for one winning of the follow symbol or three navigation stocks are given for one winning of three bells, it can be said that it is easier to obtain navigation stocks than in the BB mode where navigation stocks are obtained after obtaining points or in the normal mode where one or two navigation stocks are obtained. As a result, it is possible to make it easier to obtain navigation stocks than in the BB mode or the normal mode, so an interesting aspect can be added to the BB preparation mode, which is a monotonous state of simply shifting to the BB mode. The reason why more navigation stocks are given for the follow symbol than for three bells is the same as the content described in FIG. 9.

[0111] <Settings used in the CZ mode> FIG. 12 shows the settings used in the CZ mode stored in the main ROM 300.

[0112] In addition, FIG. 12 shows the settings used for extracting the instruction information in the CZ mode (see FIG. 12(A)). Here, in this embodiment, when the result of the hand determination is a push order bell, the instruction information regarding the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is determined. Note that in this embodiment, when extracting the instruction information in the CZ mode, the left stop button 9, the middle stop button 10, and the right stop button 11 that are operated first are notified.

[0113] In addition, FIG. 12 shows the settings used for the point acquisition lottery in the CZ mode (see FIG. 12(B)). Here, in this embodiment, when the result of the hand determination is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, a CZ point lottery is performed. When winning this lottery, 12 points are obtained as CZ points. That is, when winning the point acquisition lottery in the CZ mode, the system normally shifts to the AT mode.

[0114] <Settings used in the BB mode> FIG. 13 shows the settings used in the BB mode stored in the main ROM 300.

[0115] FIG. 13 shows the number of symbols placed (see FIG. 13(A)) used in the point acquisition lottery in red BB mode. Here, in this embodiment, when the symbol combination is three bells or a follow-up eye, a lottery is held to acquire points for acquiring the "number of navigation stocks according to the points acquired during BB mode" (see FIG. 13(C)). Specifically, in red BB mode, when the symbol combination is a follow-up eye, points are always acquired. Specifically, for a denominator of 65536, the number of 1 point (1P) placed is 60,000, and the number of 2 points (2P) placed is 5,536. On the other hand, when the symbol combination is three bells, points may not be acquired. Specifically, for a denominator of 65536, the number of 1 point (1P) placed is 32,768, and the number of 2 points (2P) placed is 10,000. The acquired points are cumulatively added and stored in the BB point memory area 436.

[0116] Also, Figure 13 shows the number of places used in the point acquisition lottery in blue BB mode (see Figure 13(B)). Here, in this embodiment, a lottery is held to acquire points to acquire "the number of navigation stocks according to the points acquired in BB mode" (see Figure 13(C)). Note that, as in red BB mode, points are always acquired in the case of a follow-up eye, and points may not be acquired in the case of a three-bell. Other differences from red BB mode include the fact that there are more 2-point (2P) places in follow-up eyes, and that there are more 2-point (2P) places in the case of a three-bell.

[0117] In this way, by making it possible to always earn points with a follow-up eye, but not necessarily with three bells, it is possible to compensate for losses, as described in Figure 9, and it is possible to give meaning (significance) to both stopping a follow-up eye and stopping three bells.

[0118] 13 also shows the "number of navi stocks according to points acquired during BB mode" (see FIG. 13(C)). In this embodiment, if the points acquired at the end of BB mode are 0 to 10, 1 navi stock is assigned, if the points acquired at the end of BB mode are 11 to 19, 2 navi stocks are assigned, if the points acquired at the end of BB mode are 20 to 24, 3 navi stocks are assigned, if the points acquired at the end of BB mode are 25 to 29, 4 navi stocks are assigned, and if the points acquired at the end of BB mode are 30 or more, 8 navi stocks are assigned.

[0119] For example, in red BB mode, the BB game number counter 417 is set to 15, but if the condition device is push order bell BA to push order bell BF, by pressing the left stop button 9, the center stop button 10, and the right stop button 11 according to the push order navigation, 15 bells (for example, right downward bell Ba, right downward bell Bb, etc.) can be acquired, and the points acquired will be 0. In other words, if the red BB mode is played by following all the push order navigation, the points acquired at the end of BB mode will be 0. On the other hand, if the follow-up eye is stopped without completely following the push order navigation, or if three bells are stopped by following only the push order navigation for the first stop and not following the push order navigation for the second stop and thereafter, a point acquisition lottery will be executed based on the number of places in FIG. 13(A).

[0120] Therefore, if you play according to the push order navigation in BB mode, you will be able to win more medals in BB mode, but it will be harder to win navigation stocks in the normal AT mode that you can switch to afterwards, and you will be able to win fewer medals in the normal AT mode.On the other hand, if you play without following the push order navigation in BB mode, you will be able to win fewer medals in BB mode, but it will be easier to win navigation stocks in the normal AT mode that you can switch to afterwards, and you will be able to win more medals in the normal AT mode.This allows the player to choose which method to use, broadening the range of gameplay and increasing the enjoyment of the game.

[0121] Figure 13 also shows the number of entries allocated to the lottery for transition to normal AT mode during BB mode (see Figure 13(D)). The number in parentheses indicates the number of entries in red BB mode, and the number outside parentheses indicates the number of entries in blue BB mode. Here, in this embodiment, it is easier to win the lottery for transition to normal AT mode in blue BB mode than in red BB mode, and the higher the set value, the easier it is to win the lottery for transition to normal AT mode.

[0122] The transition rate from normal mode to BB mode and the transition rate from BB mode to normal AT mode shown in FIG. 13(D) can be set as appropriate, but it is preferable to make the transition from normal mode to BB mode easy and the transition from BB mode to normal AT mode difficult. As an example, it is assumed that the transition from normal mode to BB mode occurs with a probability of about 1 / 200, and the transition from BB mode to normal AT mode occurs with a probability of about 1 / 2000. This provides an opportunity to acquire many navigation stocks by frequently transitioning to BB mode, and by using the acquired navigation stocks in normal AT mode, many game media can be acquired, making the transition to normal AT mode more valuable. Furthermore, since gameplay can be continued until the acquired navigation stocks are used (until transition to normal AT mode) this is also effective in increasing the operation of the slot machine 1.

[0123] Also, if the number of times that the mode does not transition from BB mode to normal AT mode reaches a predetermined number of times in a row (for example, 10 times), the mode may be transitioned to normal AT mode as a through ceiling. This prevents the navigation stock from being consumed forever, which can become a source of dissatisfaction for the player.

[0124] <Numbers normally used in AT mode> FIG. 14 shows the numbers stored in the main ROM 300 and used in the normal AT mode.

[0125] FIG. 14 shows the settings used for ATBB draws (see FIG. 14(A)). Here, in this embodiment, when the result of the hand evaluation is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, an ATBB mode draw is performed. If the player wins this draw, the player will enter the ATBB preparation mode.

[0126] Also, FIG. 14 shows the settings used for normal AT mode navestock draws (see FIG. 14(B)). Here, in this embodiment, when the result of the hand evaluation is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, a normal AT mode navestock draw is performed. If the player wins this draw, the normal AT mode navestock will be added.

[0127] Also, FIG. 14 shows the settings used for ATBB draws at the time of point MAX (see FIG. 14(C)). Here, in this embodiment, when the AT points reach 10 points, a draw will be performed to determine whether to shift to the ATBB mode. If the player wins this draw, the player will enter the ATBB preparation mode.

[0128] <Settings used in the ATBB mode> FIG. 15 shows the settings used in the ATBB mode stored in the main ROM 300.

[0129] FIG. 15 shows the settings used for navestock draws in the red ATBB mode (see FIG. 15(A)). Here, in this embodiment, when the result of the hand evaluation is a weak cherry, a strong cherry, a watermelon, a weak chance hand, or a strong chance hand, a navestock draw is performed. If the player wins this navestock draw, the normal AT mode navestock will be added.

[0130] Figure 15 also shows the number of symbols used in the navigation stock lottery in blue ATBB mode (see Figure 15(B)). In this embodiment, the navigation stock lottery is held when the result of the role determination is a weak cherry, a strong cherry, a watermelon, a weak chance role, or a strong chance role, and if the navigation stock lottery is won, the navigation stocks in the normal AT mode are added. It should be noted that it is easier to win the navigation stock lottery in blue ATBB mode than in red ATBB mode.

[0131] 15 also shows the follow-up eye in red ATBB mode and the navigation stock table for three bells (see FIG. 15(C)). In this embodiment, in red ATBB mode, two navigation stocks are awarded for a follow-up eye, and one navigation stock is awarded for three bells.

[0132] Figure 15 also shows the follow-up eye in blue ATBB mode and the navigation stock table for three bells (see Figure 15(D)). Here, in this embodiment, in blue ATBB mode, three navigation stocks are awarded for a follow-up eye, and two navigation stocks are awarded for three bells. In other words, more navigation stocks are awarded in blue ATBB mode than in red ATBB mode. The reason why more navigation stocks are awarded for a follow-up eye than for three bells is the same as that described in Figure 9.

[0133] <Number used in pullback mode> FIG. 16 illustrates the numbers stored in the main ROM 300 that are used in the pullback mode.

[0134] Figure 16 shows the number of places used in the draw-back lottery (see Figure 16). Here, in this embodiment, if the result of the role determination is a strong cherry, a weak chance role, or a strong chance role, a draw-back lottery in the normal AT mode is performed, and if this draw-back lottery is won, the game will return to the normal AT mode.

[0135] <Each storage area of ​​the main RAM 400> FIG. 17 illustrates each storage area of ​​the main RAM 400.

[0136] 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.

[0137] The gaming status memory area 402 stores the current gaming status of the slot machine 1. When the current gaming status is a normal gaming status, the value of the gaming status memory area 402 is 0, when the current gaming status is an RT gaming status, the value of the gaming status memory area 402 is 1, and when the current gaming status is a consecutive winning status, the value of the gaming status memory area 402 is 2.

[0138] The result of the hand determination is stored in the condition device storage area 403. If the hand determination result is a miss, the value of the condition device storage area 403 becomes 0, if the hand determination result is BB, the value of the condition device storage area 403 becomes 1, if the hand determination result is BB+base hand, the value of the condition device storage area 403 becomes 2, if the hand determination result is replay RA, the value of the condition device storage area 403 becomes 3, if the hand determination result is replay RB, the value of the condition device storage area 403 becomes 4, if the hand determination result is replay RC, the value of the condition device storage area 403 becomes 5, If the result of the role determination is replay RD, the value of the condition device memory area 403 will be 6; if the result of the role determination is weak cherry, the value of the condition device memory area 403 will be 7; if the result of the role determination is strong cherry, the value of the condition device memory area 403 will be 8; if the result of the role determination is watermelon, the value of the condition device memory area 403 will be 9; if the result of the role determination is a strong chance role, the value of the condition device memory area 403 will be 10; and if the result of the role determination is a strong chance role, the value of the condition device memory area 403 will be 11.

[0139] 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 12, if the result of the role determination is push order bell BB, the value of the condition device memory area 403 will be 13, if the result of the role determination is push order bell BC, the value of the condition device memory area 403 will be 14, if the result of the role determination is push order bell BD, the value of the condition device memory area 403 will be 15, if the result of the role determination is push order bell BE, the value of the condition device memory area 403 will be 16, if the result of the role determination is push order bell BF, the value of the condition device memory area 403 will be 17, if the result of the role determination is a base role, the value of the condition device memory area 403 will be 18, if the result of the role determination is JAC role JA, the value of the condition device memory area 403 will be 19, if the result of the role determination is JAC role JB, the value of the condition device memory area 403 will be 20, and if the result of the role determination is JAC role JC, the value of the condition device memory area 403 will be 21.

[0140] 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 red watermelon symbol 1008 (number 12), the value stored in the left stop position memory area 404 is 12.

[0141] The center stop position memory area 405 stores information about the stop position of the center reel 7. For example, if the symbol that has stopped on the activated line when the center reel 7 stops is the red BB symbol 1001 (number 12), the value stored in the center stop position memory area 405 is 12.

[0142] 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 red BB symbol 1001 (number 12), the value stored in the middle stop position memory area 405 is 12.

[0143] Information about the winning symbol combination is stored in the winning information storage area 407. If the winning symbol combination is a downward-right bell Ba, the value of the winning information storage area 407 will be 0, if the winning symbol combination is a downward-right bell Bb, the value of the winning information storage area 407 will be 1, if the winning symbol combination is a downward-right bell Bc, the value of the winning information storage area 407 will be 2, if the winning symbol combination is a upward-right bell Bd, the value of the winning information storage area 407 will be 3, and if the winning symbol combination is a upward-right bell Be, the value of the winning information storage area 407 will be 4. is 4, and if the winning symbol combination is a right-up bell Bf, the value of the winning information storage area 407 will be 5, if the winning symbol combination is a lower bell Bg, the value of the winning information storage area 407 will be 6, if the winning symbol combination is a lower bell Bh, the value of the winning information storage area 407 will be 7, if the winning symbol combination is an upper bell Bi, the value of the winning information storage area 407 will be 8, and if the winning symbol combination is an upper bell Bj, the value of the winning information storage area 407 will be 9.

[0144] In addition, if the winning symbol combination is a middle bell Bk, the value of the winning information storage area 407 will be 10, if the winning symbol combination is a middle bell Bl, the value of the winning information storage area 407 will be 11, if the winning symbol combination is a middle bell Bm, the value of the winning information storage area 407 will be 12, if the winning symbol combination is a middle bell Bn, the value of the winning information storage area 407 will be 13, if the winning symbol combination is a follow-up eye Fa, the value of the winning information storage area 407 will be 14, if the winning symbol combination is a follow-up eye Fb, the value of the winning information storage area 407 will be 15, The value of the prize information storage area 407 will be 15, and if the winning symbol combination is a follow-up eye Fc, the value of the prize information storage area 407 will be 16, if the winning symbol combination is a right-up replay Ra, the value of the prize information storage area 407 will be 17, if the winning symbol combination is a middle replay Rb, the value of the prize information storage area 407 will be 18, if the winning symbol combination is a red BB replay Rc, the value of the prize information storage area 407 will be 19, and if the winning symbol combination is a blue BB replay Rd, the value of the prize information storage area 407 will be 20.

[0145] In addition, if the winning symbol combination is a lower watermelon Wa, the value of the winning information storage area 407 will be 21; if the winning symbol combination is a right-up watermelon Wb, the value of the winning information storage area 407 will be 22; if the winning symbol combination is a right-down watermelon Wc, the value of the winning information storage area 407 will be 23; if the winning symbol combination is a small mountain watermelon Wd, the value of the winning information storage area 407 will be 24; and if the winning symbol combination is a weak chance eye Ca, the value of the winning information storage area 407 will be 25. That is, if the winning symbol combination is a weak chance eye Cb, the value of the winning information storage area 407 will be 26; if the winning symbol combination is a weak chance eye Cc, the value of the winning information storage area 407 will be 27; if the winning symbol combination is a strong chance eye Cd, the value of the winning information storage area 407 will be 28; if the winning symbol combination is a strong chance eye Ce, the value of the winning information storage area 407 will be 29; and if the winning symbol combination is a strong chance eye Cf, the value of the winning information storage area 407 will be 30.

[0146] In addition, if the winning symbol combination is a corner cherry CYa, the value of the winning information storage area 407 will be 31, if the winning symbol combination is a corner cherry CYb, the value of the winning information storage area 407 will be 32, if the winning symbol combination is a push order chance eye, the value of the winning information storage area 407 will be 33, and if the winning symbol combination is BB, the value of the winning information storage area 407 will be 34.

[0147] The mode memory area 408 stores the current mode of the slot machine 1. If the current mode is the reset mode, the value of the mode memory area 408 is 0; if the current mode is the normal mode, the value of the mode memory area 408 is 1; if the current mode is the CZ precursor mode, the value of the mode memory area 408 is 2; if the current mode is the BB precursor mode, the value of the mode memory area 408 is 3; if the current mode is the F precursor mode, the value of the mode memory area 408 is 4; if the current mode is the CZ mode, the value of the mode memory area 408 is 5; if the current mode is the BB preparation mode, the value of the mode memory area 408 is 6; and if the current mode is the red BB mode, the value of the mode memory area 408 is 7.

[0148] In addition, if the current mode is blue BB mode, the value of mode memory area 408 will be 8; if the current mode is normal AT mode, the value of mode memory area 408 will be 9; if the current mode is ATBB preparation mode, the value of mode memory area 408 will be 10; if the current mode is red ATBB mode, the value of mode memory area 408 will be 11; if the current mode is blue ATBB mode, the value of mode memory area 408 will be 12; and if the current mode is pull-back mode, the value of mode memory area 408 will be 13.

[0149] The number of games played in the reset mode is stored in the RST game number counter 409. In this embodiment, a value of 0 to 32 is stored in the RST game number counter 409.

[0150] The ceiling game number counter 410 stores the number of games up to the ceiling. Specifically, the ceiling game number counter 410 stores the maximum number of games played in normal mode. In this embodiment, a value between 0 and 868 is stored in the ceiling game number counter 410.

[0151] Information on whether BB has been won is stored in the BB flag storage area 411. Specifically, when the value of the BB flag storage area 411 is 0, it means that BB has not been won, and when the value of the BB flag storage area 411 is 1, it means that BB has been won. The BB flag storage area 411 retains its storage until power is not supplied to the slot machine 1 for a predetermined period of time and the storage in the main RAM 400 is no longer retained.

[0152] Information related to freeze is stored in the freeze information storage area 412. Specifically, when the value of the freeze information storage area 412 is 0, it means that no information related to freeze is stored. On the other hand, when the value of the freeze information storage area 412 is 1, it means that information related to freeze is stored.

[0153] Normal points are stored in the normal point storage area 413. In this embodiment, values ​​of 0 to 10 are stored in the normal point storage area 413.

[0154] The number of games played in the premonition mode is stored in the premonition game number counter 414. Specifically, when the value of the premonition game number counter 414 reaches 0 while in the CZ premonition mode, the mode transitions to the CZ mode, when the value of the premonition game number counter 414 reaches 0 while in the BB premonition mode, the mode transitions to the BB preparation mode, and when the value of the premonition game number counter 414 reaches 0 while in the F premonition mode, the mode transitions to the normal mode.

[0155] Information about the BB mode that was won is stored in the winning BB memory area 415. Specifically, if the red BB mode is won, the value of the winning BB memory area 415 becomes 1, and if the blue BB mode is won, the value of the winning BB memory area 415 becomes 2. Note that if neither the red BB nor the blue BB mode is won, the value of the winning BB memory area 415 becomes 0.

[0156] The number of games played in the CZ mode is stored in the CZ game number counter 416. In this embodiment, a value of 0 to 12 is stored in the CZ game number counter 416.

[0157] The number of games played in the BB mode is stored in the BB game number counter 417. In this embodiment, a value of 0 to 20 is stored in the BB game number counter 417.

[0158] The AT navigation count counter 418 stores the number of navigations played in AT mode. For example, when the push order bell BC is won and the left and right are displayed in the instruction information, the AT navigation count counter 418 is updated (decremented). In this embodiment, a value between 0 and 65535 is stored in the AT navigation count counter 418.

[0159] Information about the ATBB mode that was won is stored in the winning ATBB memory area 419. Specifically, if the red ATBB mode is won, the value of the winning ATBB memory area 419 becomes 1, and if the blue ATBB mode is won, the value of the winning ATBB memory area 419 becomes 2. Note that if neither the red ATBB nor the blue ATBB mode is won, the value of the winning ATBB memory area 419 becomes 0.

[0160] The number of games played in the ATBB mode is stored in the ATBB game number counter 420. In this embodiment, a value of 0 to 20 is stored in the ATBB game number counter 420.

[0161] The number of games played in the pull-back mode is stored in the pull-back game number counter 421. In this embodiment, a value of 0 to 4 is stored in the pull-back game number counter 421.

[0162] Information relating to the time when the freeze is to be executed is stored in the freeze timer 422. In this embodiment, when the freeze is to be executed, the freeze timer 422 is set to 10000.

[0163] The wait timer 423 stores a time to prevent the time of one game from running too quickly. In this embodiment, the wait timer 423 is set to 4100.

[0164] Information about the advantageous zone is stored in the advantageous zone storage area 424. Here, if it is a normal zone, the value of the advantageous zone storage area 424 becomes 0, and if it is an advantageous zone, the value of the advantageous zone storage area 424 becomes 1.

[0165] The number of times that the downward right bell, upward right bell, and lower bell have been won in the CZ mode is stored in the winning counter 425. In this embodiment, the winning counter 425 stores values ​​from 0 to 12.

[0166] The total winning counter 426 stores the number of times the downward-right bell, upward-right bell, and lower-row bell have been won in CZ mode. In this embodiment, the total winning counter 426 stores values ​​from 0 to 12. The difference between the winning counter 425 and the total winning counter 426 will be explained later.

[0167] Information about the navigation flag is stored in the navigation flag storage area 427. In this embodiment, when the value of the navigation flag storage area 427 is 1 and the result of the role determination is a push order bell, one of the following instruction information is determined: left center right, instruction information left left center, instruction information center left right, instruction information center right left, instruction information right left center, instruction information right center left.

[0168] The number of games played in the advantageous zone is stored in the advantageous zone game number counter 428. In this embodiment, a value of 0 to 1500 is stored in the advantageous zone game number counter 428.

[0169] The first set value suggestion section storage area 429 stores information relating to the lighting and extinguishing of the first set value suggestion section 51. Here, when the value of the first set value suggestion section storage area 429 is 0, the first set value suggestion section 51 is lit, and when the value of the first set value suggestion section storage area 429 is 1, the first set value suggestion section 51 is extinguished.

[0170] The second set value suggestion section storage area 430 stores information relating to the lighting and extinguishing of the second set value suggestion section 52. Here, when the value of the second set value suggestion section storage area 430 is 0, the second set value suggestion section 52 is lit, and when the value of the second set value suggestion section storage area 430 is 1, the second set value suggestion section 52 is extinguished.

[0171] The third set value suggestion section storage area 431 stores information relating to the lighting and extinguishing of the third set value suggestion section 53. Here, when the value of the third set value suggestion section storage area 431 is 0, the third set value suggestion section 53 is lit, and when the value of the third set value suggestion section storage area 431 is 1, the third set value suggestion section 53 is extinguished.

[0172] The fourth set value suggestion section memory area 432 stores information relating to the lighting and extinguishing of the fourth set value suggestion section 54. Here, when the value of the fourth set value suggestion section memory area 432 is 0, the fourth set value suggestion section 54 is lit, and when the value of the fourth set value suggestion section memory area 432 is 1, the fourth set value suggestion section 54 is extinguished.

[0173] The fifth set value suggestion section storage area 433 stores information relating to the lighting and extinguishing of the fifth set value suggestion section 55. Here, when the value of the fifth set value suggestion section storage area 433 is 0, the fifth set value suggestion section 55 is lit, and when the value of the fifth set value suggestion section storage area 433 is 1, the fifth set value suggestion section 55 is extinguished.

[0174] The sixth set value suggestion section storage area 434 stores information relating to the lighting and extinguishing of the sixth set value suggestion section 56. Here, when the value of the sixth set value suggestion section storage area 434 is 0, the sixth set value suggestion section 56 is lit, and when the value of the sixth set value suggestion section storage area 434 is 1, the sixth set value suggestion section 56 is extinguished.

[0175] The advantageous zone number counter 435 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 435.

[0176] BB-time points are stored in the BB-time point storage area 436. In this embodiment, values ​​of 0 to 64 are stored in the BB-time point storage area 436.

[0177] Information about the winning normal AT mode is stored in the winning AT memory area 437. Specifically, if the lottery for transitioning to the normal AT mode is not won, the value of the winning AT memory area 437 becomes 0, and if the lottery for transitioning to the normal AT mode is won, the value of the winning AT memory area 437 becomes 1.

[0178] ATBB lottery points are stored in the ATBB lottery point counter 438. In this embodiment, a value of 0 to 10 is stored in the ATBB lottery point counter 438.

[0179] <Relationship between instruction information and dispensing display unit 14> FIG. 18 illustrates the relationship between the instruction information and the payout display unit 14.

[0180] The instruction information in this embodiment is provided as no instruction information, left-center-right instruction information, left-center instruction information, left-center instruction information, center-left and right instruction information, center-right-left instruction information, right-left-center instruction information, right-center-left instruction information, left instruction information, center instruction information, and right instruction information.

[0181] When "no instruction information" is determined, nothing is displayed on the payout display unit 14 as shown in Fig. 18. For example, "no instruction information" is selected in the reset mode or normal mode.

[0182] When the instruction information left, center, right is determined, the payout display unit 14 becomes a display mode as shown in Fig. 18. For example, the instruction information left, center, right is selected when the condition device is the push order bell BA.

[0183] When the instruction information left, right, middle is determined, the payout display unit 14 becomes a display mode as shown in Fig. 18. For example, the instruction information left, right, middle is selected when the condition device is the push order bell BB.

[0184] When the instruction information middle left and right is determined, the payout display unit 14 becomes a display mode as shown in Fig. 18. For example, the instruction information middle left and right is selected when the condition device is the push order bell BC.

[0185] When the instruction information middle right left is determined, the payout display unit 14 becomes a display mode as shown in Fig. 18. For example, the instruction information middle right left is selected when the condition device is the push order bell BD.

[0186] When the instruction information right left middle is determined, the payout display unit 14 becomes a display mode as shown in Fig. 18. For example, the instruction information middle left right is selected when the condition device is the push order bell BE.

[0187] When the instruction information right center left is determined, the payout display unit 14 becomes a display mode as shown in Fig. 18. For example, the instruction information right center left is selected when the condition device is the push order bell BF.

[0188] When the instruction information left is determined, the payout display unit 14 will be displayed as shown in Fig. 18. For example, the instruction information left is selected when the condition device is the push order bell BA or the push order bell BB in the CZ mode.

[0189] When the instruction information is determined, the payout display unit 14 will be displayed as shown in Fig. 18. For example, the instruction information is selected when the condition device is the push order bell BC or the push order bell BD in the CZ mode.

[0190] When the instruction information right is determined, the payout display unit 14 will have a display mode as shown in Figure 18. For example, the instruction information right is selected when the condition device is the push order bell BE or the push order bell BF in CZ mode. Also, the instruction information right is selected when the condition device is the push order bell BE or the push order bell BF in normal mode and the instruction information lottery (Figure 9 (G)) is won.

[0191] <Power-on process for main control board 100> FIG. 19 shows a flowchart of the power-on process for the main control board 100.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] <Game Progress Control Processing of the Main Control Board 100> FIG. 20 shows a flowchart of the game progress control process of the main control board 100.

[0196] 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.

[0197] 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.

[0198] 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, the 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 is won, it is stored in the BB flag storage area 411.

[0199] In step B4, mode-specific processing is performed by the main CPU 200. Here, the mode-specific processing will be explained using FIG.

[0200] In step B5, wait processing is performed by the main CPU 200. The wait processing will be explained here with reference to FIG.

[0201] 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.

[0202] In step B7, the main CPU 200 performs a reel stop process. Specifically, if operation of the left stop button 9 is detected in the process of step B6, the left reel 6 is controlled to stop, and information about the symbols that have stopped on the activated line is stored in the left stop position memory area 404. If operation of the center stop button 10 is detected, the center reel 7 is controlled to stop, and information about the symbols that have stopped on the activated line is stored in the center stop position memory area 405. If operation of the right stop button 11 is detected, the right reel 8 is controlled to stop, and information about the symbols that have stopped on the activated line is stored in the right stop position memory area 406.

[0203] In step B8, the main CPU 200 determines whether the left reel 6, center reel 7, and right reel 8 have all stopped.

[0204] In step B9, the main CPU 200 performs a winning determination process. Specifically, it determines whether a winning has occurred based on the combination of symbols on the activated line (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.

[0205] In step B10, medal payout processing is performed by the main CPU 200. 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.

[0206] 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.

[0207] In step B12, a mode management process after total stop is performed by the main CPU 200. Here, the mode management process after total stop will be described with reference to FIG.

[0208] 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.

[0209] In step B14, the main CPU 200 performs a setting value suggestion section management process. Specifically, a drawing is performed to turn off the setting value suggestion section 50. In this embodiment, the drawing is performed with a probability of 1 / 8192 per game. If the drawing to turn off the setting value suggestion section is won, information on the setting value suggestion sections that are lit from the first setting value suggestion section memory area 429 to the sixth setting value suggestion section memory area 434 is read out, and a drawing is performed with equal probability.

[0210] For example, if the value stored in the setting value memory area 401 is 1 (i.e., the setting value is 1), and the values ​​stored in the first setting value suggestion section memory area 429 to the sixth setting value suggestion section memory area 434 are all 0 (i.e., the first setting value suggestion section 51 to the sixth setting value suggestion section 56 are all lit), then if the light-off lottery is won, the second setting value suggestion section 52 to the sixth setting value suggestion section 56, excluding the first setting value suggestion section 51, will be the sections that will be turned off. Therefore, the second setting value suggestion section 52 to the sixth setting value suggestion section 56 will each have a 1 / 5 probability of being turned off. This will be described in more detail below.

[0211] <Mode-specific processing subroutines> FIG. 21 shows the subroutine for mode-specific processing performed in step B4.

[0212] 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.

[0213] 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. 22 to 33) according to the value read in the process of step C1.

[0214] <Reset mode processing subroutine> The reset mode processing subroutine is shown in Figure 22. Here, the reset 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.

[0215] In step D1, the main CPU 200 performs a process of subtracting 1 from the RST game number counter 409.

[0216] <Normal mode processing subroutine> The normal mode processing subroutine is shown in Figure 23. 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 1 as a result of the mode read process in step C1.

[0217] In step E1, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 410.

[0218] In step E2, the main CPU 200 determines whether the condition unit is BB. Specifically, it determines whether the value stored in the condition unit storage area 403 is 1.

[0219] In step E3, a process for setting a freeze is performed by the main CPU 200. Specifically, a process for setting 1 in the freeze information storage area 412 is performed.

[0220] In step E4, CZ lottery processing is performed by the main CPU 200. Specifically, the lottery for the CZ mode is performed using the number of symbols assigned to the lottery for the CZ mode shown in Figure 9(A).

[0221] In step E5, the main CPU 200 determines whether or not the CZ mode has been won.

[0222] In step E6, a process for determining the number of CZ premonition games is performed by the main CPU 200. Specifically, the number of premonition games is drawn using the number of placements assigned to the drawing of the number of premonition games shown in Figure 9(C).

[0223] In step E7, a BB drawing process is performed by the main CPU 200. Specifically, the BB mode drawing is performed using the numbers assigned to the BB mode drawing shown in Fig. 9(B).

[0224] In step E8, the main CPU 200 determines whether or not the BB mode has been won.

[0225] In step E9, a process of determining the number of BB premonition games is performed by the main CPU 200. Specifically, the number of premonition games is drawn using the set numbers assigned to the drawing of the number of premonition games shown in FIG. 9(C).

[0226] In step E10, the main CPU 200 determines whether the push order bell BE or the push order bell BF has been won. Specifically, it determines whether the value of the condition device memory area 403 is 16 or 17.

[0227] In step E11, the main CPU 200 performs the navigation lottery process. Specifically, the navigation lottery is performed using the number of balls assigned to the navigation lottery shown in FIG. 9(G). If the navigation lottery process is won, even in normal mode, instruction information is displayed on the payout display unit 14 and the operation sequence is displayed on the image display device 26 (see FIG. 58). On the other hand, if the navigation lottery process is not won, instruction information is not displayed on the payout display unit 14 and the operation sequence is not displayed on the image display device 26. In this way, even in normal mode, the operation sequence can be displayed when the push order bell BE or push order bell BF is won, so that the payout rate (payout) in a specified time can be prevented from dropping too much.

[0228] In step E12, the main CPU 200 determines whether a rare combination has been won.

[0229] In step E13, the main CPU 200 performs a process of determining the number of premonition games F. Specifically, the number of premonition games is drawn using the set numbers assigned to the drawing of the number of premonition games shown in FIG.

[0230] In step E14, the main CPU 200 performs a lottery for obtaining normal time points. Specifically, the lottery for obtaining normal time points is performed using the number of pieces assigned to the lottery for obtaining normal time points shown in Figure 9(D). If the lottery for obtaining normal time points is won, one is added to the value in the normal time point memory area 413.

[0231] In step E15, the main CPU 200 determines whether the normal point has reached 10. Specifically, it determines whether the value in the normal point storage area 413 is 10.

[0232] In step E16, a BB lottery process when the normal point is at MAX is performed by the main CPU 200. Specifically, the BB mode lottery is performed using the number of balls placed that are allocated to the BB mode lottery when the normal point is at MAX, as shown in FIG.

[0233] <CZ Preadmonition Mode Processing Subroutine> Figure 24 shows the subroutine of the CZ preadmonition mode processing. Here, the subroutine of the CZ preadmonition mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 2 by the mode reading process of step C1.

[0234] In step F1, the main CPU 200 performs a process of subtracting 1 from the premonition game number counter 414.

[0235] In step F2, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 410.

[0236] <BB Preadmonition Mode Processing Subroutine> Figure 25 shows the subroutine of the BB preadmonition mode processing. Here, the subroutine of the BB preadmonition mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 3 by the mode reading process of step C1.

[0237] In step G1, the main CPU 200 performs a process of subtracting 1 from the premonition game number counter 414.

[0238] In step G2, the main CPU 200 determines whether the BB being aimed is a red BB. Specifically, it is determined whether the value of the aimed BB storage area 415 is 1.

[0239] In step G3, the main CPU 200 performs a promotion lottery. Specifically, the promotion lottery is performed using the number of placements assigned to the promotion lottery shown in FIG. 11.

[0240] In step G4, the main CPU 200 determines whether the promotion lottery was hit.

[0241] In step G5, the main CPU 200 performs a process of rewriting to the blue BB lottery. Specifically, a process of rewriting the value of the lottery BB storage area 415 to 2 is performed.

[0242] <Subroutine of F precursor mode processing> Figure 26 shows a subroutine of the F precursor mode processing. Here, the subroutine of the BB 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.

[0243] In step H1, the main CPU 200 performs a process of subtracting 1 from the precursor game number counter 414.

[0244] In step H2, the main CPU 200 performs a precursor rewrite lottery. Specifically, the precursor rewrite lottery is performed using the setting values assigned to the rewrite of the precursor mode shown in FIG. 10.

[0245] In step H3, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 410.

[0246] <Subroutine of CZ mode processing> Figure 27 shows a subroutine of the CZ mode processing. Here, the subroutine of the CZ mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 5 by the mode reading process of step C1.

[0247] In step I1, the main CPU 200 performs a process of subtracting 1 from the CZ game number counter 416.

[0248] In step I2, the main CPU 200 determines whether the conditional device is a push order bell. Specifically, based on the value of the conditional device storage area 403, it is determined whether the determination result of the hand is a push order bell.

[0249] In step I3, the main CPU 200 performs a navigation extraction process. Specifically, an extraction is performed to determine whether to notify the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 using the setting values used in the extraction of the instruction information in the CZ mode shown in FIG. 12(B). For example, when the judgment result of the role is the push order bell BA, the instruction information left is determined with a probability of 32768 / 65536, and the instruction information none is determined with a probability of 32768 / 65536.

[0250] In step I4, the main CPU 200 performs a process of subtracting 1 from the ceiling game number counter 410.

[0251] <Subroutine of BB preparation mode processing> FIG. 28 shows a subroutine of the BB preparation mode processing. Here, the subroutine of the BB preparation mode processing is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 6 by the mode reading process of step C1.

[0252] In step J1, the main CPU 200 determines whether the condition device is a push order bell. Specifically, based on the value of the condition device storage area 403, it is determined whether the judgment result of the role is a push order bell.

[0253] In step J2, the main CPU 200 performs a navigation determination process. Specifically, when the judgment result of the role is the push order bell BA, the instruction information left, middle, and right is determined; when the push order bell is BB, the instruction information left, right, and middle is determined; when the push order bell is BC, the instruction information middle, left, and right is determined; when the push order bell is BD, the instruction information middle, right, and left is determined; when the push order bell is BE, the instruction information right, left, and middle is determined; when the push order bell is BF, the instruction information right, middle, and left is determined.

[0254] )]] <Subroutine of BB mode processing> The BB mode processing subroutine is shown in Figure 29. Here, the BB mode processing subroutine is a process to which the process proceeds in step C2 when the value of the mode storage area 408 is 7 or 8 as a result of the mode read process in step C1.

[0255] In step K1, the main CPU 200 performs a process of subtracting 1 from the BB game number counter 417.

[0256] In step K2, the main CPU 200 determines whether the condition device is a push order bell. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the combination is a push order bell.

[0257] In step K3, the navigation determination process is performed by the main CPU 200. Specifically, if the result of the role determination is push order bell BA, the instruction information left, center, right is determined, if push order bell BB, the instruction information left, center, left is determined, if push order bell BC, the instruction information center, left, right is determined, if push order bell BD, the instruction information center, right, left is determined, if push order bell BE, the instruction information right, left, center is determined, and if push order bell BF, the instruction information right, center, left is determined.

[0258] In step K4, the main CPU 200 performs a normal AT mode transition lottery process. Specifically, when in red BB mode, the normal AT mode transition lottery is performed using the number of entries shown in parentheses in Figure 13(D), and when in blue BB mode, the normal AT mode transition lottery is performed using the number of entries shown outside the parentheses in Figure 13(D). In addition, if the normal AT mode transition lottery is won, it is stored in the winning AT memory area 437.

[0259] <Normal AT mode processing subroutine> The normal AT mode processing subroutine is shown in Figure 30. Here, the normal AT mode processing subroutine is a process to which the process proceeds in step C2 when the value of the mode storage area 408 is 9 as a result of the mode read process in step C1.

[0260] In step L1, the main CPU 200 determines whether the condition device is a rare combination. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the combination is a rare combination.

[0261] In step L2, the main CPU 200 performs an ATBB drawing. Specifically, the drawing in the ATBB mode is performed using the numbers used in the ATBB drawing shown in Figure 14 (A). If the drawing in the ATBB mode is won, the winning ATBB is stored in the winning ATBB memory area 419.

[0262] In step L3, the main CPU 200 performs a navigation stock lottery process. Specifically, the navigation stock lottery for the normal AT mode is performed using the number of pieces used in the navigation stock lottery for the normal AT mode shown in Figure 14 (B). If a player wins the navigation stock lottery for the normal AT mode, the result is stored in the AT navigation count counter 418.

[0263] In step L4, the main CPU 200 determines whether the condition device is a push order bell. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the combination is a push order bell.

[0264] In step L5, the main CPU 200 performs the AT navigation determination process. Specifically, when the value of the navigation flag memory area 427 is 1, if the result of the role determination is push order bell BA, the instruction information left, center, right is determined, if push order bell BB, the instruction information left, center, left is determined, if push order bell BC, the instruction information middle, left, right is determined, if push order bell BD, the instruction information middle, right, left is determined, if push order bell BE, the instruction information right, left, center is determined, and if push order bell BF, the instruction information right, center, left is determined.

[0265] On the other hand, when the value of the navigation flag storage area 427 is 1, and the result of the hand determination is the push order bell BA or the push order bell BB, the left instruction information is determined; when it is the push order bell BC or the push order bell BD, the middle instruction information is determined; and when it is the push order bell BE or the push order bell BF, the right instruction information is determined.

[0266] In step L6, the main CPU 200 performs a process of subtracting 1 from the AT navigation count counter 418.

[0267] <Subroutine of ATBB preparation mode process> FIG. 31 shows a subroutine of the ATBB preparation mode process. Here, the subroutine of the ATBB preparation mode process 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.

[0268] In step M1, the main CPU 200 determines whether the conditional device is a push order bell. Specifically, based on the value of the conditional device storage area 403, it is determined whether the result of the hand determination is a push order bell.

[0269] In step M2, the main CPU 200 performs a navigation determination process. Specifically, when the result of the hand determination is the push order bell BA, the left-middle-right instruction information is determined; when it is the push order bell BB, the left-right-middle instruction information is determined; when it is the push order bell BC, the middle-left-right instruction information is determined; when it is the push order bell BD, the middle-right-left instruction information is determined; when it is the push order bell BE, the right-left-middle instruction information is determined; and when it is the push order bell BF, the right-middle-left instruction information is determined.

[0270] <Subroutine of ATBB mode process> FIG. 32 shows a subroutine of the ATBB mode process. Here, the subroutine of the ATBB mode process is a process that is transferred in the process of step C2 when the value of the mode storage area 408 is 11 or 12 by the mode reading process of step C1.

[0271] In step N1, the main CPU 200 performs a process of subtracting 1 from the ATBB game number counter 420.

[0272] In step N2, the main CPU 200 determines whether the condition device is a push order bell. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the combination is a push order bell.

[0273] In step N3, the navigation determination process is performed by the main CPU 200. Specifically, if the result of the role determination is push order bell BA, the instruction information left, center, right is determined, if push order bell BB, the instruction information left, center, left is determined, if push order bell BC, the instruction information middle, left, right is determined, if push order bell BD, the instruction information middle, right, left is determined, if push order bell BE, the instruction information right, left, center is determined, if push order bell BF, the instruction information right, center, left is determined.

[0274] In step N4, the main CPU 200 determines whether a rare combination has been won. If a rare combination has been won, a navi stock acquisition lottery is held in step N5 (see Figures 15(A)(B)). If the navi stock acquisition lottery is won, the main CPU 200 stores the number of winnings (one to three) in the AT navi count counter 418.

[0275] <Return mode processing subroutine> The pullback mode processing subroutine is shown in Figure 33. Here, the pullback mode processing subroutine is a process to which the process proceeds in step C2 when the value of the mode storage area 408 is 13 as a result of the mode read process in step C1.

[0276] In step P1, the main CPU 200 performs a process of subtracting 1 from the return game number counter 421.

[0277] In step P2, a return drawing process is performed by the main CPU 200. Specifically, a return drawing is performed using the number of coins placed that is assigned to the return drawing shown in FIG.

[0278] <Wait processing subroutine> The wait processing subroutine is shown in Figure 34. Here, the wait processing subroutine is the processing carried out in step B6.

[0279] In step S1, it is determined whether or not it is time for freezing by the main CPU 200. Specifically, a freeze is set by the processing of step E3, and it is determined whether or not the value of the freeze information storage area 412 is 1.

[0280] In step S2, a process for executing a freeze is performed by the main CPU 200. Specifically, a process for setting the freeze timer 422 to 10000 is performed.

[0281] In step S3, the main CPU 200 determines whether the freeze has ended. Specifically, it determines whether the value of the freeze timer 422 has reached 0.

[0282] In step S4, the main CPU 200 determines whether the wait timer is 0. Specifically, it determines whether the value of the wait timer 423 has reached 0.

[0283] In step S5, the main CPU 200 sets the wait timer 423. Specifically, the wait timer 423 is set to 4100.

[0284] <Subroutine for mode management processing after total shutdown> The subroutine for the mode management process after a complete stop is shown in Figure 35. Here, the subroutine for the mode management process after a complete stop is the process performed in step B13.

[0285] In step T1, 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.

[0286] In step T2, the process proceeds to a mode-dependent process by the main CPU 200. Specifically, a process proceeds to a mode-dependent process (see FIGS. 36 to 47) according to the value read in the process of step T1.

[0287] <Subroutine for reset mode processing after total stop> The subroutine for the reset mode processing after a total stop is shown in Figure 36. Here, the subroutine for the reset mode processing after a total stop is a process to which the process is shifted in the process of step T2 when the value of the mode storage area 408 is 0 as a result of the mode read process of step T1.

[0288] In step U1, the main CPU 200 determines whether the value of the RST game number counter 409 is 0 or not.

[0289] In step U2, a process of setting a favorable zone is performed by the main CPU 200. Specifically, 1 is set in the favorable zone storage area 424.

[0290] In step U3, the main CPU 200 performs a process of transitioning to the normal mode. Specifically, information about the normal mode is set in the mode memory area 408. At this time, a process of setting the ceiling game number counter 410 to 868 is performed.

[0291] <Subroutine for normal mode processing after complete shutdown> The subroutine for the normal mode processing after a complete stop is shown in Figure 37. 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 T2 when the value of the mode storage area 408 is 1 as a result of the mode read process of step T1.

[0292] In step V1, the main CPU 200 determines whether 15 bells have been awarded. Specifically, it determines whether 15 bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 0 to 7, the process is affirmative.

[0293] In step V2, the main CPU 200 determines whether the three bells or the follow-up eye has won a prize. Specifically, it determines whether the three bells or the follow-up eye has won a prize based on the value of the prize information storage area 407. That is, if the value of the prize information storage area 407 indicates any of 8 to 13, it is determined that the three bells have won a prize, and if the value of the prize information storage area 407 indicates any of 14 to 16, it is determined that the follow-up eye has won a prize, and the process is affirmative.

[0294] In step V3, the main CPU 200 stores 1 as the navigation stock number. Specifically, 1 is stored in the AT navigation count counter 418. That is, in normal mode, when the condition device is the push order bell and the combination of all stopped symbols is a follow-up eye or a 3-bell, the navigation stock number is 1, which is less than the 3 in the BB preparation mode. As a result, in the BB preparation mode, a higher value is assigned to winning a follow-up eye or a 3-bell.

[0295] In step V4, the main CPU 200 determines whether a freeze has been executed.

[0296] In step V5, processing for transitioning to the BB preparation mode is performed by the main CPU 200. Specifically, information relating to the BB preparation mode is set in the mode storage area 408.

[0297] In step V6, it is determined whether or not a CZ has been won by the main CPU 200. Specifically, as a result of the CZ lottery processing in step E4, it is determined whether or not a CZ mode lottery has been won.

[0298] In step V7, processing to transition to the CZ precursor mode is performed by the main CPU 200. Specifically, information about the CZ precursor mode is set in the mode storage area 408.

[0299] In step V8, it is determined whether or not the BB has been won by the main CPU 200. Specifically, as a result of the BB lottery processing in step E7, it is determined whether or not the BB mode lottery has been won.

[0300] In step V9, processing for transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information relating to the BB precursor mode is set in the mode storage area 408.

[0301] In step V10, the main CPU 200 determines whether or not the F premonition mode has been entered. Specifically, it is determined that a rare combination has been won in step E10, and it is determined whether or not the number of F premonition games has been determined by the processing of step E11.

[0302] In step V11, the main CPU 200 performs a process of transitioning to the F precursor mode. Specifically, information about the F precursor mode is set in the mode storage area 408.

[0303] At step V12, the main CPU 200 determines whether the ceiling game number counter 410 is 0 or not.

[0304] In step V13, the main CPU 200 performs a process of transitioning to the normal AT mode. Specifically, information about the normal AT mode is set in the mode storage area 408.

[0305] In step V14, the main CPU 200 determines whether or not it is time to transition to the RT gaming state.

[0306] In step V15, the AT mode lottery process at the time of transition to RT is performed by the main CPU 200. Specifically, the lottery for the AT mode (specifically, the normal AT mode) is performed using the number of balls placed (see FIG. 9(F)) assigned to the lottery for the AT mode at the time of transition to the RT game state.

[0307] In step V16, the main CPU 200 determines whether or not a winning ticket has been awarded in the AT mode lottery process at the time of transition to RT.

[0308] In step V17, the main CPU 200 performs a process of transitioning to the normal AT mode. Specifically, information about the normal AT mode is set in the mode storage area 408.

[0309] In step V18, the main CPU 200 determines whether the normal point is 10. Specifically, it determines whether the value in the normal point storage area 413 is 10.

[0310] In step V19, the main CPU 200 performs the AT lottery process when the points are at MAX. Specifically, the lottery for the BB mode is performed using the number of places allocated to the lottery for the BB mode when the points are at MAX during normal play (see FIG. 9(E)).

[0311] In step V20, the main CPU 200 determines whether or not the AT lottery process has been won when the points reach MAX.

[0312] In step V21, the main CPU 200 performs a process to transition to the BB precursor mode. Specifically, information about the AT precursor mode is set in the mode memory area 408. Note that if the player does not win the AT lottery process when the points are MAX, the mode may transition to the F precursor mode.

[0313] Note that the initial value of the navigation stock number may be different when transitioning to normal AT mode via the V12 and V13 processes, or when transitioning to normal AT mode via the V16 and V17 processes, compared to when transitioning from BB mode to normal AT mode. For example, when transitioning to normal AT mode via the V12 and V13 processes, or when transitioning to normal AT mode via the V16 and V17 processes, the initial value of the navigation stock number may be higher or lower than when transitioning from BB mode to normal AT mode. Also, the initial value may be a uniform "5" in both cases.

[0314] <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 38. Here, the subroutine for processing the CZ precursor mode after a full stop is a process that is transitioned to in the processing of step T2 when the value of the mode memory area 408 is 2 as a result of the mode read processing of step T1.

[0315] In step W1, the main CPU 200 determines whether the value of the premonition game number counter 414 is 0 or not.

[0316] In step W2, processing to transition to the CZ mode is performed by the main CPU 200. Specifically, information about the CZ mode is set in the mode storage area 408.

[0317] In step W3, the main CPU 200 determines whether the ceiling game number counter 410 is 0 or not.

[0318] In step W4, the main CPU 200 performs processing to transition to the normal AT mode. Specifically, information about the normal AT mode is set in the mode storage area 408. The initial value of the navigation stock number here may also be the same as that described above with reference to FIG.

[0319] <Subroutine for processing BB precursor mode after full stop> The subroutine for the after-all-stop BB precursor mode processing is shown in Figure 39. Here, the after-all-stop BB precursor mode processing subroutine is a process that is transitioned to in the process of step T2 when the value of the mode storage area 408 is 3 as a result of the mode read process of step T1.

[0320] In step X1, the main CPU 200 determines whether the value of the premonition game number counter 414 is 0 or not.

[0321] In step X2, processing for transitioning to the BB preparation mode is performed by the main CPU 200. Specifically, information relating to the BB preparation mode is set in the mode storage area 408.

[0322] <Subroutine for processing F precursor mode after full stop> The subroutine for the after-full-stop F precursor mode processing is shown in Figure 40. Here, the after-full-stop F precursor mode processing subroutine is a process transitioned to in the processing of step T2 when the value of the mode memory area 408 is 4 as a result of the mode read processing of step T1.

[0323] In step Y1, the main CPU 200 determines whether or not the rewrite lottery has been won. Specifically, it determines whether or not the premonition rewrite lottery of step H2 has been won.

[0324] In step Y2, processing for transitioning to the BB precursor mode is performed by the main CPU 200. Specifically, information about the BB precursor mode is set in the mode storage area 408.

[0325] In step Y3, the main CPU 200 determines whether the ceiling game number counter 410 is 0.

[0326] In step Y4, the main CPU 200 performs processing to transition to the normal AT mode. Specifically, information about the normal AT mode is set in the mode storage area 408. The initial value of the navigation stock number here may also be the same as that described above with reference to FIG. 37.

[0327] In step Y5, the main CPU 200 determines whether the value of the premonition game number counter 414 is 0 or not.

[0328] In step Y6, processing to transition to the normal mode is performed by the main CPU 200. Specifically, information regarding the normal mode is set in the mode storage area 408.

[0329] <Subroutine for CZ mode processing after full stop> The subroutine for the CZ mode processing after all stops is shown in Figure 41. Here, the subroutine for the CZ mode processing after all stops is a process to which the process is shifted in the process of step T2 when the value of the mode storage area 408 is 5 as a result of the mode read process of step T1.

[0330] In step Z1, the main CPU 200 determines whether a bell has won. Specifically, it determines whether a downward-right bell, an upward-right bell, or a lower-row bell has won.

[0331] In step Z2, the main CPU 200 performs a process of adding 1 to the winning counter 425.

[0332] In step Z3, the main CPU 200 performs a process of adding 1 to the total winning counter 426.

[0333] In step Z4, the main CPU 200 determines whether a rare combination has been won.

[0334] In step Z5, a counter increment process is performed by the main CPU 200. Specifically, the value of the prize winning counter 425 and the value of the total prize winning counter 426 are added together.

[0335] In step Z6, the main CPU 200 determines whether the value of the total winning counter 426 is 12 or not.

[0336] In step Z7, the main CPU 200 performs a process to transition to the normal AT mode. Specifically, information about the normal AT mode is set in the mode storage area 408. At this time, the values ​​of the prize winning counter 425 and the total prize winning counter 426 are cleared.

[0337] In step Z8, the main CPU 200 determines whether the value of the CZ game number counter 416 is 0.

[0338] In step Z9, the main CPU 200 determines whether the value of the prize winning counter 425 is 3 or greater.

[0339] In step Z10, the main CPU 200 performs a process of resetting the CZ game number counter 416. Specifically, the CZ game number counter 416 is set to 12.

[0340] In step Z11, the main CPU 200 resets the prize winning counter 425. Specifically, the prize winning counter 425 is cleared. However, the value of the total prize winning counter 426 is not cleared.

[0341] In step Z12, the main CPU 200 performs a process to transition to the normal mode. Specifically, information about the normal mode is set in the mode storage area 408. At this time, the values ​​of the prize winning counter 425 and the total prize winning counter 426 are cleared.

[0342] <Subroutine for BB preparation mode processing after full stop> 42 shows the subroutine for the BB preparation mode processing after a full stop. Here, the subroutine for the BB preparation mode processing after a full stop is a process to which the process is shifted in the process of step T2 when the value of the mode storage area 408 is 6 by the mode reading process of step T1.

[0343] In step AA1, the main CPU 200 determines whether 15 bells have been awarded. Specifically, it determines whether 15 bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 0 to 7, the process is affirmative.

[0344] In step AA2, the main CPU 200 determines whether or not three bells have been awarded. Specifically, it determines whether or not three bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 8 to 13, the process is affirmative.

[0345] In step AA3, the main CPU 200 stores 3 as the navigation stock number. Specifically, 3 is stored in the AT navigation number counter 418.

[0346] In step AA4, the main CPU 200 determines whether the follow-up wins a prize. Specifically, it determines whether the follow-up wins a prize based on the value of the prize information storage area 407. That is, if the value of the prize information storage area 407 indicates any of 14 to 16, the process is affirmative.

[0347] In step AA5, the main CPU 200 stores 3 as the navigation stock number. Specifically, 3 is stored in the AT navigation number counter 418.

[0348] In step AA6, the main CPU 200 determines whether or not a red BB has been won. Specifically, it determines whether or not a red BB has been won based on the value stored in the winning BB memory area 415.

[0349] In step AA7, the main CPU 200 determines whether the condition device is a replay RC. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the hand determination is a replay RC.

[0350] In step AA8, the main CPU 200 performs processing to transition to the red BB mode. Specifically, information about the red BB mode is set in the mode memory area 408. At this time, the BB game number counter 417 is set to 15.

[0351] In step AA9, the main CPU 200 determines whether or not the blue BB has been won. Specifically, it determines whether or not the blue BB has been won based on the value stored in the winning BB memory area 415.

[0352] In step AA10, the main CPU 200 determines whether the condition device is a replay RD. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the winning combination is a replay RD.

[0353] In step AA11, the main CPU 200 performs processing to transition to the blue BB mode. Specifically, information about the blue BB mode is set in the mode memory area 408. At this time, the BB game number counter 417 is set to 20.

[0354] <Subroutine for BB mode processing after complete stop> 43 shows the subroutine for the BB mode processing after all stops. 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 T2 when the value of the mode storage area 408 is 7 or 8 as a result of the mode read process of step T1.

[0355] In step AB1, the main CPU 200 determines whether 15 bells have been awarded. Specifically, it determines whether 15 bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 0 to 7, the process is affirmative.

[0356] In step AB2, the main CPU 200 determines whether or not three bells have been awarded. Specifically, it determines whether or not three bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 8 to 13, the process is affirmative.

[0357] In step AB3, a point acquisition lottery process is performed by the main CPU 200. Specifically, if in red BB mode, a point acquisition lottery process is performed based on the number of placed balls corresponding to the three bells in Figure 13(A), and if in blue BB mode, a point acquisition lottery process is performed based on the number of placed balls corresponding to the three bells in Figure 13(B).

[0358] In step AB4, the main CPU 200 determines whether the follow-up wins a prize. Specifically, it determines whether the follow-up wins a prize based on the value of the prize information storage area 407. That is, if the value of the prize information storage area 407 indicates any of 14 to 16, the process is affirmative.

[0359] In step AB5, a point acquisition lottery process is performed by the main CPU 200. Specifically, if in red BB mode, the point acquisition lottery process is performed based on the number of symbols placed corresponding to the follow-up numbers in Fig. 13(A), and if in blue BB mode, the point acquisition lottery process is performed based on the number of symbols placed corresponding to the follow-up numbers in Fig. 13(B).

[0360] In step AB6, the main CPU 200 determines whether the value of the BB game number counter 417 is 0 or not.

[0361] In step AB7, the main CPU 200 stores the navigation stock number based on the total points. Specifically, by referring to the BB point storage area 436, the navigation stock number corresponding to the stored points is derived from Figure 13(C), and the derived number is stored in the AT navigation count counter 418.

[0362] In step AB7, even if the player does not win the normal AT mode transition lottery, any acquired navigation stocks are stored. In this case, the navigation stocks are stored cumulatively until the next normal AT mode transition lottery is won (they are erased when the main RAM 400 is cleared). Then, when the player transitions to the next normal AT mode, the navigation stocks are released all at once, so depending on the status of the navigation stocks stored, it may be possible to play the normal AT mode for a long period of time. This can increase the player's interest in the game.

[0363] In step AB8, the main CPU 200 determines whether the value of the winning AT memory area is 1 (won the normal AT mode transition lottery). Specifically, based on the value of the winning AT memory area 437, it determines whether the value of the winning AT memory area is 1.

[0364] In step AB9, the main CPU 200 performs processing to transition to normal AT mode. Specifically, information about normal AT mode is set in the mode storage area 408. For example, the AT navigation count counter 418 stores 5, which is the navigation stock number corresponding to the initial value. If the AT navigation count counter 418 has a value stored therein in step AB9, the stored value is added.

[0365] In step AB10, processing to transition to the normal mode is performed by the main CPU 200. Specifically, information relating to the normal mode is set in the mode storage area 408.

[0366] <Subroutine for AT mode processing after complete stop> 44 shows the subroutine for the AT mode processing after a complete stop. Here, the subroutine for the AT mode processing after a complete stop is a process to which the process is shifted in the process of step T2 when the value of the mode storage area 408 is 9 as a result of the mode read process of step T1.

[0367] In step AC1, the main CPU 200 determines whether the condition device is a rare combination. Specifically, based on the value of the condition device storage area 403, it is determined whether the determination result of the combination is a rare combination.

[0368] In step AC2, the main CPU 200 performs processing to add 1 to the ATBB lottery point counter 438.

[0369] In step AC3, when a rare combination is won, an ATBB lottery process is performed by the main CPU 200. Specifically, the ATBB mode lottery is performed using the number of symbols (see FIG. 14(A)) used in the ATBB lottery.

[0370] In step AC4, a navigation stock lottery process when a rare combination is won is performed by the main CPU 200. Specifically, the navigation stock lottery for the normal AT mode is performed using the number of pieces placed (see FIG. 14(B)) used in the navigation stock lottery for the normal AT mode.

[0371] In step AC5, a process of setting a navigation flag is performed by the main CPU 200. Specifically, a process of setting 1 in the navigation flag storage area 427 is performed.

[0372] In step AC6, the main CPU 200 determines whether the payout number is 15. Specifically, it determines whether any of the following has been won: a downward-right bell, an upward-right bell, or a lower-row bell.

[0373] In step AC7, the main CPU 200 performs a process of adding 1 to the ATBB lottery points. Specifically, a process of adding 1 to the ATBB lottery point counter 438 is performed.

[0374] In step AC8, the main CPU 200 determines whether the value of the ATBB lottery points is 10 or not.

[0375] In step AC9, the main CPU 200 performs a maximum point ATBB lottery process. Specifically, the ATBB mode lottery is performed using the number of balls placed (see FIG. 14(C)) used in the ATBB lottery when the points are MAX.

[0376] In step AC10, the main CPU 200 determines whether or not the lottery in the ATBB mode has been won.

[0377] In step AC11, processing for transitioning to the ATBB preparation mode is performed by the main CPU 200. Specifically, information relating to the ATBB preparation mode is set in the mode storage area 408.

[0378] In step AC12, navigation flag processing is performed by the main CPU 200. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the hand determination is a replay, and if the result of the hand determination is a replay, processing is performed to set 0 to the navigation flag storage area 427. On the other hand, if it is not a replay, processing is performed to set 1 to the navigation flag storage area 427.

[0379] In step AC13, the main CPU 200 determines whether the value of the AT navigation number counter 418 is 0 or not.

[0380] In step AC14, processing for transitioning to the pullback mode is performed by the main CPU 200. Specifically, information relating to the pullback mode is set in the mode storage area 408.

[0381] <Subroutine for ATBB preparation mode processing after total stop> 45 shows the subroutine for the post-total-stop ATBB preparation mode processing. Here, the subroutine for the post-total-stop ATBB preparation mode processing is a process to which the process is shifted in the process of step T2 when the value of the mode storage area 408 is 10 as a result of the mode read process of step T1.

[0382] In step AD1, the main CPU 200 determines whether or not the red ATBB has been won. Specifically, it determines whether or not the red ATBB has been won based on the value stored in the winning ATBB memory area 419.

[0383] In step AD2, the main CPU 200 determines whether the condition device is a replay RC. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the hand determination is a replay RC.

[0384] In step AD3, the main CPU 200 performs processing to transition to the red ATBB mode. Specifically, information about the red BB mode is set in the mode memory area 408. At this time, the ATBB game number counter 420 is set to 15.

[0385] In step AD4, the main CPU 200 determines whether the condition device is a replay RD. Specifically, based on the value of the condition device storage area 403, it is determined whether the result of the hand determination is a replay RD.

[0386] In step AD5, the main CPU 200 performs processing to transition to the blue BB mode. Specifically, information about the blue ATBB mode is set in the mode memory area 408. At this time, the ATBB game number counter 420 is set to 20.

[0387] <Subroutine for ATBB mode processing after total stop> 46 shows the subroutine for the ATBB mode processing after a total stop. The subroutine for the ATBB mode processing after a total stop is a process to which the process is shifted in step T2 when the value of the mode storage area 408 is 11 or 12 as a result of the mode read process in step T1.

[0388] In step AE1, the main CPU 200 determines whether 15 bells have been awarded. Specifically, it determines whether 15 bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 0 to 7, the process is affirmative.

[0389] In step AE2, the main CPU 200 determines whether or not three bells have been awarded. Specifically, it determines whether or not three bells have been awarded based on the value of the award information storage area 407. That is, if the value of the award information storage area 407 indicates any of 8 to 13, the process is affirmative.

[0390] In step AE3, the main CPU 200 stores 1 as the navigation stock number. Specifically, 1 is stored in the AT navigation number counter 418.

[0391] In step AE4, the main CPU 200 determines whether the follow-up wins a prize. Specifically, it determines whether the follow-up wins a prize based on the value of the prize information storage area 407. That is, if the value of the prize information storage area 407 indicates any of 14 to 16, the process is affirmative.

[0392] In step AE5, the main CPU 200 stores 1 as the navigation stock number. Specifically, 1 is stored in the AT navigation number counter 418.

[0393] In step AE6, the main CPU 200 determines whether the value of the ATBB game number counter 420 is 0.

[0394] In step AE7, processing to transition to the normal AT mode is performed by the main CPU 200. Specifically, information about the normal AT mode is set in the mode storage area 408.

[0395] In this way, in ATBB mode, unlike BB mode, you can directly acquire Navi Stocks (without going through points) by winning 3 bells or by winning a follow-up. This adds value to switching to ATBB mode.

[0396] <Subroutine for processing pullback mode after full stop> The subroutine for the pull-back mode processing after a full stop is shown in Figure 47. Here, the subroutine for the pull-back mode processing after a full stop is a process that is transitioned to in the process of step T2 when the value of the mode storage area 408 is 13 as a result of the mode read process of step T1.

[0397] In step AF1, it is determined whether or not the retraction lottery has been won by the main CPU 200. Specifically, as a result of the retraction lottery processing in step P2, it is determined whether or not the retraction lottery has been won.

[0398] In step AF2, processing for transitioning to the normal AT mode is performed by the main CPU 200. Specifically, information relating to the normal AT mode is set in the mode storage area 408.

[0399] In step AF3, the main CPU 200 determines whether the value of the pullback game number counter 421 is 0 or not.

[0400] In step AF4, the main CPU 200 performs processing to transition to the reset mode. Specifically, information about the reset mode is set in the mode memory area 408. At this time, 32 is set in the RST game number counter 409.

[0401] <Subroutine for advantageous zone management processing> A subroutine of the advantageous zone management processing is shown in Figure 48. Here, the subroutine of the advantageous zone management processing is processing performed in step B14.

[0402] In step AH1, the main CPU 200 performs a process of subtracting 1 from the value of the advantageous zone game number counter 428.

[0403] In step AH2, the main CPU 200 determines whether the value of the advantageous zone game number counter 428 is 0.

[0404] 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, and the game transitions to reset mode. Also, by clearing the value of the advantageous zone storage area 424, the value of the advantageous zone storage area 424 becomes 0, and the game transitions 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.

[0405] In step AH4, the main CPU 200 determines whether the value of the advantageous zone number counter 435 is equal to or greater than 2401. The value of the advantageous zone number counter 435 is set to count the number of medals paid out in the BB mode, AT mode, etc.

[0406] <Timer interrupt processing> 49 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.

[0407] In step AI1, interrupt initialization processing is performed by the main CPU 200. Specifically, processing such as saving registers and disabling interrupts is performed.

[0408] In step AI2, the main CPU 200 determines whether a power outage has been detected.

[0409] 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.

[0410] 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.

[0411] In step AI5, timer measurement processing is performed by the main CPU 200. This processing subtracts 1 from the values ​​of the freeze timer 422, the wait timer 423, and the like.

[0412] 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 judged.

[0413] 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.

[0414] 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.

[0415] 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.

[0416] 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. Here, the control commands stored in the control command buffer are explained. After the values ​​in each area of ​​the main RAM 400 are updated, the control commands are stored in the control command buffer. For example, there are a role determination command having information on the role determination result obtained by 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 the like.

[0417] In step AI11, an outer edge signal is output by the main CPU 200. Specifically, the outer edge signal data is read and the outer edge signal is output to the outside of the slot machine 1.

[0418] 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.

[0419] 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.

[0420] 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.

[0421] 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.

[0422] In step AI15, the main CPU 200 performs interrupt return processing. Specifically, it performs processing to return registers and processing to permit interrupts.

[0423] <Power-on process for the sub-control board 800> FIG. 50 shows a flowchart of the power-on process for the sub-control board 800.

[0424] 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.

[0425] 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.

[0426] 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.

[0427] In step AJ4, lamp control processing is performed by the secondary CPU 811. Specifically, the lamp 25 is controlled.

[0428] 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.

[0429] In step AJ6, the sub-CPU 811 performs various switch detection-time processes. Specifically, when the effect switch 28A detects an operation of the effect button 28, a process of switching the image displayed on the image display device 26 is performed; when the light adjustment switch 29A detects an operation of the light adjustment button 29, a process of adjusting the light amount of the lamp 25 is performed; and when the sound adjustment switch 30A detects an operation of the sound adjustment button 30, a process of adjusting the volume of the speaker 27 is performed.

[0430] <Animation when shifting from the BB preparation mode to the red BB mode> FIG. 51 shows an animation when shifting from the BB preparation mode to the red BB mode.

[0431] As shown in FIG. 51(A), when shifting to the BB preparation mode, an image for notifying the shift to the BB mode is displayed on the image display device 26. Specifically, a character image of "BB confirmed" and a character image are displayed on the image display device 26.

[0432] As shown in FIG. 51(B), when an operation of the start lever 5 is performed, the rotation of the left reel 6, the middle reel 7, and the right reel is started. At this time, on the image display device 26, an image suggesting aiming at the red BB symbol 1001 in the order of the right stop button 11, the middle stop button 10, and the left stop button 9 is displayed. Specifically, in the BB preparation mode, when the determination result of the combination is a replay RC, an image of an arrow pointing from the right direction to the left direction, a character image of "Aim for the red BB!", and a character image are displayed on the image display device 26.

[0433] As shown in FIG. 51(C), when an operation of the right stop button 11 is performed, the rotation of the right reel 8 is stopped. At this time, the image displayed on the image display device 26 is the same as that in FIG. 51(B).

[0434] As shown in FIG. 51(D), when an operation of the middle stop button 10 is performed, the rotation of the middle reel 7 is stopped. At this time, the image displayed on the image display device 26 is the same as that in FIG. 51(B).

[0435] As shown in FIG. 51(E), when the left stop button 9 is operated, the rotation of the left reel 6 is stopped. At this time, an image suggesting that the image display device 26 has shifted to the red BB mode is displayed on the image display device 26. Specifically, three red BB symbols 1001 and a character image reading "red BB mode" are displayed.

[0436] <Animation when shifting from the BB preparation mode to the blue BB mode> FIG. 52 shows an animation when shifting from the BB preparation mode to the blue BB mode.

[0437] As shown in FIG. 52(A), when shifting to the BB preparation mode, an image notifying that the image display device 26 is shifting to the blue BB mode is displayed on the image display device 26. Specifically, a character image reading "BB confirmed" and a character image are displayed on the image display device 26.

[0438] Note that the image displayed on the image display device 26 at the timing of FIG. 52(A) is the same as the image displayed on the image display device 26 at the timing of FIG. 51(A). Therefore, at the timing of FIG. 51(A) and the timing of FIG. 52(A), it is not possible to tell whether the shift is to the red BB mode or the blue BB mode.

[0439] As shown in FIG. 52(B), when the start lever 5 is operated, the rotations of the left reel 6, the middle reel 7, and the right reel 8 are started.

[0440] As shown in FIG. 52(C), when the right stop button 11 is operated, the rotation of the right reel 8 is stopped. After the operation of the right stop button 11, an image suggesting that the image display device 26 is shifting to the blue BB mode is displayed on the image display device 26. Specifically, three blue BB symbols 1002 and a character image are displayed on the image display device 26.

[0441] As shown in FIG. 52(D), when the middle stop button 10 is operated, the rotation of the middle reel 7 is stopped. At this time, the image displayed on the image display device 26 is the same as that in FIG. 52(C).

[0442] As shown in FIG. 52(E), when the left stop button 9 is operated, the rotation of the left reel 6 is stopped. At this time, an image suggesting the transition to the blue BB mode is displayed on the image display device 26. Specifically, three blue BB symbols 1002 and a character image of "blue BB mode" are displayed.

[0443] <Animation when obtaining 15 bells in the BB mode> FIG. 53 shows the animation when obtaining 15 bells in the BB mode.

[0444] As shown in FIG. 53(A), in the BB mode, an image corresponding to the BB mode is displayed. Also, when the winning determination result is a pressing-order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is displayed on the image display device 26. Specifically, a yellow bell symbol 1004 and an image of numbers indicating the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 are displayed on the image display device 26. In FIG. 53(A), it is notified that the left stop button 9 is operated first, then the middle stop button 10 is operated, and finally the right stop button 11 is operated.

[0445] As shown in FIG. 53(B), when the left stop button 9 is operated in accordance with the notification displayed on the image display device 26 while the left reel 6, the middle reel 7, and the right reel 8 are rotating, the left reel 6 stops. Then, as shown in FIG. 53(B), when the left stop button 9 is operated, the digital image corresponding to the left stop button 9 becomes non-displayed.

[0446] As shown in FIG. 53(C), when the middle reel 7 and the right reel 8 are rotating and the middle stop button 10 is operated according to the notification displayed on the image display device 26, the middle reel 7 stops. Then, as shown in FIG. 53(C), when the middle stop button 10 is operated, the digital image corresponding to the middle stop button 10 becomes non-displayed.

[0447] As shown in FIG. 53(D), when the right reel 8 is rotating and the right stop button 11 is operated according to the notification displayed on the image display device 26, the right reel 8 stops. Then, as shown in FIG. 53(D), when the right stop button 11 is operated, the digital image corresponding to the right stop button 11 becomes non-displayed.

[0448] <Animation at the time of point acquisition (3-bell) in BB mode> FIG. 54 shows the animation at the time of point acquisition (3-bell) in BB mode.

[0449] As shown in FIG. 54(A), in the BB mode, an image corresponding to the BB mode is displayed. Also, when the determination result of the combination is the push-order bell, the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 is displayed on the image display device 26. Specifically, the yellow bell symbol 1004 and the digital image indicating the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11 are displayed on the image display device 26. In FIG. 54(A), it is notified that the left stop button 9 is operated first, then the middle stop button 10 is operated, and finally the right stop button 11 is operated.

[0450] As shown in FIG. 54(B), when the left reel 6, the middle reel 7, and the right reel 8 are rotating and the left stop button 9 is operated according to the notification displayed on the image display device 26, the left reel 6 stops. Then, as shown in FIG. 54(B), when the left stop button 9 is operated, the digital image corresponding to the left stop button 9 becomes non-displayed.

[0451] As shown in FIG. 54(C), when the middle reel 7 and the right reel 8 are rotating and the right stop button 11 is operated without following the notification displayed on the image display device 26, the right reel 8 stops. Then, as shown in FIG. 54(C), when the right stop button 11 is operated, the digital image corresponding to the right stop button 11 becomes non-displayed.

[0452] As shown in FIG. 54(D), when the middle stop button 10 is operated while the middle reel 7 is rotating, the middle reel 7 stops. Then, as shown in FIG. 54(D), when the middle stop button 10 is operated, the digital image corresponding to the middle stop button 10 becomes non-displayed.

[0453] Here, as shown in FIG. 54(D), when the upper bell (three bells) wins, points (see FIG. 13) are obtained. Specifically, an image notifying that 1 point has been obtained is displayed on the image display device 26, and a notification sound "Challine" notifying that points have been obtained is output from the speaker 27. When points are obtained, by the command transmission process in step AI10, the value of the BB-time point storage area 436 is transmitted to the sub-control board 800. Then, when the sub-CPU 811 receives the value of the BB-time point storage area 436 by the main control board communication process in step AJ2, the value of the BB-time point storage area 436 added by the image display device control process in step AJ3 is displayed on the image display device 26, and a notification sound is output by the speaker control process in step AJ5.

[0454] <Animation at the time of point acquisition (following stage) in the BB mode> FIG. 55 shows an animation at the time of point acquisition (following stage) in the BB mode.

[0455] As shown in Figure 55(A), in the BB mode, an image corresponding to the BB mode is displayed. Also, if the result of the combination 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 displayed on the image display device 26. Specifically, a yellow bell pattern 1004 and an image of a number indicating the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 are displayed on the image display device 26. Note that Figure 55(A) notifies that the left stop button 9 should be operated first, then the center stop button 10, and finally the right stop button 11.

[0456] As shown in Figure 55(B), when the left reel 6, center reel 7, and right reel 8 are spinning, if the center stop button 10 is operated without following the notification displayed on the image display device 26, the center reel 7 will stop. Then, as shown in Figure 55(B), when the center stop button 10 is operated, the number image corresponding to the center stop button 10 will no longer be displayed.

[0457] As shown in Figure 55(C), when the left reel 6 and the right reel 8 are spinning, if the left stop button 9 is operated without following the notification displayed on the image display device 26, the left reel 6 will stop. Then, as shown in Figure 55(C), when the left stop button 9 is operated, the number image corresponding to the left stop button 9 will disappear.

[0458] As shown in Figure 55(D), when the right stop button 11 is operated while the right reel 8 is spinning, the right reel 8 stops. Then, as shown in Figure 55(D), when the right stop button 11 is operated, the number image corresponding to the right stop button 11 disappears.

[0459] Here, as shown in FIG. 55(D), when the follow-up symbol wins, points (see FIG. 13) will be obtained. Specifically, an image notifying that 1 point has been obtained is displayed on the image display device 26, and a notification sound "Challine" notifying that points have been obtained is output from the speaker 27. When points are obtained, by the command transmission process in step AI10, the value in the BB-time point storage area 436 is transmitted to the sub-control board 800. Then, when the sub-CPU 811 receives the value in the BB-time point storage area 436 by the main control board communication process in step AJ2, the value in the BB-time point storage area 436 added by the image display device control process in step AJ3 is displayed on the image display device 26, and a notification sound is output by the speaker control process in step AJ5.

[0460] Note that when points are obtained, notification is performed as shown in FIGS. 54(D) and 55(D), but the obtained points may be cumulatively displayed on the image display device 26. As a result, it becomes easier to estimate the number of obtained navigation stocks. Therefore, when the BB mode ends but the transition to the normal AT mode does not occur, it becomes easier to determine whether to continue the game, and it is possible to prevent the player from being overly immersed in the game.

[0461] <Diagram showing an animation indicating the notification mode of the pressing order bell in the BB mode> FIG. 56 shows an animation indicating the notification mode of the pressing order bell in the BB mode. FIG. 56(A) shows the notification mode of the pressing order bell in a situation where the lottery for transitioning to the normal AT mode is not being conducted, and FIG. 56(B) shows the notification mode of the pressing order bell in a situation where the lottery for transitioning to the normal AT mode is being conducted.

[0462] As shown in FIG. 56(A), the notification mode of the pressing order bell in a situation where the lottery for transitioning to the normal AT mode is not being conducted displays the yellow bell symbol 1004 and an image of a number indicating the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11, and the image of the number indicating the operation order is decorated in yellow.

[0463] On the other hand, as shown in FIG. 56(B), in the situation where the normal AT mode transition draw is in progress, the notification mode of the push order bell does not display the yellow bell symbol 1004, but instead displays an image of numbers indicating the operation order of the left stop button 9, the middle stop button 10, and the right stop button 11, and the image of the numbers indicating the operation order is decorated in white. Thus, since the notification mode of the push order bell is made different according to the situation of the normal AT mode transition draw, it is possible to implicitly suggest whether to follow the operation order from the difference in the notification mode.

[0464] <Figure showing the animation of the end screen in BB mode> FIG. 57 shows the animation of the end screen in the BB mode.

[0465] FIG. 57(A) shows the final game in the BB mode. When the third stop operation is performed, the end screen (ending screen) of the BB mode shown in FIG. 57(B) is displayed. Here, the characters "BB mode end" indicating the end of the BB mode and the characters "NEXT normal mode" indicating the mode after the BB mode are displayed. Therefore, this example is a case where the normal AT mode transition draw was not hit in the BB mode.

[0466] When the screen shown in FIG. 57(B) is displayed and a predetermined time has elapsed, as shown in FIG. 57(C), a set value suggestion image 26A suggesting a set value and a navi stock suggestion image 26B suggesting the number of navi stocks are displayed. The set value suggestion image 26A is an image suggesting the set value (any one of set values 1 to 6) currently set in the slot machine 1, and for example, it can display "set value 2 or more", "suggestion of an even set value", "suggestion of an odd set value", "456 suggestion", "6 suggestion", etc. Also, the set value suggestion image 26A is not necessarily displayed in the scene of FIG. 57(C) and may not be displayed.

[0467] The navigation stock suggestion image 26B is an image that suggests the number of navigation stocks at the end of BB mode. For example, as shown in FIG. 57(C), the navigation stock number is suggested in the shape of a moon. For example, a crescent moon indicates that the navigation stock number is less than 5 (including 0), a half moon indicates that the navigation stock number is between 5 and 10, and a full moon indicates that the navigation stock number is 10 or more. Unlike the setting value suggestion image 26A, this navigation stock suggestion image 26B is always displayed in the scene shown in FIG. 57(C) and is always displayed on the BB mode end screen when transitioning from BB mode to normal mode. This provides a basis for deciding whether to continue playing after transitioning to normal mode (for example, stopping play if the navigation stock number seems low), preventing players from becoming overly absorbed in the game.

[0468] After a predetermined time has elapsed since the display of the setting value suggestion image 26A and the navigation stock suggestion image 26B shown in Figure 57(C), the setting value suggestion image 26A and the navigation stock suggestion image 26B are hidden, and a warning image 26C is displayed, as shown in Figure 57(D). The warning image 26C displays text such as "Be careful not to get addicted" to prevent excessive gameplay, for example, in red text on a white background. As shown in Figure 57(C), the warning image 26C is displayed after the setting value suggestion image 26A and the navigation stock suggestion image 26B are displayed. This allows the player to consider continuing play when the navigation stock count is less than 5 (including 0), thereby ensuring healthy gameplay. Furthermore, the setting value suggestion image 26A, the navigation stock suggestion image 26B, and the warning image 26C are not displayed overlapping each other. This prevents the amount of information that the player has to check from becoming too large, making it easier to prevent the player from overlooking each piece of information.

[0469] <Animation when obtaining 15 bells in normal mode> Figure 58 shows the animation when 15 bells are obtained in normal mode.

[0470] As shown in Figure 58(A), in normal mode, an image corresponding to normal mode is displayed. Also, if the result of the role determination is push order bell BF and if the lottery using Figure 9(G) is won, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is displayed on the image display device 26. Specifically, images of numbers indicating the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 are displayed on the image display device 26. Note that Figure 58(A) notifies that the right stop button 11 should be operated first, then the center stop button 10, and finally the left stop button 9.

[0471] As shown in Figure 58(B), when the left reel 6, center reel 7, and right reel 8 are spinning, operating the right stop button 11 in accordance with the notification displayed on the image display device 26 will stop the right reel 8. Then, as shown in Figure 58(B), when the right stop button 11 is operated, the number image corresponding to the right stop button 11 will no longer be displayed.

[0472] As shown in Figure 58(C), when the left reel 6 and the center reel 7 are spinning, if the center stop button 10 is operated in accordance with the notification displayed on the image display device 26, the center reel 7 will stop. Then, as shown in Figure 58(C), when the center stop button 10 is operated, the number image corresponding to the center stop button 10 will no longer be displayed.

[0473] 58(D), when the left stop button 9 is operated in accordance with the notification displayed on the image display device 26 while the left reel 6 is spinning, the left reel 6 stops. Then, as shown in FIG. 58(D), when the left stop button 9 is operated, the number image corresponding to the left stop button 9 disappears.

[0474] <Animation when getting 3 bells in normal mode> Figure 59 shows the animation when three bells are obtained in normal mode.

[0475] As shown in Figure 59(A), in normal mode, an image corresponding to normal mode is displayed. Also, if the result of the role determination is push order bell BF and if the lottery using Figure 9(G) is won, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is displayed on the image display device 26. Specifically, images of numbers indicating the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 are displayed on the image display device 26. Note that Figure 59(A) notifies that the right stop button 11 should be operated first, then the center stop button 10, and finally the left stop button 9.

[0476] As shown in Figure 59(B), when the left reel 6, center reel 7, and right reel 8 are spinning, operating the right stop button 11 in accordance with the notification displayed on the image display device 26 will stop the right reel 8. Then, as shown in Figure 59(B), when the right stop button 11 is operated, the number image corresponding to the right stop button 11 will no longer be displayed.

[0477] 59(C), when the left reel 6 and center reel 7 are spinning, if the left stop button 9 is operated without following the notification displayed on the image display device 26, the left reel 6 will stop. Then, as shown in FIG. 59(C), when the left stop button 9 is operated, the number image corresponding to the left stop button 9 will disappear.

[0478] As shown in Figure 59(D), when the center stop button 10 is operated while the center reel 7 is spinning, the center reel 7 stops. Then, as shown in Figure 59(D), when the center stop button 10 is operated, the number image corresponding to the center stop button 10 disappears.

[0479] Here, in normal mode, when the operation order of the push order bells is announced and three bells are won, one navigation stock is awarded (see Figure 9(H)). However, the image display device 26 does not announce that a navigation stock has been acquired, but keeps it secret. In other words, by not visualizing the acquired navigation stock, the enjoyment can continue until the normal AT mode is won.

[0480] <Animation when acquiring a follow-up eye in normal mode> FIG. 60 shows an animation when a follow-up eye is acquired in normal mode.

[0481] As shown in Figure 60(A), in normal mode, an image corresponding to normal mode is displayed. Also, if the result of the role determination is push order bell BF and if the lottery using Figure 9(G) is won, the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 is displayed on the image display device 26. Specifically, images of numbers indicating the operation order of the left stop button 9, the center stop button 10, and the right stop button 11 are displayed on the image display device 26. Note that Figure 60(A) notifies that the right stop button 11 should be operated first, then the center stop button 10, and finally the left stop button 9.

[0482] As shown in Figure 60(B), when the left reel 6, center reel 7, and right reel 8 are spinning, if the center stop button 10 is operated without following the notification displayed on the image display device 26, the center reel 7 will stop. Then, as shown in Figure 60(B), when the center stop button 10 is operated, the number image corresponding to the center stop button 10 is hidden. At this time, no notification sound is emitted to indicate that an incorrect operation has been performed, and no "x" image 1010 (see Figure 63) is displayed to indicate that an incorrect operation has been performed.

[0483] As shown in Figure 60(C), when the left reel 6 and the right reel 8 are spinning, if the left stop button 9 is operated without following the notification displayed on the image display device 26, the left reel 6 will stop. Then, as shown in Figure 60(C), when the left stop button 9 is operated, the number image corresponding to the left stop button 9 will disappear.

[0484] As shown in Figure 60(D), when the right stop button 11 is operated while the right reel 8 is spinning, the right reel 8 stops. Then, as shown in Figure 60(D), when the right stop button 11 is operated, the number image corresponding to the right stop button 11 disappears.

[0485] Here, in normal mode, when the operation order of the push order bells is announced and the follow-up number is won, one navigation stock is awarded (see Figure 9(H)). However, the image display device 26 does not announce that a navigation stock has been acquired, but keeps it secret. In this way, by not visualizing the acquired navigation stock, the enjoyment can continue until the normal AT mode is won.

[0486] In addition, both the 3-bell and the follow-up may notify the acquisition of navigation stocks. This makes it easier to understand that it is more advantageous to stop the 3-bell and the follow-up rather than the 15-bell, which is a preferable mode for players who are not familiar with the game.

[0487] <Stock number indication animation when 15 bells are acquired in normal mode> Figure 61 shows the animation indicating the number of stocks when 15 bells are obtained in normal mode.

[0488] 61(A) to 61(D) are the same as those in FIG. 60(A) to 60(D), and therefore will not be described here. In FIG. 61(E), by pressing the effect button 28 after completing the operation of the left stop button 9, the center stop button 10, and the right stop button 11, an image suggesting the number of navigation stocks is displayed on the image display device 26. Specifically, an image resembling blue smoke is displayed, and the number of navigation stocks is suggested by the color. For example, an image resembling blue smoke suggests 0 to 3 navigation stocks, an image resembling yellow smoke suggests 4 to 7 navigation stocks, an image resembling green smoke suggests 8 to 10 navigation stocks, and an image resembling red smoke suggests 11 or more navigation stocks. Note that pressing the effect button 28 is not required; an image resembling smoke may be displayed after the third stop.

[0489] The navigation stock suggestion is executed when all of the following conditions are met: the mode is normal, the result of the role determination is the push order bell BE or the push order bell BF, the lottery using Figure 9 (G) is won, and 15 bells are won (the stop button is operated according to the operation order). On the other hand, it is not executed when 3 bells or a follow-up win is won, and when the operation order of the push order bell BE or the push order bell BF is announced, the player can choose to grasp the number of navigation stocks according to the operation order or acquire navigation stocks without following the operation order, which can increase the fun of playing.

[0490] In addition, the suggestion of the number of navigation stocks is not limited to the above execution conditions, and may be made every specified number of games, when a rare role is won, when transitioning from CZ mode to normal mode, or when transitioning to a specific presentation mode.

[0491] <Normal AT mode start animation> FIG. 62 shows the animation that occurs when normal AT mode starts.

[0492] As shown in Figure 62(A), when the game shifts to the normal AT mode, an image corresponding to the normal AT mode is displayed. Specifically, an image saying "Get AT RUSH!" and an image saying "Press the button to get Navi!" are displayed, and when the normal AT mode starts, an effect is executed in which the player presses the effect button 28 to get Navi stocks.

[0493] Then, when the player presses the effect button 28, the number of acquired Navi stocks is announced as shown in Fig. 62(B). For example, "Navi +9!!" is announced, and as shown in Fig. 62(C), "AT RUSH START!" is displayed, and the normal AT mode begins.

[0494] Then, when the player operates the start lever 5, the left reel 6, the center reel 7, and the right reel 8 start to spin. As shown in Figure 62(D), if the result of the combination is a push order bell, a yellow bell symbol 1004 is displayed, the operation order is notified, and one navi is subtracted, and the remaining navi is displayed as 8.

[0495] <Animation comparing normal AT mode and BB mode> Figure 63 shows a comparison of the notification mode when the operation sequence is not followed in the normal AT mode and the BB mode. Note that the BB mode can also be interpreted as the normal mode. Also, Figure 63 explains the case where the first stop operation is incorrect (when the follow-up eye finally stops), but it can also be interpreted as the case where the second stop operation is incorrect (when the three-bell finally stops).

[0496] Figures 63 (A1) to (A2) show a case where a player wins the push order bell during normal AT mode and does not follow the operation sequence notified. Specifically, as shown in Figure 63 (A1), the operation sequence for the push order bell was notified as "middle, right, left," but the left stop button 9 was pressed as the first stop operation. In this case, the image display device 26 displays an "x" image 1010 indicating that an incorrect operation has been performed, and the speaker 27 outputs a "buzzing" sound indicating that an incorrect operation has been performed. This allows the player to recognize that an incorrect operation has been performed.

[0497] On the other hand, Figures 63(B1)-(B2) show a case where the push order bell was won in BB mode and the notified operation order was not followed. Specifically, as shown in Figure 63(B1), the push order bell operation order was notified as "left, middle, right," but the middle stop button 10 was pressed as the first stop operation. In this case, unlike the normal AT mode, the "x" image 1010 is not displayed on the image display device 26, and no notification sound is output from the speaker 27.

[0498] In other words, in the normal AT mode, if the push order bell is hit and the player does not follow the notified operation sequence, it will only bring about a disadvantage to the player, so a notification like that in Figure 63(A2) is made. On the other hand, in the BB mode and normal mode, if the push order bell is hit and the player does not follow the notified operation sequence, it is not necessarily a disadvantage (because there is a possibility that navigation stocks in the normal AT mode will be awarded), so a notification like that in Figure 63(A2) is not made. This makes it easy to understand whether the stop operation is disadvantageous or not depending on the mode, and provides an environment that is easy to play even for players who are not accustomed to playing.

[0499] This embodiment can be modified as follows. For example, the normal AT mode may be an ART mode or an RT mode. It may also be equipped with an advantageous AT mode (called a higher-level AT) that is more advantageous than the normal AT mode.

[0500] In addition, the normal AT mode remains in effect until the number of times the push order bell operation sequence has been notified reaches a predetermined number (5 times in this embodiment), but it may remain in effect until the number of times the normal AT mode has been played reaches a predetermined number (for example, 30 times). In this case, the number of games may be stocked instead of the navigation stock.

[0501] In addition to the normal mode, a heaven mode may be provided. In this case, the value set in the ceiling game number counter 410 is assumed to be, for example, 100. Furthermore, it is assumed that the heaven mode is entered with a predetermined probability after the reset mode.

[0502] Also, in BB mode, if the player does not win the normal AT transition lottery, points will not be earned even if three bells or a follow-up number are won, and points can be earned only when the player wins the normal AT transition lottery.

[0503] In addition, when a rare role is won in the normal AT mode, there may be a predetermined probability of moving to a specialized zone where navigation stocks can be acquired intensively.

[0504] Also, when the number of navigation stocks reaches a predetermined number, the mode may be switched to the normal AT mode.

[0505] Alternatively, the specification may be such that navigation stocks are acquired only in normal mode and used in normal AT mode, or such that navigation stocks are acquired only in BB mode and used in normal AT mode, or such that navigation stocks are acquired in normal mode and BB mode and used in normal AT mode.

[0506] Also, if there is a predetermined number of navigation stocks (for example, 30) or more when switching to normal AT mode, it may be possible to first notify that there are 10 navigation stocks, and then add the remaining navigation stocks (so-called post-addition) when the navigation stocks decrease.

[0507] The details of the means and the like described in the above slot machine will be explained. In a slot machine equipped with a main control means (main control board 100) for controlling the game, a notification means (payout display unit 14, image display device 26) for notifying information related to the game, a plurality of reels (left reel 6, center reel 7, right reel 8) having a plurality of types of symbols, and stop buttons (left stop button 9, center stop button 10, right stop button 11) provided corresponding to each of the plurality of reels, the main control means controls a role drawing means (main CPU 200) for drawing roles, and a normal state (normal mode) that is disadvantageous to a player, a first advantageous state (BB mode) that is more advantageous to a player than the normal state, and a state different from the first advantageous state. a state control means (main CPU 200) for controlling a first advantageous state (normal AT mode) that is more advantageous to the player than the normal state, and a second advantageous state (normal AT mode), wherein the notification means is capable of notifying the operation sequence of the stop buttons to win a combination of symbols (15 bells) related to a predetermined winning role (push order bell) in the first advantageous state and the second advantageous state, and the main control means is capable of adding to the number of times the operation sequence has been notified in the second advantageous state if the combination of symbols related to the predetermined winning role is not won as a result of notifying the operation sequence in the first advantageous state. [Explanation of symbols]

[0508] 1. Slot Machine 26 Image display device 100 Main control board 800 Sub-control board

Claims

[Claim 1] a main control means for controlling games; a notification means for notifying information relating to a game; a plurality of reels having a plurality of types of symbols; a stop button provided corresponding to each of the plurality of reels, The main control means A role drawing means for drawing a role; a state control means for controlling a normal state that is disadvantageous to a player, a first advantageous state that is more advantageous to the player than the normal state, and a second advantageous state that is different from the first advantageous state and is more advantageous to the player than the normal state; The notification means In the first advantageous state and the second advantageous state, it is possible to notify the operation sequence of the stop buttons for winning a combination of symbols related to a predetermined winning role, The main control means When the combination of symbols related to the predetermined winning role does not win as a result of announcing the operation sequence in the first advantageous state, the number of times the operation sequence has been announced in the second advantageous state can be added. A slot machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2020036783A